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Revision as of 14:20, 2 September 2010

The opponents are found in all Carmageddon games as your competitors to win the race. But the rules aren't to forcefully complete a checkpoint race; one can choose to also waste every opponent or kill every pedestrian. As such, the opponents will also do that if they feel like it.

Overview

The opponents are controlled by the CPU, which is to say that they're AI bots. They were quite well programmed on the PC games, and don't do erratic, mindless actions. They've been programmed to follow the checkpoints in order, as if they were racing. Normally, they mind their own business, but if attacked by the player, they've been programmed to either be scared or fight back, that is, if they aren't currently unconscious. Other than wrecking and racing, the opponents may also travel around the level without a particular purpose.

As racers

The opponents try to do the same thing as the player: race, waste or kill. Seeing as there are cars of several natures, the opponents appear in an organized fashion. Else, the player could encounter strong opponents, like Psycho Pitbull as early as the first race. To avoid this injustice, opponents appear based on their tiers.

Carmageddon

To save CPU, the opponents don't trigger collisions with other objects when off-screen or far away from the opponent. This helps that if the player is far from opponents, the game can run smoothly without having to worry about off-screen collisions, and at the same time, keep them moving.

Carmageddon II

Like in the first game, the CPU players that are off-screen will not trigger collisions with objects. Unfortunately, this causes a dangerous glitch on the USS Lewinsky.

Carmageddon TDR 2000

Unlike in the other two games, CarmaTDR's opponents always check for collisions, specially because this game was made for faster, better systems, so such memory cost can easily be affordable.

Other than the opponent drivers, Carmageddon TDR also features cops. These try to waste you when you cause to much trouble.

Notes

  • Opponents can collect pickups, but the powerup will not trigger, independently of the effect.

See also


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