Well, it's a computer game. Some people (particularly parents and government officials) seem to have trouble understanding this, but TDR2000 is, in fact, just a computer game. It's not a ploy by Satan, it's not an Incarnation of Evil, and it's not a plot by General Motors to cut down on pedestrians.
At it's core, it's a demolition racing game with outstanding physics and damage effects. You also get to squish pedestrians.
Torus Games, a developer based in Australia, created TDR2000.
Unconfirmed at the present time, although a 400 with a good 3D accelerator is probably be required.
Although there were Mac versions of both previous Carma games, it seems unlikely that TDR2000 will be ported over. There may, however, be an X-Box version.
No, of course not. While TDR2000 is pretty gory, and the main character is insane, it's just a game.
Honestly. I've double checked my research, and the 'computer game' theory is accepted scientific fact.
It's the third in the Carmageddon series, following the popular Carmageddon and Carmageddon 2.
It is distributed worldwide by Sales Curve Interactive (SCi).
Playing TDR2000 doesn't make someone a demented maniac any more that playing Tomb Raider makes them a fat-chested archaeologist with a fetish for killing endangered animals.
Key | Effect |
Space | Handbrake |
Backspace | Repair car |
Insert | Recover car (flip) |
C | Toggle cockpit view |
H | Horn |
Z | Gear down. (or jump the starting gun) |
P | Toggle pratt-camm on/off |
S | Toggle sound on/off |
- | Toggle peds on/off |
Delete | |
End | |
Page down | |
Tab | Map |
TDR2000 offers Direct 3D acceleration, which supports all major cards. There is also a software mode, although the system requirements are very high.
TDR2000 supports internet play, however there is currently no dedicated server option, and no central lobby to find games. You must know the IP of the person you are connecting to.
There are a lot of explanations for this, and a lot of enhancements that can be made to improve it (eg: prediction code, etc).
1) TDR2000 is a fast paced game. The cars move a long way in a short time, so a comms spike would totally mess up the game. The characters in Quake, for example, don't move so quickly.
2) Exact position is vital. In Quake 3 or Unreal Tournament, most of the combat is at a distance, so with bullets flying about it's not vital that each character is in exactly the same position on each machine. That's not the case with TDR2000. After a ram, the cars bounce off each other. If the cars are not in exactly the same position on each computer, they will wind up in totally different locations. The game will get badly out of sync. Prediction code is of less use since what happens is so dependant on exact positioning.
Note that TDR2000 has trouble handling the latency and bandwidth problems generated by the internet, so the game will often be very laggy and unstable.
While it would be nice to have perfect TDR2000 games over the 'net, it just isn't going to happen. Games of this type really cannot handle latency.
It doesn't alter the fact that because of the type of game it is, TDR2000 will always have problems over the net. Simply put:
If you loose connection for 2000ms (Not exactly uncommon), a car you were chasing might warp half way across the map. You might get rammed and wasted by dumpy before you even knew he was there.
code | effect |
version | show version |
hereComesTrouble | enable cheats |
openLevelsGuv | access all levels |
invincible | Makes car invulnerable |
cash | +10000 cr |
setCar [CARNAME] | Changes your car |
makeai [CARNAME] | Creates and enemy car |
Hit [CTRL-Print Screen]. The screenshot will be placed in the 'screenshots' directory.
This is something that is unfortunately not possible in TDR2000, despite being promised.
You cannot have computer controlled AI cars or cops in multi-player games.
Collect ammunition and press the left control key.
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