Search found 79 matches
- Sat Sep 04, 2010 10:38 pm
- Forum: Help: Map Making
- Topic: Water Death
- Replies: 5
- Views: 2197
Re: Water Death
Also, another thing a lot of mapmakers tend to do is make the Water non-lethal and drivethrough , but then give the the floor beneath the water a death tag . This avoids the odd feeling of bouncing off the surface of the water when you die, by letting you "sink" underwater, and then explod...
- Sun Aug 29, 2010 5:31 pm
- Forum: General Map Making Discussions
- Topic: 2010 Collaborator Submissions
- Replies: 97
- Views: 41525
Re: 2010 Collaborator Submissions
Oh lord, I can't wait for this map! What a fantastic idea...
- Thu May 27, 2010 5:58 am
- Forum: Game Releases and Versions
- Topic: don't let BZFlag die
- Replies: 51
- Views: 20718
Re: don't let BZFlag die
Now, I haven't been a part of the community for very long, certainly not long enough to know whether BZFlag is growing or shrinking, nor do I know anything in regard to marketing or business theory (beyond "The Tipping Point" ;)), but I am fairly confident that it would take more than an e...
- Thu May 06, 2010 6:11 am
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: Split-screen local multiplayer?
- Replies: 4
- Views: 1446
Re: Split-screen local multiplayer?
I don't really see how it'd work anyway. Unless you have a very minimalistic key configuration or some kind of driver for reading multiple HID, it'd be difficult to fit all those controls into a single layout. And cramming the radar, console, etc. into a half screen would require quite the monitor.
- Tue May 04, 2010 3:06 am
- Forum: Tournaments And Games
- Topic: "Last Tank Standing" hosted in the name of the OpenLeague
- Replies: 7
- Views: 5669
Re: "Last Tank Standing" hosted in the name of the OpenLeague
Great concept! Hope there's a good turnout, it'd really be fun with a lot of players. So, how's it going to work? One shot and your gone? Or are there lives, like 1vs1?
Re: Tank Size
Until development on this issue progresses further, I've begun the implementation of a secondary ban list to keep these designated offenders off of select servers. That way, we can keep them on randomly generated maps, where they belong.
- Wed Apr 28, 2010 3:13 am
- Forum: Help: Map Making
- Topic: Mac Mapmakers?
- Replies: 3
- Views: 1904
Re: Mac Mapmakers?
hmm.... simple mapmaking for Mac without coding? Well, first of all, let me tell you: it's pretty simple to learn to make a maps through coding, and I prefer it a million times more. If you check the wiki (http://my.bzflag.org/w/BZW) and look at just the introduction and some of the objects (box, py...
- Mon Apr 26, 2010 12:40 am
- Forum: General Map Making Discussions
- Topic: mappers competiton number 1
- Replies: 25
- Views: 8047
Re: mappers competiton number 1
Christ, Spazzy, it's like comparing doodles to the Mona Lisa. The only shot I have at winning now is bribery. (behind this happy emoticon, I'm crying in the shower)
- Wed Apr 21, 2010 11:50 pm
- Forum: Map releases
- Topic: Twisted Map
- Replies: 4
- Views: 1676
Re: Twisted Map
Looks nice, I do always enjoy the occasional fixed geometry map! However, the teleporters don't seem to be working for me. I don't know, maybe it's just my version of bzfs, but shots and tanks appear to be going straight through them. Also, do you want this to be a 1 shot, no jump, no flag, no rico ...
- Wed Apr 21, 2010 4:46 am
- Forum: Map Editors
- Topic: Editor Highlight Codes
- Replies: 17
- Views: 22339
Re: Editor Highlight Codes
Man, thanks for that smultron library, Spazzy, I wish I had had this before! Much better than using textedit. It's too bad that there is no way for smultron to distinguish any more objects than keywords without starting and ending elements, but it still makes BZWs much more navigable as it is.
- Sun Apr 18, 2010 4:10 pm
- Forum: General Map Making Discussions
- Topic: mappers competiton number 1
- Replies: 25
- Views: 8047
Re: mappers competiton number 1
alright, here is the revised (radar guides, updated spawns/bases) version of my Ocean Battlezone map. Two versions: The original map: OceanBattlezone.bzw A version with Anomaly 's fancy water. No difference in gameplay, just aesthetics: OceanBattlezone(Fancy).bzw Update: I discovered a small imperfe...
- Wed Apr 14, 2010 2:19 pm
- Forum: Map releases
- Topic: Arc War 2.0 :: Revenge of the Arcs [2 Team CTF]
- Replies: 2
- Views: 1554
Re: Arc War 2.0 :: Revenge of the Arcs [2 Team CTF]
Happy 1000th post, Bambino!
this map looks great! I loved Arc War 1, and I can't wait to play on this one.
this map looks great! I loved Arc War 1, and I can't wait to play on this one.
- Sun Apr 11, 2010 3:58 pm
- Forum: General Map Making Discussions
- Topic: mappers competiton number 1
- Replies: 25
- Views: 8047
Re: mappers competiton number 1
Just curious, hutty, have you figured out a system for tabulating votes (or some other means of determining a winner)?
- Tue Mar 30, 2010 6:09 am
- Forum: Map releases
- Topic: Ocean Battlezone by Strakowski
- Replies: 5
- Views: 2008
Re: Ocean Battlezone by Strakowski
go ahead, it's fine by me.huttymuncher wrote:looks very nice. i will have to try it.
care to submit it to the triangle map competition?
started a couple days ago, you would be the first
- Tue Mar 30, 2010 2:35 am
- Forum: Map releases
- Topic: Ocean Battlezone by Strakowski
- Replies: 5
- Views: 2008
Re: Ocean Battlezone by Strakowski
Maps' back up!
- Mon Mar 29, 2010 5:48 am
- Forum: Map releases
- Topic: Ocean Battlezone by Strakowski
- Replies: 5
- Views: 2008
Re: Ocean Battlezone by Strakowski
Why thank you! Yes, it is currently down. There was a large game going on earlier today, and suddenly everybody lost connection (heaven knows why) and the server dissapeared :P. Here's another screenie I thought looked nice. The lighting on the ground is wierd because it consists of several meshes, ...
- Mon Mar 29, 2010 4:55 am
- Forum: Map releases
- Topic: Ocean Battlezone by Strakowski
- Replies: 5
- Views: 2008
Ocean Battlezone by Strakowski
This map has actually been out for a day (thanks to mrapple at BZBureau for hosting), but I haven't gotten around to writing this little blurb until now. Well, anyway, this is my map, Ocean Battlezone (hosted at bzbureau.com:5194). My original goal was to create a map with clean, simple aesthetics a...
- Sat Mar 27, 2010 10:26 pm
- Forum: General Map Making Discussions
- Topic: Gradient Shading
- Replies: 5
- Views: 2480
Re: Gradient Shading
Wait.. this is strange. I opened my map for a test and then resaved it using /saveworld to see what the meshboxes were being converted into. It automatically adds a flatshading tag to all of them. My "meshbox"s are translated into flatshaded arcs with 4 divisions when I run bzfs. I suppose...
- Sat Mar 27, 2010 4:45 pm
- Forum: General Map Making Discussions
- Topic: Gradient Shading
- Replies: 5
- Views: 2480
Re: Gradient Shading
the arcs are fine (though the tops are not shaded), it's just the meshboxes.
- Sat Mar 27, 2010 4:12 pm
- Forum: General Map Making Discussions
- Topic: Gradient Shading
- Replies: 5
- Views: 2480
Gradient Shading
Is there anyway to perform gradient light shading (as is on meshes) on meshboxes? I just did a second version of an all mesh map almost exclusively in meshboxes and arcs, but, because there is no gradient shading on any of the faces, it doesn't look half as nice as the all mesh version. The differen...
- Wed Mar 24, 2010 8:20 am
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: How to change map?
- Replies: 6
- Views: 3571
Re: How to change map?
What method are you using to start the server? Just double clicking BZFS? Using the Start Server function within BZFlag? Terminal/BZFS: Personally, I like Terminal the best (it's simplest). If you want to do it in Terminal, just: 1) Open Terminal 2)Type "the/filepath/to/bzflag/bzfs/" foll...
- Wed Mar 24, 2010 5:20 am
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: How to change map?
- Replies: 6
- Views: 3571
Re: How to change map?
Alright, just a forewarning: I usually mess up when it comes to interpreting questions, but I think I know what you're asking. When you run BZFS (I assume you are using terminal), run it with the parameter "-world insert/path/to/map/here.bzw". Does this solve your question or did I mess th...
- Sat Mar 20, 2010 2:05 am
- Forum: Fansites
- Topic: bz-zone.tk
- Replies: 12
- Views: 9651
Re: bz-zone.tk
I don't know if anybody really cares, but your homepage has a couple grammatical errors (hooray for nitpicking!): "When it comes to free multiplayer games (put a comma here) most usually have poor communities with uncaring participants, (<- either use a conjunction or make this comma a period o...
- Thu Mar 18, 2010 4:34 am
- Forum: Help: Map Making
- Topic: Teleporter Help
- Replies: 15
- Views: 5361
Re: Teleporter Help
I had the same problem with teles on several maps. This is the fix that "normally" works. A thin untextured box under the tele usually does the trick. This example below is a tele on mesh. This box must be untextured, usually the ugly box on a different texture mesh is fixed with a passab...
- Wed Mar 17, 2010 9:30 pm
- Forum: Help: Map Making
- Topic: Teleporter Help
- Replies: 15
- Views: 5361
Re: Teleporter Help
hmm... now I just fall through whatever mesh I'm trying to teleport onto.joevano wrote:Try lowering it by .01 units...