Search found 314 matches

by LouMan
Mon Dec 21, 2009 3:53 am
Forum: Development
Topic: Special Mesh Faces
Replies: 16
Views: 5882

Re: Special Mesh Faces

mhmmmm Very Very interesting. this will make maps more and more interesting. nice job trepan. I wonder if Louman will make a 3.0 map when bzflag 3 comes out :P i hope that happens. Maybe... maybe. I have been away from BZFlag for quite some time now; I'm getting a little bit of an itch to start sto...
by LouMan
Sat Jan 05, 2008 2:49 am
Forum: Map releases
Topic: Life On Mars
Replies: 8
Views: 3470

Awesome map Spazzy; I would expect nothing less ;)

Very good modeling - I especially enjoy the domes, skylights and the creative use of drawInfo for the center platforms and jets supporting them.

Yay! :) :)
by LouMan
Mon Dec 31, 2007 3:25 am
Forum: Map releases
Topic: Channel Crossing
Replies: 24
Views: 10022

Off topic, but:

University of Michigan - blech. I am a Michigan State University graduate (a cross-town rival). Go Spartans! :D

Thanks for the kudos and I totally agree with the excellent level of hosting the server - thanks donny baker!
by LouMan
Sun Dec 30, 2007 8:31 pm
Forum: Map releases
Topic: Channel Crossing
Replies: 24
Views: 10022

The original post's map file has been updated one more time to Revision 1.2. I made the hidden physics drivers on the mountains inactive; they were not a very fair feature for a CTF map.
by LouMan
Fri Dec 28, 2007 6:31 pm
Forum: Map releases
Topic: Channel Crossing
Replies: 24
Views: 10022

Thank you :)

Thank you for all of the kind words :)

Note that I have updated the map file in the original post to Revision 1.1.

Changes:

1) Fixed a team flag drop vulnerability, and
2) Added "_maxFlagGrabs 1" parameter to help with flag distribution.
by LouMan
Thu Dec 27, 2007 10:16 pm
Forum: Map releases
Topic: Channel Crossing
Replies: 24
Views: 10022

Revision 1 Update

I have updated the original post's map file to Revision 1. Changes were minor: 1) Made bases symmetrical across map. 2) Removed Narrow flag (causes too many issues with mesh type maps). 3) Made maximum players 12 + 12 for lag issues. 4) Increased world size very slightly (rico issues in tunnels). 5)...
by LouMan
Wed Dec 26, 2007 4:24 am
Forum: Map releases
Topic: Channel Crossing
Replies: 24
Views: 10022

Channel Crossing

Attached is the map file and a few screenshots of a map I tinkered around with over the Christmas break called "Channel Crossing". There is nothing totally groundbreaking with the map, it was just something I've had in the closet for a while that I dusted off and finished. It's sort of a cross betwe...
by LouMan
Wed Aug 29, 2007 2:37 am
Forum: Servers: General Discussion
Topic: Planet MoFo: The Week of the Rabbit Hunt!!!
Replies: 2
Views: 2124

I've always enjoyed rabbit hunt and I agree that it can be frustrating as a single rabbit against 15+ hunters. I've just completed a plugin that might give that cute rabbit some additional teeth, called 'rabidrabbit'. Basically, it will set up certain areas of the map to be the rabbit's burrow - if ...
by LouMan
Sat Aug 11, 2007 3:26 am
Forum: Map releases
Topic: Something Wicked This Way Comes....
Replies: 11
Views: 4539

Looks great Spazzy; I would expect nothing less ;)
by LouMan
Sat Aug 11, 2007 3:20 am
Forum: Map releases
Topic: High Rise Havoc
Replies: 13
Views: 4651

Updated map file attachment to Revision 1 in original post. Changes: 1) Max altitude death physics to prevent 1 jump to team base from ground. 2) Added oncap world weapon at each base (big SW). 3) Removed Genocide and Shockwave flags. Note that Thumper has set this map up on: bzflag3.norang.ca:5187 ...
by LouMan
Tue Aug 07, 2007 8:46 pm
Forum: Map releases
Topic: High Rise Havoc
Replies: 13
Views: 4651

Updated map file in original post: added freeCtfSpawns (to help with spawn kill issue) and changed _flagAltitude parameter. Thanks, by the way, for the nice comments :)
by LouMan
Fri Aug 03, 2007 8:43 pm
Forum: Map releases
Topic: High Rise Havoc
Replies: 13
Views: 4651

High Rise Havoc

Attached is a new map called High Rise Havoc that I threw together in the past few days (I finally had a little bit of free time). It's a 2 team CTF between 2 opposing, semi-constructed buildings on 2 islands. It's a mostly vertical map with 16 floors. To run the map, you'll need to save the attache...
by LouMan
Fri May 25, 2007 1:49 am
Forum: Works In Progress
Topic: Off The Rails - beyond.infinity.bz:4884
Replies: 21
Views: 7353

Good work Spazzy! Very good texture mapping and obviously a good deal of thought when into gameplay, flag placement, etc. Keep it up.
by LouMan
Wed May 23, 2007 2:21 am
Forum: Help: Source Code / Compiling / Development
Topic: Compiling with VC8: Version 14235 Problem
Replies: 2
Views: 2586

Compiling with VC8: Version 14235 Problem

While trying to compile with Microsoft Visual Studio (VC8), version 14235 gives me 2 errors for not finding ClientAuthentication.cxx and LoginMenu.cxx. I have compiled version 14234 with no issues.
by LouMan
Mon Apr 30, 2007 1:25 am
Forum: Map releases
Topic: Triad - Oscillation UNDERthruster For All!
Replies: 7
Views: 3059

Triad - Oscillation UNDERthruster For All!

Attached is map file and a few screenshots of my latest map called "Triad". It is an experiment in drivethrough walls/ceilings, but not shootthrough. Gameplay is kinda different and takes some getting used to. It is currently hosted at bzflag3.norang.ca:5168.
by LouMan
Sat Apr 28, 2007 6:15 pm
Forum: Players
Topic: how did u find bz?
Replies: 225
Views: 93367

Like Red Baron, I was searching for a free Battle Zone (old arcade) type game and BZFlag showed up. I was hooked from day one; "Hi, my name is LouMan and I'm a BZFlag addict..."
by LouMan
Fri Apr 20, 2007 1:53 am
Forum: Map releases
Topic: Home Sweet Home
Replies: 23
Views: 7502

I updated map to Revision 3 in original post due to a few comments I saw/received: 1) Opened master bedroom door slightly (couldn't get behind it before and flags may have spawned there). 2) Fixed master bedroom roof above window (had an unintentional trap if flying up there with WG). 3) Raised tele...
by LouMan
Wed Apr 18, 2007 11:33 pm
Forum: Map releases
Topic: Home Sweet Home
Replies: 23
Views: 7502

I have updated the map to R2 in the original post.

I added my desktop, due to popular demand. I also fixed the flag behind the living room TV issue and added a surface at ground level to whisk away those that fall thru floor to ground level (usually by intentionally induced lag/jitter).
by LouMan
Mon Apr 16, 2007 6:27 pm
Forum: Map releases
Topic: Home Sweet Home
Replies: 23
Views: 7502

There is smoothing on the toilets - unfortunately the 'real' texture of porcelain does not have that many contrasts in it. I tried to add a little texturing contrast to them, without making them look totally unrealistic. Win Wp: regarding your radar - try it in 'enhanced' mode, it looks a little bet...
by LouMan
Sun Apr 15, 2007 6:17 pm
Forum: Map releases
Topic: Home Sweet Home
Replies: 23
Views: 7502

Feel free - no problem. They're all open for anyone to use.
by LouMan
Sun Apr 15, 2007 4:39 pm
Forum: Map releases
Topic: Home Sweet Home
Replies: 23
Views: 7502

I have updated the map file in the original post with revision 1 of the map. I fixed the upstairs bathtub issue (I originally did a copy, paste, paste with the model instead of a copy, paste - doh!). I will take all suggestions and see what I can do, but I probably will not add any more objects to t...
by LouMan
Sat Apr 14, 2007 11:26 pm
Forum: Map releases
Topic: Home Sweet Home
Replies: 23
Views: 7502

Grace F - see the notes regarding the keepaway plugin.

BTW - I just updated the map file in the original post. I added shot limit to geno and fixed a few broken URL references.
by LouMan
Sat Apr 14, 2007 2:01 pm
Forum: Map releases
Topic: Home Sweet Home
Replies: 23
Views: 7502

Home Sweet Home

Well, I've finally got the "Home Sweet Home" map to a point where I'm ready to share with everyone. I'm in the process of trying to get it hosted somewhere, but for now here is the map file and a few screenshots. It is designed as a Keep Away style map and includes references to such in the map file...
by LouMan
Wed Apr 11, 2007 3:38 am
Forum: Works In Progress
Topic: Coming Soon (Hopefully) - Home Sweet Home
Replies: 18
Views: 6244

Actually, the 'secret lair' is in the basement which is included in the map. My computer desk, PC, etc. is not included due to constraints I'm running into with polygon counts. Most other major furniture is included (approximated in most case). Also, the Monet and Van Gogh paintings that will be on ...
by LouMan
Tue Apr 10, 2007 3:06 am
Forum: Works In Progress
Topic: Coming Soon (Hopefully) - Home Sweet Home
Replies: 18
Views: 6244

Unless I decide otherwise, it will take a normal tank jump to reach the surface of the kitchen table and another jump (less high) to reach the countertops. The countertops (as it stands right now) cannot be reached by a single jump. The countertops are about 20 units (meters) up from the floor.