Search found 191 matches

by Joe-Schmoe
Fri Oct 05, 2007 1:36 am
Forum: Help: Setup / Hardware / Performance Issues
Topic: How do you make a server?
Replies: 3
Views: 1895

You mean design a map.

A good resource is here.
by Joe-Schmoe
Thu Oct 04, 2007 2:56 am
Forum: General Map Making Discussions
Topic: MI6 mapmaking contest
Replies: 15
Views: 9164

Claustrophobia is a map Boinkage made, and I beleive you are correct about adding textures to an existing map.
by Joe-Schmoe
Thu Oct 04, 2007 2:52 am
Forum: Map releases
Topic: Sub-terrain CTF
Replies: 6
Views: 2971

Try raising some of the teleporters by one unit to solve that problem. If they're at the same height as the floor...and the floor is one unit thick...then the bottom of the tele is actually embedded in the floor. I do that all the time. The map looks really good. Is that gap in the bottom of the tow...
by Joe-Schmoe
Wed Oct 03, 2007 2:54 pm
Forum: Screenshots & Artwork
Topic: sigs
Replies: 2
Views: 2133

I like 'em...coloring the iTank one wouldn't work--it's meant to be a parody of those iPod commercials, correct? That one's my favorite as well :)
by Joe-Schmoe
Wed Oct 03, 2007 2:06 am
Forum: Help: Map Making
Topic: Program assisted map making vs writing by hand
Replies: 6
Views: 2291

I once built a map with BZEdit that was just a 400x400 grid of boxes, each at different heights. As soon as I turned to look towards the center, the framerate became unusable. So yes, in extreme situations, a map can simply be "too complex". However I don't think any maps such as Desktop (which I ag...
by Joe-Schmoe
Mon Oct 01, 2007 10:56 pm
Forum: Players
Topic: Current Version You Play?
Replies: 28
Views: 10956

Heh...still an old 2.0.8 user myself...I'm going to wait until the 2.0.10 thingamajig is finalized before I go through the laborious process (so laborious!) of downloading it. ;)
by Joe-Schmoe
Sun Sep 30, 2007 11:03 pm
Forum: Works In Progress
Topic: Claustrophobia - beta complete
Replies: 18
Views: 6681

I thought the fourth number is transparency. 1 is opaque, 0 is invisible. You can use decimals to make it translucent. I'm not sure what alpha is, I think that makes it give off light, correct?
by Joe-Schmoe
Sun Sep 30, 2007 5:00 pm
Forum: Works In Progress
Topic: Claustrophobia - beta complete
Replies: 18
Views: 6681

You can leave out any parameters that you don't actually need, you can leave out "rotation 0" on boxes, etc. although you will ALWAYS need a name when defining a material.
by Joe-Schmoe
Sat Sep 29, 2007 10:25 pm
Forum: Works In Progress
Topic: Tower of BZ #1
Replies: 39
Views: 13461

Actually, we could do 9 "towers", each one with just one floor, arranged in a 3x3 grid on the map. That would also remove the problem with the radar (It's hard to tell where people are). If we're doing a CTF map, then both towers would probably have to be symmetrical. I also like the idea of a wabbi...
by Joe-Schmoe
Sat Sep 29, 2007 2:08 am
Forum: Prefabs and Map Objects
Topic: 3 legged box
Replies: 12
Views: 7092

The fact that tanks stick to the sides improves the playability immensely. You can do so many tricks to confuse and evade other people...
by Joe-Schmoe
Fri Sep 28, 2007 2:15 pm
Forum: General Map Making Discussions
Topic: MI6 mapmaking contest
Replies: 15
Views: 9164

Okay, I'll try to whip something up. I have no idea how long it will take, however.

Also, it's only been 8 days since the start of the contest, maybe people are still working on their submissions.
by Joe-Schmoe
Wed Sep 26, 2007 10:57 pm
Forum: Map releases
Topic: Stepping Stones
Replies: 8
Views: 2710

Okay, I think I fixed it. I had "team 0 1 2 3 4 5", instead of "team 0 1 2 3 4". I guess I forgot that observers don't spawn!
by Joe-Schmoe
Wed Sep 26, 2007 9:57 pm
Forum: Map releases
Topic: Stepping Stones
Replies: 8
Views: 2710

Add a water level at the bottom, and you have a fine Platforms map. :-) Looks good though. I thought this was cool idea, so I did it 8) Attached is the map, with water. It has some pathways near the floor which it didn't have before, and the center area is larger (so that you always land somewhere ...
by Joe-Schmoe
Wed Sep 26, 2007 9:18 pm
Forum: General Discussion
Topic: Bot wars
Replies: 15
Views: 9114

Re: what if

What if someone makes like a really amazing one and releases if and then everyone uses it. The game would be boring. I don't know if it's just me but I hate auto pilot. I seriously doubt any program would outclass the players. Any anyway, what would be the point of running a bot to win at a game yo...
by Joe-Schmoe
Wed Sep 26, 2007 2:57 am
Forum: Map releases
Topic: Ant farm
Replies: 6
Views: 2851

Okay, screenies are in! http://joesmagicgathering.googlepages.com/antfarm1.JPG Here you see the basic layout of one half of the map. That big ol' box is where you spawn, exiting via teleporter. (which you can just see at the bottom right corner) http://joesmagicgathering.googlepages.com/antfarm2.JPG...
by Joe-Schmoe
Tue Sep 25, 2007 8:48 pm
Forum: Works In Progress
Topic: Tower of BZ #1
Replies: 39
Views: 13461

:roll: I feel silly for not testing this, but I joined the server and found that my teles have to be jumped through, which suggests that they are 1 unit too deep. I frequently make this mistake, increasing the position by 0 0 1 should fix it up! :oops:
by Joe-Schmoe
Tue Sep 25, 2007 4:16 pm
Forum: Works In Progress
Topic: Tower of BZ #1
Replies: 39
Views: 13461

Worst case scenario: we each get to make two floors :)

I'll drop by and check out the map later today if I get a chance.
by Joe-Schmoe
Mon Sep 24, 2007 11:59 pm
Forum: Map releases
Topic: Ant farm
Replies: 6
Views: 2851

Ant farm

Hooray! Another map! This map is essentially an ant farm...FOR TANKS!!1!shiftyone!! You spawn inside a room with some flags in it and a teleporter. Once you go through the teleporter, you're sandwiched between two invisible walls. While usually one must try to dodge WITHOUT jumping, here, you'll hav...
by Joe-Schmoe
Mon Sep 24, 2007 11:41 pm
Forum: Help: Map Making
Topic: Trouble with spawnzones
Replies: 5
Views: 1915

Okay, thanks for all your help, I'll just go with the teleporter idea then. The finished map should be up soon...
by Joe-Schmoe
Mon Sep 24, 2007 2:52 pm
Forum: Help: Map Making
Topic: Trouble with spawnzones
Replies: 5
Views: 1915

I have -sb in the options, so it's not that... Hehe...I do have some death physics though. But only a couple of them are in places one is likely to spawn, I doubt they are the cause. Which brings me to size. Such is the nature of this map that I cannot have tanks spawning on top of the two boxes. I ...
by Joe-Schmoe
Mon Sep 24, 2007 1:22 am
Forum: Help: Map Making
Topic: Trouble with spawnzones
Replies: 5
Views: 1915

Trouble with spawnzones

Hi, I'm working on a map, and I want to make a spawnzone. I looked on the wiki for how to do this, and it all works fine BUT: *When I spawn, I spawn way up in the air. *I get an error message in the bzfs window that says "SpawnPolicy ran out of time, just dropping the sucker in" *The X and Y coordin...
by Joe-Schmoe
Sun Sep 23, 2007 1:54 am
Forum: General Map Making Discussions
Topic: Mapatorium 2.0 - Open Beta
Replies: 14
Views: 6450

*politely raises hand*

What is the mapatorium?
by Joe-Schmoe
Sat Sep 22, 2007 6:52 pm
Forum: Enhancements
Topic: An idea- and no, it isn't THAT game-breaking, or maybe it is
Replies: 18
Views: 5927

The problem with adding a button is that the client would have to be up to date for the flag to work. Anyone with an older client would just pick up the flag and go "huh?", since it's essentially another useless flag to them. You can't add flags without modifying both the client and the server anyw...
by Joe-Schmoe
Sat Sep 22, 2007 3:44 pm
Forum: Enhancements
Topic: An idea- and no, it isn't THAT game-breaking, or maybe it is
Replies: 18
Views: 5927

The problem with adding a button is that the client would have to be up to date for the flag to work. Anyone with an older client would just pick up the flag and go "huh?", since it's essentially another useless flag to them. "plant" could be a slash command, though. It would be cool if the next ver...
by Joe-Schmoe
Fri Sep 21, 2007 10:06 pm
Forum: Map releases
Topic: Stepping Stones
Replies: 8
Views: 2710

Okay, here's the second layer I promised. I did prune a whole branch though, since it didn't really seem to have anything going for it. Enclosed is a screenshot of a teleporter system. You get launched through the tele at high speed, and you careen through each other pair of teles really quickly unt...