Search found 191 matches

by Joe-Schmoe
Thu Jan 24, 2008 10:48 pm
Forum: Map releases
Topic: B&W Tunnels :: HTF
Replies: 3
Views: 2277

It would be cool to put world weapons in that triggered when you went into a long path, and fired into one of the short paths. So you don't always take the shortest route...

Also, you could turn radar off.
by Joe-Schmoe
Wed Jan 23, 2008 6:42 pm
Forum: Enhancements
Topic: redirection
Replies: 10
Views: 3487

I think what he means is, while you're holding this flag, you don't get hit. Instead, the bullets teleport to the nearest teleporter. Kind of like the shield flag.

I think it's a bit too similar to SH though. Maybe if it ricocheted off the tank instead of being absorbed...
by Joe-Schmoe
Fri Jan 18, 2008 2:42 pm
Forum: Help: Server Setup and Administration
Topic: Night time playing
Replies: 2
Views: 1668

You can change the time of day in the client by pressing + and - . I think many players change time to "day" most of the time so that it's easier to see.
by Joe-Schmoe
Thu Jan 17, 2008 11:40 pm
Forum: Works In Progress
Topic: no jumping map, red vs green ctf
Replies: 14
Views: 5036

That looks very playable...is it hosted?

For a name...you could always just change something minor and then name if after that. You could change the grass texture to be kind of blue-ish and call the map "bluegrass", for instance. The name just has to match the map in some way to make it distinctive.
by Joe-Schmoe
Sun Jan 13, 2008 4:05 pm
Forum: Help: Server Setup and Administration
Topic: help: ctf
Replies: 2
Views: 1621

You will have to set the max number of players for green and purple to 0.

Code: Select all

-mp 0,5,0,5,0,0
Meaning "Max players: 0 rogue, 5 reds, 0 greens, 5 blues, 0 purples, 0 observers."
by Joe-Schmoe
Sat Jan 12, 2008 11:13 pm
Forum: Help: Map Making
Topic: Image in bzw.
Replies: 17
Views: 5182

You don't have to submit multiple times...what code did you use? I have never got that error message.
by Joe-Schmoe
Sat Jan 12, 2008 8:29 pm
Forum: Help: Tactics and Playstyles
Topic: Your definition of a good player.
Replies: 65
Views: 25509

whodaman? wrote:1. precise jumping, aiming and dodging. IMO the best map to improve all these skills is HiX.
2. players that constantly use "lag","jitter" or "luck" as an excuse for losing
On the OTHER flipside, I hate players who "suddenly" start lagging as soon as I'm about to hit them.
by Joe-Schmoe
Fri Jan 11, 2008 3:29 am
Forum: Map releases
Topic: Hydrophobia
Replies: 8
Views: 3828

Those screenshots are dark because I took them at night...I did so because as captainmack said, it aids the theme of the map. I have changed the fog to be less debilitating, and added some wings flags in the kelp, since I found people weren't going in there much. EDIT: fixed the bug with the safezon...
by Joe-Schmoe
Wed Jan 09, 2008 3:05 am
Forum: Map releases
Topic: Hydrophobia
Replies: 8
Views: 3828

Hydrophobia

Yay! My next map is in. It's a CTF underwater! A wrecked submarine serves as the base for each team. Move quickly, but don't fall into the chasm or get lost in the kelp! Each team has a sub , their bases are inside. You enter through a small door, and soon find yourself in this room. This makes the ...
by Joe-Schmoe
Mon Jan 07, 2008 10:47 pm
Forum: Map Editors
Topic: which one?
Replies: 5
Views: 3111

When I started mapping, I used BZedit to try a few things with simple box and pyramid maps.

Nowadays I use Notepad almost exclusively to make my maps.
by Joe-Schmoe
Mon Jan 07, 2008 4:16 am
Forum: Enhancements
Topic: Flags I would like to see
Replies: 14
Views: 4513

Both of those effects can be done by turning off radar in the options. Of course, people can still use the "look" key to find you.

SR is the best flag, because of the sound it makes :)
by Joe-Schmoe
Sun Jan 06, 2008 10:31 pm
Forum: Enhancements
Topic: kill downloads
Replies: 3
Views: 1438

...thus preventing you from actually playing at all?
by Joe-Schmoe
Sun Jan 06, 2008 2:44 am
Forum: Works In Progress
Topic: Maze map, what should I do next?
Replies: 12
Views: 4735

The problem with SR is that if everyone has it, you die whenever you kill someone.
by Joe-Schmoe
Sat Jan 05, 2008 5:50 pm
Forum: Map releases
Topic: Life On Mars
Replies: 8
Views: 3409

Wreckage If you get sealed, you can sort of "bump out", I guess he just got out on the wrong side. I really liked this map, but it was a bit too easy to kill people as they jumped out of their base. I found myself constantly driving from my base underground, jumping up, and getting killed before I ...
by Joe-Schmoe
Fri Jan 04, 2008 10:22 pm
Forum: Enhancements
Topic: new flag
Replies: 9
Views: 3033

It does seem easy to implement... Just have a flag that fires bullets with no velocity. They'll just float in midair until someone hits one of them. You'd also have to set it up so that they don't record collisions with the tank that fired them, (Or have a "safety radius" like GM) to prevent unseeml...
by Joe-Schmoe
Wed Jan 02, 2008 5:27 pm
Forum: Map releases
Topic: Jefenry's Pocket Billiards
Replies: 16
Views: 6138

That sounds like fun, but I don't think the game can handle things "pushing" tanks.
by Joe-Schmoe
Mon Dec 31, 2007 5:30 pm
Forum: News & Announcements
Topic: Indiana University studies BZFlag
Replies: 18
Views: 11979

I heartily agree. I've been involved in about 3 conversations at once, one in admin chat, one in private message, and one in team message (4 if talking to a person IRL also counts ;) ). I was using full sentences, etc. and none of it could be seen by anyone else. Can server owners see all the privat...
by Joe-Schmoe
Mon Dec 31, 2007 4:17 am
Forum: Enhancements
Topic: Suggestion for game change to deal with TKers
Replies: 10
Views: 3445

A simpler change would be to have it so that you can turn friendly fire off. Blue bullets would go right through blue tanks.
by Joe-Schmoe
Sat Dec 29, 2007 9:42 pm
Forum: Map releases
Topic: Cornered!
Replies: 4
Views: 2145

I noticed that there were some troubles with spawning, even with a pyramid on top. (Turns out the pyramid was flat. d'oh!) Alas, even with a taller pyramid, I still spawned sealed sometimes. I messed around with the spawnzones a bit, and I think I have a working solution. (The first post has been up...
by Joe-Schmoe
Sat Dec 29, 2007 4:29 am
Forum: Works In Progress
Topic: I Need An Idea!
Replies: 3
Views: 1566

1) Pick an object 2) Think of a number of ways of using that object (it helps to look at some other maps at this stage if you're stuck) 3) Choose one of those ways, and build the whole map around that concept. For example: 1) Arc 2) Tunnels that make interesting ricochet possibilities 3) A map where...
by Joe-Schmoe
Thu Dec 27, 2007 10:09 pm
Forum: Map releases
Topic: Cornered!
Replies: 4
Views: 2145

Thanks Grace! I changed the teleporters now...you can drive through them, and they also send you 90 degrees around the map rather than 180. That way you can enter any quadrant with ease. You can also sit in front of the teleporter and shoot into it, and the bullets will ricochet through each of the ...
by Joe-Schmoe
Mon Dec 24, 2007 5:15 pm
Forum: General Map Making Discussions
Topic: Planet MoFo - XMas Edition
Replies: 5
Views: 3375

Wow, great work! Especially those snow globes.

I couldn't help but lol at the Santa that walks around the center cake.
by Joe-Schmoe
Sat Dec 22, 2007 4:14 pm
Forum: Works In Progress
Topic: Rat's Nest
Replies: 54
Views: 19737

Ah, I may have to be burned at the stake for not playing Halo...

...makes sense now ;)
by Joe-Schmoe
Sat Dec 22, 2007 3:42 am
Forum: Works In Progress
Topic: Rat's Nest
Replies: 54
Views: 19737

I have to agree with most others who have posted here (and myself I guess) and say that that looks BRILLIANT!

The only this I would suggest would be changing the floor material to a similar texture, to match the surroundings a bit.

May I inquire as to why it is named "Rat's Nest"?
by Joe-Schmoe
Fri Dec 21, 2007 2:00 am
Forum: Works In Progress
Topic: Rat's Nest
Replies: 54
Views: 19737

It looks really cool, can you jump onto the ledges?