Search found 152 matches
- Thu Dec 27, 2007 6:30 pm
- Forum: Works In Progress
- Topic: Easy Target's Colosseum
- Replies: 12
- Views: 5608
The middle is from mofo, the x-looking thing in the corner is from hix, the other side of the map with the 3 boxes (two boxes apart from each other with a box in the middle connecting them with pyramids on top of it) looks like its from badgerking's map So for now, my Easy Target's Colosseum is ret...
- Wed Dec 19, 2007 3:53 pm
- Forum: Forum Suggestions, Questions, and Issues
- Topic: memberlist search?
- Replies: 2
- Views: 3203
http://stats.bzflag.org/playersearch.php should work.
- Thu Dec 13, 2007 5:55 pm
- Forum: News & Announcements
- Topic: HITB to host bzflag conference (again)
- Replies: 6
- Views: 6780
- Wed Dec 12, 2007 3:26 am
- Forum: Help: Map Making
- Topic: help with teleporters
- Replies: 13
- Views: 6117
C. Description of making a two story teleporter. Unless I'm misunderstanding you, that seems like a whole lot of work for what I've got going in my map a few posts up. Instead of putting the bump box on the ground, why don't you put it between the meshbox or textured box and the teleporter? In my m...
- Tue Dec 11, 2007 3:05 pm
- Forum: Help: Map Making
- Topic: help with teleporters
- Replies: 13
- Views: 6117
- Tue Dec 11, 2007 5:01 am
- Forum: Help: Map Making
- Topic: help with teleporters
- Replies: 13
- Views: 6117
Hmm, a textured box doesn't work either. Try the attached map. I've got four platforms with corresponding teleporters. The one with the brick texture is a regular box. The red one is a meshbox. The blue one is a textured box. And the green one is a textured box with a thin box just under the telepor...
- Mon Dec 10, 2007 10:13 pm
- Forum: Help: Map Making
- Topic: help with teleporters
- Replies: 13
- Views: 6117
When you get stuck going through a teleporter, it's usually one of three things. 1. The teleporter is too close to a wall. 2. The teleporter you're going to is too low 3. One teleporter is on 1.x stuff, and the other is on 2.x stuff In your case, you have problem three. Your teleporters are going fr...
- Sun Dec 09, 2007 1:27 am
- Forum: Map releases
- Topic: Warehouse CTF v1.0
- Replies: 29
- Views: 11507
Hey, I played it earlier tonight, and only had one major problem- Spawn Camping! Not only is it fairly easy to do without a flag, but SW is impossible. I sat in the red base and killed 5-6, and there was nothing they could do about it until I left. I would set up a spawn zone the size of your map, a...
- Fri Dec 07, 2007 3:54 pm
- Forum: Map releases
- Topic: silver surfers towering ctf
- Replies: 52
- Views: 14989
The pyramids you have in the air, there is no way to get up there or even use them in fact. So they are pretty useless lol Actually, you can get up there. If you go to the towers on the side, and through the teleporters to the top, you can jump onto the pyramids. I'm not sure what you'd do up there...
- Thu Dec 06, 2007 6:11 pm
- Forum: Map releases
- Topic: Jefenry's Pocket Billiards
- Replies: 16
- Views: 7182
I think that if you fall into a pocket it should shoot you down to the end of the table with one of those moving bridges like on BloodBath (I cant remeber what they are called) and then pop you back onto the table. That would defeat the point of the pockets! One of the original intents of this map ...
- Sun Dec 02, 2007 2:16 am
- Forum: Help: Map Making
- Topic: Transparant walls
- Replies: 11
- Views: 4707
soccermiles wrote:How can you make see-through, drive-through structures?
Code: Select all
material
name invisible
color 0 0 0 0
end
meshbox
pos 0 0 0
size 10 1 10
matref invisible
drivethrough
end
Change drivethrough to shootthrough to let bullets through, but not tanks, or passable for both tanks and bullets.
- Fri Nov 30, 2007 10:32 pm
- Forum: Map releases
- Topic: Jefenry's Pocket Billiards
- Replies: 16
- Views: 7182
Wow, those balls have a really low face count, perhaps you could add more. Other than that, great work. It is pretty low, but I really don't know what's an acceptable number of faces. This morning I changed the balls to 12 x 12, and the map turned out to be around 300kb. That seemed awfully high, s...
- Fri Nov 30, 2007 5:12 am
- Forum: Map releases
- Topic: Jefenry's Pocket Billiards
- Replies: 16
- Views: 7182
Jefenry's Pocket Billiards
Originally this was intended to be a fun, easy project to do over Thanksgiving Break. I'm not sure how playable it is, but is is mildly fun to fly through and blow up bots. With -set _friction 1, and -set _tankSpeed 75, the tanks are borderline out of control. Comments and suggestions are appreciate...
- Wed Nov 14, 2007 11:01 pm
- Forum: Works In Progress
- Topic: ~~Easy Targets New Map~~
- Replies: 33
- Views: 10555
but, i made my map on bzedit, you dont use codes for that... I dont know how to add codes in. Open TextEdit or Notepad. Then, go to File->Open and then open your .bzw file. Scroll down to the end, and insert zone name example_zone position 0 0 0 size 1 1 1 rotation 0.0 zoneflag GM 1 end Then read t...
- Fri Nov 02, 2007 11:44 pm
- Forum: Screenshots & Artwork
- Topic: BZFlag on TI-83!
- Replies: 21
- Views: 9754
I can hardly make a simple line. ;) Nice work. Heh, there's a simple way to make lines. Graph->2nd->Draw->2:Line(. Then just click your two endpoints. :P someone already did that. i think it was AAA Yes, I was browsing through some of the old posts, and his avatar gave me the idea. Drawing the pict...
- Thu Nov 01, 2007 7:07 pm
- Forum: Screenshots & Artwork
- Topic: BZFlag on TI-83!
- Replies: 21
- Views: 9754
No, BZFlag is not running on my calculator, however cool that would be though... When I first read Peter's post, I assumed he knew it was a drawing, and was just joking. But regardless, it was actually pretty fun drawing it, and I may make some more from some of the popular maps. If so, I'll post th...
- Thu Nov 01, 2007 3:26 am
- Forum: Screenshots & Artwork
- Topic: BZFlag on TI-83!
- Replies: 21
- Views: 9754
BZFlag on TI-83!
Yeah, I was bored today.
- Wed Oct 31, 2007 5:57 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: Setup for iMac
- Replies: 11
- Views: 4689
- Fri Oct 26, 2007 3:41 pm
- Forum: Players
- Topic: Which map was the first map you ever played on?
- Replies: 91
- Views: 43820
- Thu Oct 25, 2007 11:16 pm
- Forum: Map releases
- Topic: Tunnels
- Replies: 7
- Views: 3516
I gave it a try, but I think the bullet range is too long. If you sit in the center of your base, and aim at the right spot, you can get your bullets to go all the way to the enemy's base. Two guys doing that on both sides of the tunnel would effectively prevent any of the opposite team from even ha...
- Mon Oct 22, 2007 5:10 pm
- Forum: Map releases
- Topic: Apollo BZ
- Replies: 9
- Views: 5501
Any chance though you might do a Mars map? That's not a bad idea... It would be pretty cool to have a map centered around a huge crater and one of the rovers. And what would really be neat is have a drawinfo dust devil swing through! Ya, that sounds like a cool idea, so I'll see if I can come up wi...
- Wed Oct 17, 2007 9:49 pm
- Forum: Map releases
- Topic: Apollo BZ
- Replies: 9
- Views: 5501
Apollo BZ
Recently I decided to take the plunge and see what Wings 3d is all about. This is the result- a battle on the moon, complete with lunar rover, lunar lander, rocks, craters, and a flag. There are a few other surprises that you'll find if you explore it. All and all, I'm pretty happy with how it turne...
- Wed Oct 10, 2007 9:26 pm
- Forum: Help: Map Making
- Topic: Various Questions
- Replies: 6
- Views: 2404
- Fri Sep 21, 2007 12:12 am
- Forum: Works In Progress
- Topic: Tower of BZ #1
- Replies: 39
- Views: 15642
And finally... *drumroll* the updated map so far! It can not be opened in bzedit, so run a private server, and roam through it in observer mode. Roaming through with observer mode was pretty fun, but if you want to actually see how the map plays and not resort to blowing yourself up to get to other...
- Wed Sep 19, 2007 8:51 pm
- Forum: Works In Progress
- Topic: Tower of BZ #1
- Replies: 39
- Views: 15642
Here's my contribution, hopefully it's fairly playable. I too can't wait to see how the final map will turn out. How effective will the radar be with all the different heights? I could imagine a tank on level 4 doing a rico shot, and a tank on level 5 jumping for his life.... Also, would it be bette...