Search found 314 matches

by LouMan
Thu Feb 16, 2006 10:52 am
Forum: Map releases
Topic: Gamma Quadrant
Replies: 11
Views: 4544

Thanks for the nice words!

Note: if you notice lines through some of the background objects (e.g. galaxy), you may need to change your video settings to 32 bit (through Options menu). I will be investigating solutions that will allow compatibility with 16 bit video.
by LouMan
Wed Feb 15, 2006 9:50 pm
Forum: Map releases
Topic: Gamma Quadrant
Replies: 11
Views: 4544

Gamma Quadrant

New map release: Gamma Quadrant. It is a sort of combination of Babylon IV, Twin Peaks and Island Hopping. It should be up and running at louman.bzflag.bz:2808 (thx Thumper!) UPDATE 2/16/06 --------------------------------- Attached is a Revision 1 of Gamma Quadrant. Changes are as follows: 1- Chang...
by LouMan
Tue Feb 07, 2006 8:44 pm
Forum: Map releases
Topic: Laser Mania
Replies: 15
Views: 6445

Laser Mania Revision 8.1

Attached is Laser Mania, Revision 8.1. The new version has a lot of minor repairs to the map file, all of which should be invisible to players. If you have any problems with map, or notice any bugs, please let me know. I did a fairly large overhaul of the map; I hope I got everything right ;) NOTE: ...
by LouMan
Wed Feb 01, 2006 10:38 am
Forum: Game Releases and Versions
Topic: BZFlag beta build 2.0.5b5
Replies: 25
Views: 19078

Win Xp Not exactly like that. He is one of the best map makers out there, and his input on new features is held in high regard, since he actualy uses them to a high degree. Treapan often will do things that he requests to make the maps that everyone loves. He is one of the only mapers that is pushi...
by LouMan
Fri Jan 13, 2006 10:56 pm
Forum: Works In Progress
Topic: Coming not-so-soon to a theater near you
Replies: 38
Views: 15654

I posted a few updated screenshots in one of my previous posts. The 1st chamber is complete, only 3 more to go, and connecting hallways.

Yes, it is a bit absurd to have tanks battling on this kind of map, but what the heck :wink:
by LouMan
Thu Jan 12, 2006 3:09 am
Forum: Works In Progress
Topic: Coming not-so-soon to a theater near you
Replies: 38
Views: 15654

The light beams are made from a simple gradient texture (semitransparent white <-> total transparency), applied to a 4-sided trapezoidal mesh, extending from the white rectangular mesh to the horizontal floor mesh.
by LouMan
Wed Jan 11, 2006 10:43 pm
Forum: Works In Progress
Topic: Coming not-so-soon to a theater near you
Replies: 38
Views: 15654

Latest updates - columns, vents, galaxies and a nebula. This chamber is complete - starting to work on the 2nd one.

[updated 01/13/05]
by LouMan
Wed Jan 11, 2006 12:59 am
Forum: Works In Progress
Topic: Coming not-so-soon to a theater near you
Replies: 38
Views: 15654

The rings cycle to the top of the chamber - I haven't decided what they'll do yet ;) The map will be an interior map, with lots of metal and such. The screenshot is the rough draft of only one of several chambers that will be interconnected with multiple hallways at different levels. Right now, I am...
by LouMan
Tue Jan 10, 2006 2:27 am
Forum: Works In Progress
Topic: Coming not-so-soon to a theater near you
Replies: 38
Views: 15654

Coming not-so-soon to a theater near you

Attached are a few screenshots of a map I am in the progress of making. Just a little sneak preview ;) This one may take me a while...
by LouMan
Sat Jan 07, 2006 2:19 pm
Forum: General Map Making Discussions
Topic: Problem with CTF
Replies: 10
Views: 3211

I'm not sure that it is included in 2.0.5b4 - you may need to build bzfs from the lastest CVS updates...
by LouMan
Sat Jan 07, 2006 12:42 pm
Forum: General Map Making Discussions
Topic: Problem with CTF
Replies: 10
Views: 3211

Also, it allows players to spawn away from their base when they join the game.
by LouMan
Tue Jan 03, 2006 4:19 am
Forum: General Map Making Discussions
Topic: ground and sky
Replies: 21
Views: 5748

It's neat! I have noticed that I like to have the _drawGround option 'on', otherwise it feels like I'm floating. I also noticed black lines in each corner - is this due to the .png file edges?

I will definitely be playing with this one ;)

Attached is a screenshot.
by LouMan
Sun Jan 01, 2006 3:21 pm
Forum: General Map Making Discussions
Topic: ground and sky
Replies: 21
Views: 5748

And how would a skybox be done? Are there any examples available?
by LouMan
Fri Dec 30, 2005 10:24 pm
Forum: Help: Map Making
Topic: teleporters are evil
Replies: 17
Views: 4619

Hmmm, perhaps, but you would still need 1000000 of them to move up one meter - a rather large map file.
by LouMan
Fri Dec 30, 2005 10:07 pm
Forum: Help: Map Making
Topic: teleporters are evil
Replies: 17
Views: 4619

I suppose, but it would take 1000 kilometers to move up 1 meter ;)
by LouMan
Fri Dec 30, 2005 6:11 am
Forum: Help: Map Making
Topic: teleporters are evil
Replies: 17
Views: 4619

Teleporters between the ground and mesh objects can be accomplished if you place a very thin standard box just above the mesh/ground surface and under the teleporter. For example, if you had a mesh surface at a height of 30, you would first create a standard box that extends just above that mesh lev...
by LouMan
Tue Dec 27, 2005 5:01 pm
Forum: Map releases
Topic: Alpine Assault Revision 4
Replies: 9
Views: 3862

Alpine Assault Revision 4

Attached is Alpine Assault, Revision 4. For screenies, see http://my.bzflag.org/bb/viewtopic.php?t=6303&start=25 Please note that there are several lines in the world options portion of the map that require the latest build of bzfs from CVS. If you are having trouble running the map, try deletin...
by LouMan
Mon Dec 26, 2005 10:17 pm
Forum: Screenshots & Artwork
Topic: LouMan's new map
Replies: 35
Views: 13887

BTW - thanks for the custom rank JeffM (I assume) :)
by LouMan
Mon Dec 26, 2005 10:16 pm
Forum: Screenshots & Artwork
Topic: LouMan's new map
Replies: 35
Views: 13887

Alpine Assault Revision 3

Attached are a few screenies of revision 3 of the map. -Barns and fences were added to center area of map as obstacles -Permanent spawn sw's and gm's were removed (now random spawns) -Set _tankSpeed 40 (used to be 30) -ShotSpeed 150 (used to be 180) -Modified jump pads for faster tanks so that tanks...
by LouMan
Tue Nov 01, 2005 10:49 pm
Forum: Works In Progress
Topic: Wings Forest Map Project
Replies: 114
Views: 41720

Be careful - I'm seeing references to "my bushes" - remember where these came from! :wink:
by LouMan
Sun Oct 30, 2005 2:23 am
Forum: Map releases
Topic: Laser Mania and Mystic Valley
Replies: 10
Views: 6327

The moving butterfly started as an animated gif, which I transformed into a singe image, with each frame of the animation side-by-side. Then texture matrix and dynamic color was used in bzw file to animate.

Open Butterfly.bzw file from: http://my.bzflag.org/bb/viewtopic.php?t=5634 for details.
by LouMan
Fri Oct 28, 2005 9:37 pm
Forum: Map releases
Topic: Laser Mania and Mystic Valley
Replies: 10
Views: 6327

lol - if u can extract them from the map, u can use them (with credit where credit is due, of course).
by LouMan
Tue Oct 25, 2005 2:05 am
Forum: Map releases
Topic: Laser Mania and Mystic Valley
Replies: 10
Views: 6327

Laser Mania and Mystic Valley

Attached are the map files for Laser Mania and Mystic Valley - enjoy!

(be sure to download the butterfly.bzw with the Mystic Valley map, or it will not work)

Kudos to trepan for the help with the maps :)
by LouMan
Fri Oct 14, 2005 12:29 am
Forum: Screenshots & Artwork
Topic: Coming soon - hopefully
Replies: 68
Views: 21530

I will post the map once all of the bugs are worked out. trepan is helping me get the fps up; once I am satisfied that it doesn't bog down the video cards so much, I'll post it. BTW - the map size is 1000 x 1000.
by LouMan
Thu Oct 13, 2005 2:51 am
Forum: Works In Progress
Topic: DarkWorld 0.9a
Replies: 21
Views: 10082

Regarding the 'bug' posted above: check for non-planar polygons - the new versions check for them and eliminate them. I found a few on my previous maps that I had to fix.