Search found 172 matches
- Sat Aug 07, 2010 4:40 am
- Forum: Screenshots & Artwork
- Topic: Artwork Refresh for BZFlag
- Replies: 47
- Views: 28090
Re: Artwork Refresh for BZFlag
This is some amazing stuff. I'm so glad Lua got brought back in! Time to start learning . . .
- Sat Aug 07, 2010 2:00 am
- Forum: Prefabs and Map Objects
- Topic: Anathema-style Base Walls
- Replies: 4
- Views: 3827
Anathema-style Base Walls
Here, encased in groups, are the walls I typically use for bases. They're an interesting setup that make the walls of a team base more color-coded and less boring. The only downfall of doing them this way instead of constructing them manually is that this version skews the texture. You more experien...
- Thu Aug 05, 2010 8:30 pm
- Forum: General Map Making Discussions
- Topic: 2010 Collaborator Submissions
- Replies: 97
- Views: 41492
Re: 2010 Collaborator Submissions
Spazzy, I do need to fix the groups - my definitions aren't prefixed with my name. Should I do that now and resubmit or is that part of your cleanup? [EDIT: I'm an idiot. I didn't read thoroughly. Ignore this.]
- Thu Aug 05, 2010 2:41 pm
- Forum: General Map Making Discussions
- Topic: 2010 Collaborator Submissions
- Replies: 97
- Views: 41492
2010 Collaborator Submissions
(If this is in the wrong forum I apologize.) Submissions for the 2010 Collaborator can be attached here. I've finished my squares early, so I followed Spazzy's instructions and made this. Spazzy, upon seeing a submission here, will cross your squares off of the layout as "finished." I beli...
- Thu Aug 05, 2010 4:31 am
- Forum: Works In Progress
- Topic: Ninja Castle (Map project Sig and I are planning)
- Replies: 26
- Views: 12420
Re: Map project Sig and I are planning
I'd say either Himeji (because it looks extremely playable) or Kumamoto (because the walkways around it and the stone base look like they could create some intriguing gameplay). The others are pretty, but not BZFlag material in my opinion.
- Thu Aug 05, 2010 4:27 am
- Forum: General Map Making Discussions
- Topic: Calling all Map Makers: The Collaborator 2010
- Replies: 116
- Views: 45411
Re: Calling all Map Makers: The Collaborator 2010
This would have been a PM, but careful reading of the thread shows we haven't hit on this topic yet. Therefore, it should become public knowledge. To what forum/thread would you like us to submit our work? Shall we post them here, or PM you, or put them in Map Releases? Also, does it matter what wor...
- Wed Aug 04, 2010 7:16 pm
- Forum: Map releases
- Topic: Clay Hills Series
- Replies: 7
- Views: 4367
Re: Clay Hills Series
I played BOTH! Haha. Anyway, I love both of them, ahs.
- Wed Aug 04, 2010 3:08 pm
- Forum: General Map Making Discussions
- Topic: Calling all Map Makers: The Collaborator 2010
- Replies: 116
- Views: 45411
Re: Calling all Map Makers: The Collaborator 2010
If zaphod wants some, I'll share another row with him and whoever else needs a spot (that is, if you're willing to increase the size again).
- Wed Aug 04, 2010 3:01 pm
- Forum: Map releases
- Topic: Traces CTF :: By Anathema
- Replies: 1
- Views: 1098
Traces CTF :: By Anathema
4.4 kilobytes of hand-coded, classic goodness. So as not to deprive anyone of this goodness, it's released as Public Domain. Screenshots attached.
[EDIT: Up at squirrelhost.net:5183.]
[EDIT: Up at squirrelhost.net:5183.]
- Sat Jul 24, 2010 3:17 am
- Forum: General Map Making Discussions
- Topic: Calling all Map Makers: The Collaborator 2010
- Replies: 116
- Views: 45411
Re: Calling all Map Makers: The Collaborator 2010
Are F3-5 still open? I'll take a shot at it. If not, I could do C8, D8, and E8. If not those, C7, D7, E7. Basically any three squares adjacent on any edge or corner of each other will work.
- Thu Jul 22, 2010 5:33 pm
- Forum: Help: Map Making
- Topic: Pyramids (and other stories)
- Replies: 3
- Views: 1566
Re: Pyramids (and other stories)
-a 0 0 worked. Thanks for tipping me off to that.
- Wed Jul 21, 2010 8:57 pm
- Forum: Help: Map Making
- Topic: Pyramids (and other stories)
- Replies: 3
- Views: 1566
Pyramids (and other stories)
I'm making a new map by special request, and I'm interested in replicating a GU-style base in the center so as to allow pyramid jumps. The trouble is, the server is conserving momentum for a small amount of time after landing, so I tend to fall off the pyramid during testing. I've already tried the ...
- Thu Jul 15, 2010 6:50 am
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: BZFlag GLX Errors
- Replies: 5
- Views: 1614
Re: BZFlag GLX Errors
Funny story - the card turned out to be a 10-yr-old GeForce 2 Ultra. Hardware Drivers did find the correct software. BZFlag appears to be working now, I'll be trying some actual gameplay in just a moment. Thank you, blast, Avatar. That saved my BZLife
- Wed Jul 14, 2010 5:23 am
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: BZFlag GLX Errors
- Replies: 5
- Views: 1614
BZFlag GLX Errors
I've just switched my system from Debian 5.05 to Ubuntu 10.04. I'm using a GeForce nVidia graphics card (don't know exact specs) that worked on my Debian system. I did an apt-get install for nvidia-current, which is the most recent nVidia drivers. Fine. Before this, BZFlag started but was extremely ...
- Mon Jun 21, 2010 7:26 am
- Forum: Map releases
- Topic: Odica by Anathema [Red vs. Blue]
- Replies: 13
- Views: 2840
Re: Odica by Anathema [Red vs. Blue]
hosting.bzaddict.net:5182 for the original Odica a.k.a. Ax2-2.
- Sat Jun 19, 2010 2:38 am
- Forum: Map releases
- Topic: Odica by Anathema [Red vs. Blue]
- Replies: 13
- Views: 2840
- Fri Jun 18, 2010 4:37 am
- Forum: Map releases
- Topic: 2 Team CTF Mirror Forts
- Replies: 7
- Views: 2508
Re: 2 Team CTF Mirror Forts
I figured it out! Nice mechanism, it takes a lot of observance.
- Fri Jun 18, 2010 4:22 am
- Forum: Map releases
- Topic: Odica by Anathema [Red vs. Blue]
- Replies: 13
- Views: 2840
Re: Odica by Anathema [Red vs. Blue]
I know. They're great on tanks. Tiled on walls . . . no'so'mch.
- Thu Jun 17, 2010 5:20 pm
- Forum: Map releases
- Topic: Odica by Anathema [Red vs. Blue]
- Replies: 13
- Views: 2840
Re: Odica by Anathema [Red vs. Blue]
Reworked, slightly less gay base wall textures.Agent West wrote:Ax4-8
4 teams
8 sides
3 shots
other settings were not changed
- Tue Jun 15, 2010 5:11 am
- Forum: Map releases
- Topic: Odica by Anathema [Red vs. Blue]
- Replies: 13
- Views: 2840
Re: Odica by Anathema [Red vs. Blue]
Hosted at bztraining.org:4240.
- Sat Jun 12, 2010 8:15 pm
- Forum: Map releases
- Topic: 2 Team CTF Mirror Forts
- Replies: 7
- Views: 2508
Re: 2 Team CTF Mirror Forts
I like it. Good job!
- Sat Jun 12, 2010 5:08 am
- Forum: Map releases
- Topic: Odica by Anathema [Red vs. Blue]
- Replies: 13
- Views: 2840
Odica by Anathema [Red vs. Blue]
The techniques used by players on this map are influenced by both the GU and Ducati leagues, though the map itself by neither. It is small (half normal size, 200x200) but is packed with various skills including pyramid ricochets, jumping control, and dodging/shooting around unusual angles. I've atta...
- Mon Jun 07, 2010 6:05 am
- Forum: General Discussion
- Topic: Best Map Software
- Replies: 13
- Views: 4560
Re: Best Map Software
Notepad, GEdit, whatever Mac uses - I prefer an extremely minimal text editor. Make sure you understand bzfs, though - you'll screw up if you don't have a local test server running. Trust me.
- Sun Jun 06, 2010 4:00 pm
- Forum: Screenshots & Artwork
- Topic: 101
- Replies: 345
- Views: 205085
Re: 101
I got this a while ago but forgot to post it . . . here you go. 3-team Aztec Ballcourt, by Jefenry.
- Wed Apr 14, 2010 8:55 pm
- Forum: Help: Map Making
- Topic: Augmented Meshes - HELP!
- Replies: 4
- Views: 1777
Re: Augmented Meshes - HELP!
Okay, take 2.
My mesh is basically cubical, but complex and angled so that tanks cannot drive on it. I need some way to still display this mesh, but allow tanks to think they are driving on it. Shall I use inside points and an invisible mesh, invisible meshbox objects, or OD's modeltool solution?
My mesh is basically cubical, but complex and angled so that tanks cannot drive on it. I need some way to still display this mesh, but allow tanks to think they are driving on it. Shall I use inside points and an invisible mesh, invisible meshbox objects, or OD's modeltool solution?