Extended MADCITY map

General talk about the map making process.
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The Purple Panzer
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Extended MADCITY map

Post by The Purple Panzer » Wed Jan 14, 2004 5:07 pm

I've created a version of Madcity which extends a number of
the roads, etc., and adds a bit around the edges (no changes
to the core map). It's now 600 x 600, with 427 objects.

The size change does give it a different feel, and adds entirely new areas for play. I hope someone can host it somewhere.
Attachments
BigMadcity.bzw
600 x 600 superset of Madcity
(40.58 KiB) Downloaded 282 times

Grumbler
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Post by Grumbler » Wed Jan 14, 2004 7:53 pm

nice map purple p. would like to see it in play as well, i noticed you didnt make use of the new flipz/shoot/drivethrough stuff..........intentional or just not worth the effort?
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New flipz stuff

Post by The Purple Panzer » Wed Jan 14, 2004 8:24 pm

It wasn't intentional, and I realized that I used the older MadCity map, with pyramids with a Z coordinate of 1 to be drivethrough; so in that old part of the map, they now behave differently.

It's more laziness/lack of time; I'd heard of the new elements, but hadn't found any documentation on them, so I just never got to use them. Looks like I'll have to in a few cases, but I won't be able to get to it for a little while.

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Post by Grumbler » Wed Jan 14, 2004 9:51 pm

for later reference:

pyramid
position 10 10 10
rotation 45
size 10 10 10
shootthrough
drivethrough
end

pyramid
position 0 0 0
rotation 45
size 10 10 10
shootthrough
drivethrough
flipz
end


nothing special, just need to add the words on separate lines.

flipz - turns the pyramid upside down with out having to have a negative height and negative x size

shootthrough and drivethrough I think are self explainatory........i am not sure, but I dont think a thin floor can be fired through like it was in the old version, but I have not tried all that much.

the big issue is that the 1.6.1 bzedit does not understand these new attributes, and will remove them on a read-in/write-out sequence. It also does not represent the flipz appropiately in the map window. It also does not understand map size.......so there are few issues there.
.........you kids, get out of my tank...........

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Fixed DRIVETHROUGH, SHOOTTHROUGH, etc.

Post by The Purple Panzer » Thu Jan 15, 2004 4:14 pm

Here is an updated copy of the above map, with the appropriate
DRIVETHROUGH and SHOOTTHROUGH entries.
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BigMadcity.bzw
(37.57 KiB) Downloaded 253 times

orchid
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Post by orchid » Thu Jan 15, 2004 9:29 pm

There is something wrong with teleporters in that map, if you go through one in the SE corner, it spawns you into the middle of the map (0,0,0?) and that happens to be inside a building.

This usually crashes the server I thought. (at least AFAIK, on 1.7 invalid TP's would crash the server at startup) But this might be because my server runs cvs code or something.

AQt any rate, the unlucky player sits trapped inside a building and has no choice but to self destruct.

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Post by Grumbler » Thu Jan 15, 2004 9:47 pm

there are two links "from 27" in the map.....that would cause this.


also a couple "from 24".......i stopped there......there may be more
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Love this map

Post by ringo » Fri Apr 09, 2004 11:52 am

I love this map so I'm hosting it on a dedicated server at bzflag.carlsoncomputing.com:5254

Regards,
Ringo

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Post by EvilChickenNugget » Sat Apr 10, 2004 9:02 pm

Wow... The updated Madcity map has long been my favorite. It is very odd to be driving around such familiar territory with all this unfamiliar stuff around the edges.

I like it.
Image

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Post by Defman » Sat Apr 10, 2004 11:23 pm

ditto here, I enjoy that extra ground.

Found a number of places that provide interesting battle - like the number of pyrimids which are drive-through but not shoot-through.

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