W.A.R. (v0.1)
W.A.R. (v0.1)
I got another new map for yaz, War Across River. I've
attached a screenie to this message, and it's running on:
imajica.dyndns.org:2001 (3 vs. 3 CTF style.)
1. If you fall in the river, you will die (hidden 100km SW)
2. There is a hidden tight-rope.
3. Touched up a bit for enhancer radar.
4. The screenie was taken with more complex trees.
5. It's definitely not finished. I plan on adding some better
obstacles, making some tunnels, localizing the trees, etc...
I've also written a little patch to BZFS that changes the
way that spawn locations are selected. If you throw in the
'-sc' option for CTF, spawns are always made within a half
world distance of your team's base. Basically, you'll always
spawn on your side of the map. I don't want anyone getting
across the river without earning it.
Enjoy.
P.S. The patch should work for center and diagonally
separated maps (keeps you in your half or corner
respectively.)
P.P.S. Lasers turned out to be a lousy way to do a river...
They consume to much CPU time, and they don't allow for
maps without ricochet.
attached a screenie to this message, and it's running on:
imajica.dyndns.org:2001 (3 vs. 3 CTF style.)
1. If you fall in the river, you will die (hidden 100km SW)
2. There is a hidden tight-rope.
3. Touched up a bit for enhancer radar.
4. The screenie was taken with more complex trees.
5. It's definitely not finished. I plan on adding some better
obstacles, making some tunnels, localizing the trees, etc...
I've also written a little patch to BZFS that changes the
way that spawn locations are selected. If you throw in the
'-sc' option for CTF, spawns are always made within a half
world distance of your team's base. Basically, you'll always
spawn on your side of the map. I don't want anyone getting
across the river without earning it.
Enjoy.
P.S. The patch should work for center and diagonally
separated maps (keeps you in your half or corner
respectively.)
P.P.S. Lasers turned out to be a lousy way to do a river...
They consume to much CPU time, and they don't allow for
maps without ricochet.
- Attachments
-
- war01.jpg
- (86.04 KiB) Downloaded 181 times
- Trogdor the Burninator
- Private First Class
- Posts: 11
- Joined: Tue Dec 16, 2003 3:49 pm
- Location: San Ramon, CA
sounds truly genius. can't wait to try it.
...a beefy armed, wingaling dragon...
www.homestarrunner.com
www.homestarrunner.com
Nice battle tonight there...you are always in a conflict with other and the respawn give yuo less chance to capture the flag I love it.....more obstacles(you wrote it) and will a nice map to play
5. It's definitely not finished. I plan on adding some better
obstacles, making some tunnels, localizing the trees, etc...
5. It's definitely not finished. I plan on adding some better
obstacles, making some tunnels, localizing the trees, etc...
-
- Private First Class
- Posts: 20
- Joined: Thu Feb 05, 2004 9:49 pm
Here's the zip file. You should read the
README.TXT file if your gonna try this
map.
README.TXT file if your gonna try this
map.
- Attachments
-
- war0.5.zip
- W.A.R. v0.5 map and bzfs patch
- (222.31 KiB) Downloaded 198 times
-
- Private First Class
- Posts: 20
- Joined: Thu Feb 05, 2004 9:49 pm
I forgot to mention, at a minimum (if you want the river
world weapon to work), you need to set the following
BZDB variables:
/set _shockAdLife 0.5
/set _shockInRadius 99999
/set _shockOutRadius 100000
And to make sure that THief can't jump across:
/set _thiefVelAd 1.5
I also suggest (because of the high block coverage):
/set _maxLOD 1
It's been noticed then when there were more then 6
or 7 people playing this map on bzgirl's server, the
lag was high. It's weird too, my FPS shows 100+ and
yet it feels laggy. Not just that flag pickups take extra
long, but that while I'm turning it's choppy. I wouldn't
have though that network lag would cause that effect.
If anyone wants, I'll make a version that doesn't require
the world weapons. I'll just make the river deeper so that
you can't jump out. I could make a tunnel so you'd have
to travel a long way if you fell in... whatever.
world weapon to work), you need to set the following
BZDB variables:
/set _shockAdLife 0.5
/set _shockInRadius 99999
/set _shockOutRadius 100000
And to make sure that THief can't jump across:
/set _thiefVelAd 1.5
I also suggest (because of the high block coverage):
/set _maxLOD 1
It's been noticed then when there were more then 6
or 7 people playing this map on bzgirl's server, the
lag was high. It's weird too, my FPS shows 100+ and
yet it feels laggy. Not just that flag pickups take extra
long, but that while I'm turning it's choppy. I wouldn't
have though that network lag would cause that effect.
If anyone wants, I'll make a version that doesn't require
the world weapons. I'll just make the river deeper so that
you can't jump out. I could make a tunnel so you'd have
to travel a long way if you fell in... whatever.
Trepan wrote:
If anyone wants, I'll make a version that doesn't require
the world weapons. I'll just make the river deeper so that
you can't jump out. I could make a tunnel so you'd have
to travel a long way if you fell in... whatever.
My idea is :
Will be more challenge if you can pass the river and have a world weapon(laser/rico) shooting inside the river.
Laser One shoot .....................death everyone in the river
Rico...jump between one shot to another
If anyone wants, I'll make a version that doesn't require
the world weapons. I'll just make the river deeper so that
you can't jump out. I could make a tunnel so you'd have
to travel a long way if you fell in... whatever.
My idea is :
Will be more challenge if you can pass the river and have a world weapon(laser/rico) shooting inside the river.
Laser One shoot .....................death everyone in the river
Rico...jump between one shot to another
map
this is a very clean and artistic map i like this one for CTF