Calling all Map Makers: The Collaborator 2010

General talk about the map making process.
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SkillDude
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Re: Calling all Map Makers: The Collaborator 2010

Post by SkillDude »

If diing changes and gets rid of f3 and f4, can I take those then? I could make something interesting there...
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Re: Calling all Map Makers: The Collaborator 2010

Post by macsforme »

If there's still any room, I'd be up for taking 3-4 squares in any adjacent configuration.
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Re: Calling all Map Makers: The Collaborator 2010

Post by Spazzy McGee »

I think I've got everybody right... The grid is now full! If there is still a demand I will expand again, but for now, i'll leave it. Besides, i'm running out of colors from the visible spectrum.

Please let me know if there are problems.

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Last edited by Spazzy McGee on Sun Aug 15, 2010 2:22 pm, edited 2 times in total.
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Re: Calling all Map Makers: The Collaborator 2010

Post by diing for the team »

can we renumber the x axis to -500 -300 -100 100 300 500
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Re: Calling all Map Makers: The Collaborator 2010

Post by Spazzy McGee »

I let it be -400 to 600 in case there was anybody that had already started mapping - if needs be I can jiggle things around later, but i'd rather have the map makers not have to change a whole load of code.
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Re: Calling all Map Makers: The Collaborator 2010

Post by Bambino »

Keep it as is, I have the corner spot and I don't want to have to change all my coordinates to make the map work.
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Re: Calling all Map Makers: The Collaborator 2010

Post by zaphod »

hope i am not to late ?!? are some squares still available ?!?
sorry folks ::: i am late (and should more regularly visit this forum)!



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Re: Calling all Map Makers: The Collaborator 2010

Post by SkillDude »

I'd be more than happy to give up at least 4 spots if zaphod really needs any. If you plan on adding more space, then no problem, but I'd let zaphod in any day!
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Re: Calling all Map Makers: The Collaborator 2010

Post by hutty »

i would like 1 square somewhere in the middleish

just one

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Re: Calling all Map Makers: The Collaborator 2010

Post by Jefenry »

sigonasr2 wrote:I'd be more than happy to give up at least 4 spots if zaphod really needs any. If you plan on adding more space, then no problem, but I'd let zaphod in any day!
I'm right next to sigonasr2, and I'd give the two adjacent squares to zaphod as well if you don't want to increase the size of the map.
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Re: Calling all Map Makers: The Collaborator 2010

Post by Spectre »

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).
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Re: Calling all Map Makers: The Collaborator 2010

Post by Spazzy McGee »

Okay, Huttymuncher, Anathema, Zaphod.

I've added rows for you!

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Last edited by Spazzy McGee on Mon Aug 16, 2010 4:13 pm, edited 1 time in total.
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Re: Calling all Map Makers: The Collaborator 2010

Post by mrapple »

Just an idea -

Instead of continuing to spread to the right, why not add squares around the entire thing.

That way people who have already built they're maps can keep they're coordinates, the map size just gets bigger, its still a square, and all is well :P

If you still dont get what im saying, just for example, move the 10 row and name it 0 or something, move the 11 row and call it z (before a i guess) and move the 12 row and call it I.

Then huttymuncher can gain a few extra corner sqaures if he wants and the map isn't a rectangle ;)

Just an idea, test it out and tell me what you think
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Re: Calling all Map Makers: The Collaborator 2010

Post by Spazzy McGee »

mrapple wrote:Just an idea -

Instead of continuing to spread to the right, why not add squares around the entire thing.

That way people who have already built they're maps can keep they're coordinates, the map size just gets bigger, its still a square, and all is well :P

If you still dont get what im saying, just for example, move the 10 row and name it 0 or something, move the 11 row and call it z (before a i guess) and move the 12 row and call it I.

Then huttymuncher can gain a few extra corner sqaures if he wants and the map isn't a rectangle ;)

Just an idea, test it out and tell me what you think
The reason i'm expanding in a rectangle is just so I can put off worrying about changing the numbering/thinking up some different system. Plus it means It's minimal disruption to people that thought they were in a corner section.

To be honest, I don't see what the problem with a rectangle is? If anything I'd find that more interesting. :p
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Re: Calling all Map Makers: The Collaborator 2010

Post by trepan »

Most bzflag map objects can be grouped and shifted around without any issues.
The exceptions are weapons, zones, and rotational physics drivers (there may
be others, but those are the ones that come to mind).

If mappers are mindful of that fact, then it should be relatively easy for them
to keep their sections modular, and make it easier for Spazzy to move the
sections around to fit his requirements.

Note that v3.0 mesh additions make it possible for all map objects to be
grouped properly (including weapons and zones). v3.0 physics drivers can
be setup to be relative to the group instance that uses them.
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Re: Calling all Map Makers: The Collaborator 2010

Post by optic delusion »

If anybody is wondering why I did not get into this project with my buddy spazzy, it's because I have had my own collaborator project under development. http://my.bzflag.org/bb/viewtopic.php?f ... 63#p149663
I hope I can get some mappers on board with me, too. (It's super-easy to add new sections.)
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Re: Calling all Map Makers: The Collaborator 2010

Post by Spectre »

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 worldsize we specify in our own work? I'd assume the include function places the objects correctly whether or not the worldsizes match, but I make false assumptions all the time. :P
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Re: Calling all Map Makers: The Collaborator 2010

Post by Spazzy McGee »

I think a separate thread should be made. Whoever is first to finish their section, start a thread. I'll cross off their completed squares on the diagram.

Yeah, if I add them via include, they will be placed in the map exactly how they are defined by your code. The worldsize is a actually just the playable bounds of the map - I expect I will use the noWalls option and build fake walls.
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Re: Calling all Map Makers: The Collaborator 2010

Post by zaphod »

when is the deadline?




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Re: Calling all Map Makers: The Collaborator 2010

Post by Spazzy McGee »

Zaphod: As soon as; there's no formal deadline, it'll be done when it's done. But of course, the sooner we finish sections, the sooner the map will be completed and being played on!
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Re: Calling all Map Makers: The Collaborator 2010

Post by Spazzy McGee »

Everybody involved please read

Thanks to everybody that's participating. The sections that I have seen so far are all great, I just want to clear up some stuff:

Before you submit please:
  • • Use NAMES for teleporters, rather than numbers. Naming for teleporters is slightly unconventional, in that you put the name after the word 'teleporter' in the map file (see below)

    • Name all of your Groups, Materials, Physics, Teleporters, Texture Matrices, and Dyncols with your callsign. This will avoid clashes with other people's groups, as it is likely more than one person will use the material name 'grass' or 'invisible, or the group names 'boxes' or 'wall'. For example I might use 'spazzy-grass' instead of just 'grass'.

    • Please comment the top of your map with your callsign, and your grid references, if you can.

    • Make sure you thoroughly test your section, as there will be little chance to change and update things once the full map is released!
Submissions can be made via the submissions thread, and I'll test it out in the map. I have set up a grid-template, and I might put up test maps on a public server as more people start submitting, so you can all see how the map is taking shape.

As far as a deadline goes, I'm aiming to get finished by the end of august. I will not be available for a week starting the 19th, so don't panic if you don't hear much during that time. Obviously the sooner everyone submits, the sooner the map is released!

Any other questions you might have please post here, or feel free to PM me.

All the best, and happy map making.

Cheers,
Spazzy.

Code: Select all

#Teleporter naming example

teleporter myTeleName
   pos 0 0 0
   size 0.125 10 10
end

link
   from myTeleName:f
   to anotherTeleName:f
end
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Re: Calling all Map Makers: The Collaborator 2010

Post by Foooey »

I'm in, nice one Spazzy !!!
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Re: Calling all Map Makers: The Collaborator 2010

Post by Spazzy McGee »

Okay, so it's 1st September, the project has been open for more than a month, so I thought i'd do a name check:

Completed Sections
ahs3
Anathema
Diing for the team
Jefenry
McSpider
McYukon
Zaphod
Bambino

Uncompleted Sections
Blaster Wisconsin
Foooey
Me1
Mrapple
Propane Tank
sigonasr2
Spazzy McGee

If anybody is on the wrong list, please shout at me, as it means I've missed your piece/forgotten to download it into my collab folder.

Can we have a push to finish the uncompleted sections now? Let's get this map sorted!

Cheers
Spazzy
Last edited by Spazzy McGee on Thu Sep 02, 2010 5:29 pm, edited 1 time in total.
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Re: Calling all Map Makers: The Collaborator 2010

Post by Bambino »

I've submitted my section.
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Re: Calling all Map Makers: The Collaborator 2010

Post by mrapple »

Just wanted to let everyone know if they want to see the progress of the map, they can checkout bzflag1.bzextreme.com:5170

All the map pieces that are currently submitted have been put up. Hope the other submissions get submitted soon :)

-apple
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