Calling all Map Makers: The Collaborator 2010

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

Post by Spazzy McGee » Fri Jul 23, 2010 12:34 am

Bambino: yeah, that's what I was planning on doing. And you've raised a good point about licensing. I plan to publish a help file on the server, among other things, to accredit the various map makers.

Currently there is no deadline; I am going to be pretty busy over the coming weeks, so it'll be pretty loose. I hope we can get this "finished" in a month - although I am very keen to keep adding to this map for as long as people are interested in adding to it.


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Re: Calling all Map Makers: The Collaborator 2010

Post by ahs3 » Fri Jul 23, 2010 1:21 am

May I have A6,A7,A8,B7,B8?

Also will our sections be grouped or should we place them in there correct location?
What are the options for this map, rico, -ms?

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Re: Calling all Map Makers: The Collaborator 2010

Post by Spazzy McGee » Fri Jul 23, 2010 1:28 am

Jumping, Rico, -ms to be decided. Probably 3 or 4.
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Re: Calling all Map Makers: The Collaborator 2010

Post by Jefenry » Fri Jul 23, 2010 2:13 am

Sounds like a cool idea! Could I get C7 C8 D7 D8 E7 and E8? Thanks!

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Re: Calling all Map Makers: The Collaborator 2010

Post by Propane Tank » Fri Jul 23, 2010 2:20 am

I'll take D1, D2 and E1, E2.

I am a little confused though on how this will all work out. Like how all these maps will be incorporated into one map and with what bambino said about the include /path/to/other/map/files.bzw thing. Maybe a little more clarification for me? I am still pretty new to making stuff in BZFlag. I am yet to learn how to make a mesh. I'm one of those bzedit users. then notepad to do the stuff bzedit doesn't. i need to visualize when i make a map.

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Re: Calling all Map Makers: The Collaborator 2010

Post by Propane Tank » Fri Jul 23, 2010 2:44 am

I have a suggestion if you run out of map space and you have more people interested. Just give people say a 100 unit height allowance, then a tank can jump what, 15 units high? Then say at like 120 units heigh, make a mesh that is 0.1 units thick and make the bottom clear and the top of the mesh the ground texture. Then give people real-estate up high. Then their ground would be at 120.1 units high. Just a suggestion.

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Re: Calling all Map Makers: The Collaborator 2010

Post by Bambino » Fri Jul 23, 2010 2:51 am

You put your objects in your x,y, and z location then save the map file and it will be loaded with the bzw include option.

Regarding not knowing how to make meshes, just do what you can with what you can use. Mesh editors like Wings3d and blender are visual mesh editors. As Spazzy already said: with 2.0 worlds don't have to be round and can be expanded if more people want to contribute.

I'd like 3 shots please :)
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Re: Calling all Map Makers: The Collaborator 2010

Post by McYukon » Fri Jul 23, 2010 2:57 am

@PTank: Erm, I for one don't want a independent 2 level map…
@Bambino: I would also like the challenge of 3 shots, that way it wont be to crazy.
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Re: Calling all Map Makers: The Collaborator 2010

Post by McSpider » Fri Jul 23, 2010 3:17 am

Propane Tank wrote:I have a suggestion if you run out of map space and you have more people interested. Just give people say a 100 unit height allowance, then a tank can jump what, 15 units high? Then say at like 120 units heigh, make a mesh that is 0.1 units thick and make the bottom clear and the top of the mesh the ground texture. Then give people real-estate up high. Then their ground would be at 120.1 units high. Just a suggestion.
I don't think that would work very well. I already have a building that exceeds 200 units, on top of that It would probably look very weird.

@Spazzy McGee, If you don't need tile G7 for any special purpose could I have it?
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Re: Calling all Map Makers: The Collaborator 2010

Post by diing for the team » Fri Jul 23, 2010 4:02 am

i can do 3 spots too
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Re: Calling all Map Makers: The Collaborator 2010

Post by Bambino » Fri Jul 23, 2010 4:51 am

diing for the team wrote:i can do 3 spots too
F3-5? You need to pick them or they'll be picked for you.
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Re: Calling all Map Makers: The Collaborator 2010

Post by diing for the team » Fri Jul 23, 2010 5:11 am

I would rather a surprise bambi It will be more entertaining that way, but if possible d7 d8 and f4
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Re: Calling all Map Makers: The Collaborator 2010

Post by Bambino » Fri Jul 23, 2010 5:26 am

Jefenry already took D7 and D8. Looks like you'll be getting a surprise :)
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Re: Calling all Map Makers: The Collaborator 2010

Post by diing for the team » Fri Jul 23, 2010 5:32 am

well can my surprise have 2 next to each other and 1 separated on the map I was hoping to do a nifty teleporter trick with my sections. never mind i think the 3 right next to each other are the only ones left I will make do with them.
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Re: Calling all Map Makers: The Collaborator 2010

Post by ducatiwannabe » Fri Jul 23, 2010 4:27 pm

Can't wait to see what ya'll do with this. I was just thinking a few weeks ago how it would be fun to do another one of these. :)

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Re: Calling all Map Makers: The Collaborator 2010

Post by mrapple » Fri Jul 23, 2010 8:20 pm

Just to clarify, the x and y coordinates are layed out as such

+x and +y would be in ahs3's section

-x +y would be in bambino's section

This correct? Thanks :D
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Re: Calling all Map Makers: The Collaborator 2010

Post by Spectre » Sat Jul 24, 2010 3:17 am

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.
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Re: Calling all Map Makers: The Collaborator 2010

Post by Propane Tank » Sat Jul 24, 2010 3:24 am

right now, there are none open. Spazzy would have to make it bigger.
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Re: Calling all Map Makers: The Collaborator 2010

Post by SkillDude » Sat Jul 24, 2010 6:38 am

I would like to take D1, D2, E1, E2, if available.

Secondary is F3~5.

If possible, I would like to have all of those squares, but that's asking a little much.

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Re: Calling all Map Makers: The Collaborator 2010

Post by Spazzy McGee » Sat Jul 24, 2010 1:59 pm

Okay, i've tried to accommodate everybody, and I have added a section to the right for more squares! if anybody would like more just say.

mrapple: you are correct with the coordinates. They are as laid out on the diagram. The new section does not alter the old section in any way!!

sigonasr2: I have allocated you D9, D10, F9, F10, E9, E10. Does that work for you?

ducatiwannabe: me too. Would you like some of the newly added squares?
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Re: Calling all Map Makers: The Collaborator 2010

Post by ahs3 » Sat Jul 24, 2010 3:59 pm

If I may recommend a way to keep confusion down, put your callsign in your material and physics name.

Example:

Code: Select all

physics
name ahs3-pyh
linear -100 -100 20
end

material
name ahs3-roof
addtexture roof
end
Just an idea to make this simpler for whoever may put these together.

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Re: Calling all Map Makers: The Collaborator 2010

Post by Spazzy McGee » Sat Jul 24, 2010 4:47 pm

That's a very good idea, ahs3. Everyone please label all of your materials, groups, physics, texmats, dyncols and teleporters with your callsign.
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Re: Calling all Map Makers: The Collaborator 2010

Post by SkillDude » Sat Jul 24, 2010 10:59 pm

Thanks for adding me Spazzy. I feel special since you added me into the new section of the building area. Time to get to work. :D

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Re: Calling all Map Makers: The Collaborator 2010

Post by diing for the team » Mon Jul 26, 2010 12:56 am

oo can i get a change so I am f5 g9 g10 h9 h10
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Re: Calling all Map Makers: The Collaborator 2010

Post by Hannibal » Mon Jul 26, 2010 5:10 am

man, its been a long time...Don't think I'll be taking part, but I have a feeling I was part of the last one of these to run, though it never got finished..right Spazzy?
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