Island Hopping Map & Screenshots

User made maps to use on servers.
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LouMan
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Island Hopping Map & Screenshots

Post by LouMan » Fri Apr 01, 2005 2:58 am

Attached is my "Island Hopping" map with a couple screenshots. It is being served at louman.homelinux.net:5154 right now, but please feel free to host on a different server if you have a decent connection. :) Also feel free to extract meshes from map if required...
Attachments
IslandHopping.bzw
Island Hopping Map
(198.26 KiB) Downloaded 240 times
IslandHopping1.jpg
Screenshot1
(77.75 KiB) Downloaded 210 times
IslandHopping2.jpg
Screenshot2
(59.23 KiB) Downloaded 229 times

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spldart
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Post by spldart » Fri Apr 01, 2005 3:17 am

:!: :shock: :o :D :)
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Post by RPG » Fri Apr 01, 2005 4:05 am

:!: Your on a map-a-thon :!:

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Post by spldart » Fri Apr 01, 2005 4:18 am

Grr.. to many advantages to laser :(
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LouMan
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Island Hopping Map REV 1

Post by LouMan » Sat Apr 02, 2005 3:45 am

Attached is a slightly revised Island Hopping map. I have reduced the number of lasers to 2 and I have reduced the max shots of the laser to 10. I have also reduced the GM max shots to 15.

Other changes: 'lowered' water level and the sailboats' level so that the sailboats don't appear to be floating in the air (with mirror option turned on). Also made GroundMaterial with texture of water so that grass can't be seen at long range with mirror option turned off.
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IslandHoppingR1.bzw
Island Hopping Rev. 1
(198.3 KiB) Downloaded 183 times

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Dervish
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Post by Dervish » Sat Apr 02, 2005 6:55 am

Awesome map, LouMan, as always. :) Gotta love playing BZFlag in such a peaceful map. Almost makes you want to stop, smell the roses, and get fragged in the process.
protected object myTank(){
foreach(noob in this.game){return frag(noob);}}
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Post by Lan » Sun Apr 03, 2005 9:23 am

LouMan: how did you make this map? it is really impressive, and seems like it took years to do by hand coding everything.

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LouMan
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Island Hopping map Revision 2

Post by LouMan » Sun Apr 03, 2005 6:43 pm

Attached is revision 2 of the Island Hopping map.

The revisions include:

1) made poles and ropes on lighthouse drivethrough
2) added lights to masts of ships (look best at night)
3) no superflag spawn/drop on jump arrows
4) all teams have ability the 'superjump' over center island to other corner
5) rogue spawn zone on center island
6) moved several obstructive trees
7) provided tree to climb to upper level of lighthouse (takes time)

BTW - I primarily use LightWave 3D modeler to create the maps and, of course, a text editor to make the bzw file.
Attachments
IslandHoppingR2.bzw
Island Hopping Revision 2
(212.27 KiB) Downloaded 167 times

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LouMan
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Island Hopping Rev 3

Post by LouMan » Mon Apr 04, 2005 9:30 pm

Attached is Revision 3 of Island Hopping map. Updates:

1) inclined arrows to prevent team flag drops on them
2) rotation light beam from lighthouse (see screenshot)

(thanks trepan!)

Enjoy!

:)
Attachments
IslandHoppingR3.bzw
Rev 3
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IslandHopping5.jpg
Screenshot
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LouMan
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Rev 4

Post by LouMan » Fri Apr 08, 2005 2:59 am

Island Hopping Rev 4 is attached for hosting purposes (thanks Thumper :) )

Changes include:

1) larger islands
2) more consistent jump pads
3) fixed errant vertice on island mesh
Attachments
IslandHoppingR4.bzw
Rev 4
(217.75 KiB) Downloaded 156 times

supernova_hq
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What types of matches does this map support?

Post by supernova_hq » Thu Apr 14, 2005 4:39 am

Does this map support all the different types of matches including:
- Free For All
- Capture The Flag
- Rabbit Chase
- Random Selection
- Score-Based Selection
- Killer Selection

Any information would be greatly appreciated
Thank-You
Supernova_hq

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Dervish
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Post by Dervish » Thu Apr 14, 2005 9:15 pm

LouMan,

It looks great and I really enjoy your map. Someone (you?) hosted in on a server recently complete with CTF game play, but set the shot count way too high.

Because of the setup, the islands are essentially objects and tanks are sitting on top of them. On radar, this makes it quite difficult to see shots. I hate to switch my GUI settings for BZFlag just for one map. It's more manageable when the shot count is 1 to 3. Tracking 6 or more shots against an already colored background gets annoying.

Once again, thanks for sharing your map. It's quite a unique and enjoyable experience to battle on it. :)
protected object myTank(){
foreach(noob in this.game){return frag(noob);}}
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LouMan
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Post by LouMan » Fri Apr 15, 2005 12:58 am

In response to Dervish - thanks! I haven't had the trouble you have had with the shots, perhaps I don't spend enough time looking at the radar :wink: Besides, if you are on the same level as the shots, I believe they appear pretty much the same as being on ground level (with the mesh superimposed below though, I can see your point).

In response to supernova_hq - the maps can be altered for any mode of play by changing the options around (e.g. remove -c for free-for-all) and removing the bases (fairly well commented in the bzw file). Thumper at norang.ca is hosting several different versions of the map right now, including what seems to be a very popular rabbit chase version.

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LouMan
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Island Hopping Map Revision 6.1

Post by LouMan » Wed Jun 22, 2005 7:21 pm

Attached is the latest revision Island Hopping map (R6.1). I discovered that a few of the polygons in the original map were not defined correctly and were not being displayed in the newer versions of BZFLag. This has been corrected in the new version, as well as cleaner texture mapping/smoothing for all of the objects in the map.

** updated - forgot some inside coords to prevent flag spawns in hills :( Anyway, should be fixed now.

** updated again - forgot drivethrough, shootthrough lighthouse ropes & poles and forgot the flashing lights on the masts of the sailboats. I must be getting old and forgetful or something :wink:
Attachments
IslandHoppingR6-2.zip
Island Hopping Revision 6.2
(80.9 KiB) Downloaded 131 times
Last edited by LouMan on Sat Jul 23, 2005 4:05 am, edited 2 times in total.

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Lirael_Goldenhand
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Post by Lirael_Goldenhand » Thu Jun 23, 2005 2:32 pm

Whoa. This is amazing, great work! I love the lighthouses... :D
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Post by TD-Linux » Thu Jun 23, 2005 6:15 pm

I remember that once, somebody somehow got on top of the pinnacle of the lighthouse. I have no idea how. I think this was the original map or the first revision, I couldn't tell.

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Post by RPG » Thu Jun 23, 2005 7:20 pm

TD-Linux wrote:I remember that once, somebody somehow got on top of the pinnacle of the lighthouse. I have no idea how. I think this was the original map or the first revision, I couldn't tell.
Probably with a pair of wings.

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Post by AlliedArmour » Thu Jul 14, 2005 4:49 pm

This is a great map. Do you mind if I use the island objects in one of my maps that I am making?

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LouMan
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Post by LouMan » Thu Jul 14, 2005 10:24 pm

Feel free - I just ask for credit when credit is due :wink:

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Post by AlliedArmour » Thu Jul 14, 2005 10:29 pm

Thanx. I will put in your credits. :) . So the same rule will go for your Bridges light?

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LouMan
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Island Hopping Revision 7

Post by LouMan » Sat Jul 30, 2005 2:35 am

Attached is Island Hopping Revision 7.

Changes:

1) Cleaned up lighthouse - reduced polygon count by about 500 and added inside points to help prevent driving inside lighthouse. The reduced polygon count should also improve video framerate. I also re-textured the lighthouse and used slightly different coloring.

2) Cleaned up a few arrow guides that were sticking out over edge of island.
Attachments
IslandHoppingR7.zip
Island Hopping Revision 7
(73.44 KiB) Downloaded 195 times

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Re: Island Hopping Map & Screenshots

Post by coffee_cup » Tue May 29, 2018 2:24 pm

Beautiful map, Louman. I've been playing it for a few years and always wanted to ask - what was the inspiration for the lighthouse and island?

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