Missile Wars Remixed! (release version)
Missile Wars Remixed! (release version)
I posted an earlier version of this about a month ago as work in progress. Well it's finally ready for playing, I think. There are doubtless things about it that could be better, so if anyone hosts it, plays it or whatever, I would be happy to hear comments.
Notes: 4 team CTF, inspired by DW's Missile Wars, lots of transparency, no textures, physics, all hand coded. I sure wish zones and links could be grouped, it would have made things easier. To be fully playable, it should be configured with shot limits on geno and other strong flags. GPL License.
gnu-sense
(updated: bzw file has more/better options)
(updated: cut total flags by almost half)
Notes: 4 team CTF, inspired by DW's Missile Wars, lots of transparency, no textures, physics, all hand coded. I sure wish zones and links could be grouped, it would have made things easier. To be fully playable, it should be configured with shot limits on geno and other strong flags. GPL License.
gnu-sense
(updated: bzw file has more/better options)
(updated: cut total flags by almost half)
- Attachments
-
- mw-remix.t.bzw
- Missile Wars Remixed! (update x2)
- (36.15 KiB) Downloaded 220 times
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- bzfi0030.png
- Tower with a view
- (477.51 KiB) Downloaded 185 times
Last edited by gnu-sense on Mon Aug 20, 2007 12:29 am, edited 2 times in total.
You should have -fb on the options so that the flags go where you want them to go.
Also, when you go under the little part with BU, then drop it halfway through, you get stuck.
Also, the genocide never spawns into the map because you have:
While you have no +f G{1}, this means it won't be created, which makes this zone useless. Just change flag G to zoneflag G like all your other zones are.
Also, 20 TH flags?! I think that's too many, I reduced it down to 10 and found it much easier to find genocide. I don't mean you want to try to prevent them from finding it, but since this is still Missile Wars, they expect genocide when they go to the center, right?
I dunno, with the flags all in zones, it's kinda hard to just spawn, get a flag and go, you know? The Missile Wars I know had random flags scattered along with the zoned flags.
The middle seems a little crowded in flags. 32 OOs seems a little too much. I think around 12 of those at max is good enough. And also, I would add some flags in between the towers too, like older Missile Wars.
So, I guess I'm trying to think it's better if you keep some form of the older Missile Wars, and I might be wrong. Maybe this Missile Wars remix was meant to have these flags. I dunno, here It just feels a little empty flag-wise.
Hope to see improvements on this map
Also, when you go under the little part with BU, then drop it halfway through, you get stuck.
Also, the genocide never spawns into the map because you have:
Code: Select all
name center_g
position 0 0 1
size 35 35 0
rotation 0
flag G
end
Also, 20 TH flags?! I think that's too many, I reduced it down to 10 and found it much easier to find genocide. I don't mean you want to try to prevent them from finding it, but since this is still Missile Wars, they expect genocide when they go to the center, right?
I dunno, with the flags all in zones, it's kinda hard to just spawn, get a flag and go, you know? The Missile Wars I know had random flags scattered along with the zoned flags.
The middle seems a little crowded in flags. 32 OOs seems a little too much. I think around 12 of those at max is good enough. And also, I would add some flags in between the towers too, like older Missile Wars.
So, I guess I'm trying to think it's better if you keep some form of the older Missile Wars, and I might be wrong. Maybe this Missile Wars remix was meant to have these flags. I dunno, here It just feels a little empty flag-wise.
Hope to see improvements on this map
BZW File updated
Thx, Grace, sigonasr2, and Tangent for comments. There were some settings in the .conf file that the proper flag mix depended on. In general, the division of labor of the configuration files confuses me terribly, but I have the same problem with Apache.
I took the suggestions about fewer TH flags and the like. I'm not sure what to do about the BU (this is a more general problem about Bu under objects, and if I raise the slot ceiling, then some normal shots might pass under it). I also added shot limits.
More changes are probably needed to make this play optimally (especially to flags/zones), but will have to wait as we start a new term this week, and I (desparately) need to get prepared.
Thanks,
gnu-sense
I took the suggestions about fewer TH flags and the like. I'm not sure what to do about the BU (this is a more general problem about Bu under objects, and if I raise the slot ceiling, then some normal shots might pass under it). I also added shot limits.
More changes are probably needed to make this play optimally (especially to flags/zones), but will have to wait as we start a new term this week, and I (desparately) need to get prepared.
Thanks,
gnu-sense
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Yow. I know I had to be careful on the arcs and spheres, as an unfortunate specification of too many divisions would make the server lug on startup. I hadn't realized that the flags could be a problem this way.
Anyway, I updated again, cutting the numbers of most flags in half. This is probably more reasonable for most zones, but my quick calculation shows 251 flags. I hope that is low enough to make it hostable.
Getting the correct flag balance and placement is one of the more difficult things about map-making. It's easy to have too few, too many or silly and frustrating placements. For example, I had to give up certain tower zones, where the roof comes down too low (spawning the flag in the air).
Let me know if this runs into other problems; I'll fix it until it works properly. Thanks again,
gnu-sense
Anyway, I updated again, cutting the numbers of most flags in half. This is probably more reasonable for most zones, but my quick calculation shows 251 flags. I hope that is low enough to make it hostable.
Getting the correct flag balance and placement is one of the more difficult things about map-making. It's easy to have too few, too many or silly and frustrating placements. For example, I had to give up certain tower zones, where the roof comes down too low (spawning the flag in the air).
Let me know if this runs into other problems; I'll fix it until it works properly. Thanks again,
gnu-sense
New version: Missile Wars Remixed 1.1
I've taken comments I got and made some changes to the map. These are the following:
I haven't found a way yet to fix a couple of things. These have to do with mesh bugs (?) involving burrow getting stuck on the curved walls. For now, you just have to be careful. Feedback is still appreciated. If there's interest, and comments to respond to, I can make other incremental releases, time permitting. Some additional comments (larger map area, opening up forts more, etc.) I may save for version 2, in which I would change a larger number of things.
Everything is still hand-coded, though I have used Wings 3D to convert some objects to meshes. The doorway was created this way. If anyone needs to know how, PM me and I'll try to add it to the wiki.
gnu-sense
- A front door (one-way see, shoot and drive out of)
A better bouncepad
Transparency in the ground-level pyramids
Laser camping fix in the towers. There still is at least one good laser camping spot on the map, but I'm not telling anyone where it is.
Other miscelaneous changes
I haven't found a way yet to fix a couple of things. These have to do with mesh bugs (?) involving burrow getting stuck on the curved walls. For now, you just have to be careful. Feedback is still appreciated. If there's interest, and comments to respond to, I can make other incremental releases, time permitting. Some additional comments (larger map area, opening up forts more, etc.) I may save for version 2, in which I would change a larger number of things.
Everything is still hand-coded, though I have used Wings 3D to convert some objects to meshes. The doorway was created this way. If anyone needs to know how, PM me and I'll try to add it to the wiki.
gnu-sense
- Attachments
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- mwr.1_1.png
- Bouncepad and doorway changes
- (983.71 KiB) Downloaded 119 times
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- mw-remix.1_1.bzw
- Missile Wars Remixed version 1.1
- (86.27 KiB) Downloaded 256 times
Hey, so I worked and experimented a little, and found out a way to do the burrow thing, but it's gonna take some work from you.
Now, I used this:
And was able to make a box that lets (has to be a 1.0 box, can't be meshbox) you slowly slide out if you drop the BU flag. See if you can somehow use this, I was just experimenting, so yeah.
Now, I used this:
And was able to make a box that lets (has to be a 1.0 box, can't be meshbox) you slowly slide out if you drop the BU flag. See if you can somehow use this, I was just experimenting, so yeah.
Code: Select all
options
-set _worldSize 50
end
material
name blue
color 0.6 1 0.6 1
end
box
position 0 0 2.045
size 9.99 9.99 9.155
rotation 0
end
meshbox
position 0 0 1.2
size 10 10 10
rotation 0
drivethrough
matref blue
end
zone
position 20 0 0
size 0 0 0
rotation 0
zoneflag BU 4
end