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Midpoint Operations - a Red versus Green CTF

Posted: Tue Mar 16, 2010 10:44 pm
by Spectre
First of all, I would like to thank the players and mrapple for putting up with my many test versions of this map. mrapple's nearly constant updating allowed my map to reach its best, and many players reported and commented on things I could improve. The result, you ask? It's ready! Midpoint Operations 1.0 is up now at bzbureau.com:5191. The goal is to successfully use the middle fortress to prevent and operate flag capturing. Also, the boxes and pyramids arrayed around the center allow for enough cover for a defensive screen of tanks. Thank you, and enjoy!





*Note - the map is released under public domain, in case anyone would like to make revisions or re-host.

Re: Midpoint Operations - a Red versus Green CTF

Posted: Wed Mar 17, 2010 1:13 am
by blast
Just so the note is larger:
Anathema wrote:*Note - the map is released under public domain, in case anyone would like to make revisions or re-host.
If you could post the actual map file here as an attachment, that would be best. The "save world" stuff in BZFlag doesn't save the raw map file from the server. It recreates the BZW format based on the binary blob that gets sent to the client, so stuff like comments and other various things will not match up to the original file. And some things get excluded completely, like zones.

Re: Midpoint Operations - a Red versus Green CTF

Posted: Wed Mar 17, 2010 12:38 pm
by darkid
the center... is impossible. Kinda. I did it twice, but i got it about 15% of the time.
either:
Shrink the upper platform,
Only make the bottom kill you, or
Make none of it kill you, and merely cause you to bounce to a corner.

Re: Midpoint Operations - a Red versus Green CTF

Posted: Thu Mar 18, 2010 4:59 pm
by tobylane
Centre is too easy. Six jumps from outside.. Either make it impossible when there are less than five people, or remove geno (or both, put something like multiple CL/T flags up there).

The map is good, but there may not be enough deflectors or reasons to move around.

Re: Midpoint Operations - a Red versus Green CTF

Posted: Fri Mar 19, 2010 4:21 pm
by darkid
to easy?
uh.... how rescently did you check this map?

Re: Midpoint Operations - a Red versus Green CTF

Posted: Sun Mar 21, 2010 2:06 am
by hutty
some screen shots would be nice.

Re: Midpoint Operations - a Red versus Green CTF

Posted: Sun Mar 21, 2010 1:32 pm
by darkid
Some shots:
bzfi0069.png
Midpoint Mayhem!
(532.56 KiB) Not downloaded yet
bzfi0070.png
A Base
(888.92 KiB) Not downloaded yet
bzfi0071.png
The Tall Tower
(353.82 KiB) Not downloaded yet
bzfi0073.png
General Overlay
(549.24 KiB) Not downloaded yet
Did you know, you can only upload 4 attachments?
The insides of the middle
Some of the odder ricochets

Re: Midpoint Operations - a Red versus Green CTF

Posted: Sun Mar 21, 2010 3:32 pm
by Bambino
darkid wrote: And if anyone could tell me how to make links be titled anything other than the url name, that would be much appreciated.
what you want to call it

Re: Midpoint Operations - a Red versus Green CTF

Posted: Mon Mar 22, 2010 1:07 pm
by hutty
very nice.

why is you radar greenish?

Re: Midpoint Operations - a Red versus Green CTF

Posted: Mon Mar 22, 2010 4:25 pm
by Bambino
If you mean his radar background...that's grass.

If you mean th actual objects, that's his radar setting. It's "Fast Sorted", meaning that if an object is white, you are on the same level, if it is green, you can jump up on it, if it is purple, it is to high to jump up on.

Re: Midpoint Operations - a Red versus Green CTF

Posted: Mon Mar 22, 2010 9:37 pm
by hutty
oh. i didn't know about that setting (i shal turn it on)

Re: Midpoint Operations - a Red versus Green CTF

Posted: Tue Mar 23, 2010 12:11 am
by darkid
Actually-- its Fast, not Fast Sorted
Fast (not Enhanced) is the best radar style... it shows the most layers and it color-codes them based on relative height to you.

And, given standard Gravity/JumpVelocity, anything Green can be jumped up to, whereas anything blue can't.