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base 23 version 1

Posted: Sat Mar 05, 2011 8:44 pm
by hutty
Hello... its map time

todays map is base 23 by hutty

This map is a ctf where vertical velocity is a key component to your survival

the bullets can move through the grate floors :D

currently hosted at Hosting.BZAddict.net
port 5168

or simply search the list for hutty (use / to activate search)
and then select base 23

I am likely to much improve on this map in the future so please comment... I would love comments.

Screenshots hosted on external site.
http://hutty.net84.net/bztex/bzfi0034.png
http://hutty.net84.net/bztex/bzfi0035.png
http://hutty.net84.net/bztex/bzfi0036.png
http://hutty.net84.net/bztex/bzfi0037.png
http://hutty.net84.net/bztex/bzfi0038.png

the map
basenum23_vs1.bzw
version 1.1
(53.78 KiB) Downloaded 104 times
license creative commons 3 attribution

Re: base 23 version 1

Posted: Sun Mar 06, 2011 1:44 pm
by straightshooter
very, very great map :) -> how did u make the doors? - very nice idea :D

Re: base 23 version 1

Posted: Sun Mar 06, 2011 5:42 pm
by Yrogirg
I wish I could play bzflag, looks interesting.

Re: base 23 version 1

Posted: Sun Mar 06, 2011 6:17 pm
by hutty
version 1.1 is out. Fixed some spawn bugs.
link updated
______________
the doors are done with draw-info

using draw-info's LOD (level of detail)

LOD is intended to make meshes lower in quality as one gets farther away from them. its an optimization tool
I however rigged it so that when the player gets closer to the door it swaps out the door mesh in place of a door that is slightly more open.

The door was ceated in wings it is aprox 20 frames
then I used model tool to patch it together

the downside of this type of door is a far away observer will see other tanks moving through the door without it opening. and the door is shootthrough

its a visual gimmic nothing else

Re: base 23 version 1

Posted: Mon Mar 07, 2011 9:10 am
by straightshooter
huttymuncher wrote:and the door is shootthrough
Ok, I understand only the half :D, but anyway you did a great job :)
--> But can you make the same door which is not shootthrough? (I guess not^^)
--> And a bigger door would be difficult to make, right?

Re: base 23 version 1

Posted: Mon Mar 07, 2011 6:26 pm
by hutty
I could make the door not shoot through by putting an invisible drive-through box in it
There is not collision detection with the mesh itself

Size does not matter, it just might need more frames in order to animate smoothly (and even mine doesn't animate smoothly as it is. )

Re: base 23 version 1

Posted: Mon Mar 07, 2011 6:47 pm
by straightshooter
Yeah, I thought so too. But the box won't move - and that means, that you can't shoot through it when its open...

-->By using more frames it would move more smoothly, right?

Re: base 23 version 1

Posted: Wed Mar 09, 2011 5:14 am
by hutty
yes more frames = more smoothly

sorry but you can either have it shoot through or not shoot through regardless if it is open or closed

bzflag is incapable of collisions with moving objects (as seen in other games) and from my understanding the way the bz code is written it would be near inpossibe to implement the feature...

so no... I have not uncovered the secret of making moving doors... it is merely eye candy

sorry

Re: base 23 version 1

Posted: Wed Mar 09, 2011 11:31 am
by straightshooter
no problem ;) ...but a moving object in a bz map was so impressive for me... i had to ask :D
but thank you for explaining :)

Re: base 23 version 1

Posted: Wed Mar 09, 2011 11:38 am
by macsforme
Nice map. Good to see maps coming out that are actually created in a modeler, unlike the majority which are a few boxes and pyramids thrown out somewhere.

Re: base 23 version 1

Posted: Thu Mar 10, 2011 1:14 pm
by hutty
actuall this map was entirely hand coded with the exception of the door..

If you look at the code there are tons of boxes and mesh boxes
there are some meshprys in there too

the trees are spheres and arcs see http://bzenv.site50.net/trees.html for more info.

the door was the only piece built in wings 3d

ps:: i didn't even use bzedit

Re: base 23 version 1

Posted: Thu Mar 10, 2011 2:24 pm
by straightshooter
@Constitution:...what do you mean with "thrown out somewhere"?
Do you mean that maps made with BZEdit aren't good?

@huttymuncher: the webside is cool :D but you see how they are made when you look at them, I would say :) (actually I saw it :P )

Re: base 23 version 1

Posted: Sun Mar 13, 2011 7:15 am
by macsforme
Since I was fooled into thinking the map was made in a modeler, obviously your "hand modeling" is quite good. :-)
straightshooter wrote:@Constitution:...what do you mean with "thrown out somewhere"?
Do you mean that maps made with BZEdit aren't good?
Anyone who has been around for a decent period of time has seen a lot of maps that are little more than an interesting arrangement of a few boxes and pyramids. There is nothing wrong with making a map in bzedit... many of the most popular maps have been made with this tool (or by other means of creating 1.x compatible maps). However, generally creating mesh objects generally demonstrates a greater knowledge of map-making and is a quality of a more dedicated map maker.