Vortexal

User made maps to use on servers.
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Cosmix
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Vortexal

Post by Cosmix » Wed Jun 13, 2012 8:17 am

It is a sad day when there are no longer any maps out there that are creative anymore. Map making has become more of a "I want to be admin on a map!" than a form of art. As I have been looking through this section, a lot of the maps posted probably did not take the map maker more than 10 minutes to make. (This map took me 11 minutes to make, ok maybe not). So I decided to take bring back the design factor into map making.

Image
Image
Image

I would like to thank my kind hearted friend allejo for helping me with the map and for hosting it (BZAddict.net:9005). This is the first map that I made, so I would appreciate feedback.

-mozi

P.S. Before joevano or blast attack me, this map is licensed as Creative Commons Share-Alike 3.0 Unported.
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Last edited by Cosmix on Fri Mar 08, 2013 6:37 am, edited 1 time in total.

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SkillDude
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Re: Vortexal

Post by SkillDude » Wed Jun 13, 2012 8:28 am

When I first saw this map, I was simply amazed. It isn't graphically amazing by any means, but the shapes you used, the various elevations, and the way you incorporated the meshes to look like one huge continuous box makes for a very thrilling and enjoyable effect. The planning in this map was pretty obvious, and the game play style, being a little different than your average CTF was another big hit.

I absolutely enjoy this map and hope that you understand that as much coming from me. The slopes are also perfect in that players can climb them with ease going full speed, and combat is not extremely abundant, but is enjoyable on the various slopes / islands throughout the map.

I am simply amazed at this map and am glad you made a map that actually deserves merit, or what used to be the Featured Maps of BZFlag. ;)

Cosmix
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Re: Vortexal

Post by Cosmix » Wed Jun 13, 2012 8:35 am

sigonasr2 wrote:When I first saw this map, I was simply amazed. It isn't graphically amazing by any means, but the shapes you used, the various elevations, and the way you incorporated the meshes to look like one huge continuous box makes for a very thrilling and enjoyable effect. The planning in this map was pretty obvious, and the game play style, being a little different than your average CTF was another big hit.

I absolutely enjoy this map and hope that you understand that as much coming from me. The slopes are also perfect in that players can climb them with ease going full speed, and combat is not extremely abundant, but is enjoyable on the various slopes / islands throughout the map.

I am simply amazed at this map and am glad you made a map that actually deserves merit, or what used to be the Featured Maps of BZFlag. ;)
Why thank you! I'm glad you liked it! And just a small note, aside from the pyramids, bases, spinning team logos, and boxes laying on top of the platforms, it's all one giant mesh. :wink:

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allejo
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Re: Vortexal

Post by allejo » Wed Jun 13, 2012 8:58 am

I'm glad I could help. Maps like these need to be hosted and played on. :)
Here's my personal website and my open source projects are available on GitHub; I work on a lot of cool things.

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Tanx
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Re: Vortexal

Post by Tanx » Wed Jun 13, 2012 4:14 pm

about time a quality map got posted, the mappers have been slowly dwindling, and much of our knowledge is going with it. For awhile I was guilty of those simple maps. But since there were maps of better quality I was forced to learn (who didn't make their first maps in a short period). Though if you have an editor you can't really use that excuse. In my opinion, the maps that were the most fun to make were the complex ones, and the ones I learned the most. good work.
known as: Tanx, Eoncho, ckw.
Bzflag player since 2001.

mr64bit
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Re: Vortexal

Post by mr64bit » Wed Jun 13, 2012 4:31 pm

I agree with Tanx, Hallelujah! A mapper who knows what he's doing!
I tested it, and I really like it. I have 3 comments though.
  • 1). The tank speed seemed a little slow for such a large, open space. -set _tankSpeed 30?
    2).The water seemed to "float" over the grass seen outside of the map, but when I fell into the water, it showed me a 0 z. (at grass level) So maybe extend the water outside of the map as far as you can see?
    3). I would suggest making the flat area at the top of the slopes and little longer in the same direction as the slopes. So you're not as likely to overshoot the flat area on your last jump. Get what I'm saying?
But, those aside, really great map, I congratulate you sir!
---mr64bit

Iskskskks
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Re: Vortexal

Post by Iskskskks » Wed Jun 13, 2012 9:46 pm

I like the map very creative & fun to play on GJ :).

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