Sand Blaster

User made maps to use on servers.
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Dutchrai
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Sand Blaster

Post by Dutchrai » Sat Jun 03, 2006 3:38 am

2010. Sixteen years after the Chernobyl disaster, it happened again. This time in the vast Sahara Desert. An entire city now lays abandoned but neighbouring countries are fighting over the technology in radiation-shielded tanks.
Enter Sand Blaster.


Name: Sand Blaster
Size: 54 KB
Earliest Recommended Client: 2.0.0
Date Submitted: Friday, June 2nd

Download Here
Screenshots:
Image
Download Here

This message auto-generated by the BZFlag Mapatorium

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Destroyer1313
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Post by Destroyer1313 » Sat Jun 03, 2006 5:02 pm

Cool. Where's the server? I cant find it!
Dormant. Not really. Kinda.

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Spazzy McGee
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Post by Spazzy McGee » Sat Jun 03, 2006 8:21 pm

That's Insane Dutchrai!.

Did you entirely text-edit it, or did you start off with bzedit?

I'll go and play it as soon as i get off this blasted 56k connection ;)
"Life is what happens to you while you're busy making other plans." - John Lennon

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^nightmare^
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Post by ^nightmare^ » Sun Jun 04, 2006 3:00 am

to my suprise its actually not laggy. if u did all that in text then...wow, your talented. Some of that stuff looked like it would be impossible to do in text. Great Job!
Need bzflag help? Try looking here: http://www.freewebs.com/bznightmare/map ... aghelp.htm

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Dutchrai
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Post by Dutchrai » Sun Jun 04, 2006 6:08 am

Tx guys. And yes, its all done in text. No BZEdit has been involved (won't work anyway in 2.0)
Text design really helps in keeping the code crisp and clean. As for the no lag syndrome, you'll have to thank Trepan for that one. He's given lots of advice and help in this area. The map would have had lag if it wasn't for his input.
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MonsterMan++
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Post by MonsterMan++ » Sun Jun 04, 2006 11:14 am

I like it! t looks awesome I'm looking forward to playing it! :D
Fighting for peace is like screwing for virginity.
-George Carlin

If you can't beat them, arrange to have them beaten.
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Nobody goes there anymore. It's too crowded.
-Yogi Berra

Better a broken promise than none at all.
-Mark Twain

Green Manalishi
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Post by Green Manalishi » Sun Jun 04, 2006 7:14 pm

nice additions to the north-west corner. i have had much fun today sw camping in the little well in the center. it's a good thing you can still 'hear' st. :twisted:





PS: 2010-1986=24

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The Red Baron
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Post by The Red Baron » Mon Jun 05, 2006 1:25 am

Dutchrai, i've said it before, I'll say it again, you are 100% pure genuis.
Beware! I'm going to clone myself and spread those clones all over the world!

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Post by Legolas_ » Mon Jun 05, 2006 1:33 am

Here is a good qoute for Ducatrai:
He is nobody. Nobody is perfect. Therfore, he is perfect

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Spazzy McGee
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Post by Spazzy McGee » Mon Jun 05, 2006 5:18 pm

is there a reason for chosing 4 division arcs over meshboxes?
"Life is what happens to you while you're busy making other plans." - John Lennon

trepan
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Post by trepan » Mon Jun 05, 2006 5:29 pm

Meshboxes are 4 divisions arcs, they were a quick hack,
to allow boxes to use mesh type materials. I've always
considered mesh objects to be the "real" way to do all of
the 2.0 stuff, as they provide much more flexibility then any
of the primitives.

Start a server with this map, save it, and read the saved file:

Code: Select all

meshbox
end
You'll find an arc object in there.

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Dutchrai
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Post by Dutchrai » Tue Jun 06, 2006 1:40 am

As for the "divisions 4" arcs, yes, there is a reason. Divisions are per angle given, and where I use "divisions 4" you will also see "angle 90" or something like that. Without using the angle command it would be the same as a meshbox (unless you use ratio to make it hollow).
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