Lab CTF2.0
- ^nightmare^
- Private First Class
- Posts: 1264
- Joined: Sun Feb 20, 2005 7:14 pm
- Location: Alabama
- Contact:
Lab CTF2.0
Red V. Green CTF
2.0 map with jumping and superflags
Host needed (hosted for a short time at bzflag.norang.ca:5158 for preveiws)
Screeny
Enjoy!
2.0 map with jumping and superflags
Host needed (hosted for a short time at bzflag.norang.ca:5158 for preveiws)
Screeny
Enjoy!
- Attachments
-
- Lab CTF.bzw
- 2.0 map
- (6.83 KiB) Downloaded 231 times
Need bzflag help? Try looking here: http://www.freewebs.com/bznightmare/map ... aghelp.htm
- ^nightmare^
- Private First Class
- Posts: 1264
- Joined: Sun Feb 20, 2005 7:14 pm
- Location: Alabama
- Contact:
No comments?
Need bzflag help? Try looking here: http://www.freewebs.com/bznightmare/map ... aghelp.htm
- ^nightmare^
- Private First Class
- Posts: 1264
- Joined: Sun Feb 20, 2005 7:14 pm
- Location: Alabama
- Contact:
Heres a fixed version
(cant get flags stuck and fixed a texture)
Does anybody know i can fix the teleporters? i think dw sadi to put it -1 from the ground, but i think that would look weird...
-thanks
(cant get flags stuck and fixed a texture)
Does anybody know i can fix the teleporters? i think dw sadi to put it -1 from the ground, but i think that would look weird...
-thanks
Need bzflag help? Try looking here: http://www.freewebs.com/bznightmare/map ... aghelp.htm
- ducatiwannabe
- Private First Class
- Posts: 3258
- Joined: Tue Aug 10, 2004 3:55 pm
- Location: Planet Earth
- Contact:
- ^nightmare^
- Private First Class
- Posts: 1264
- Joined: Sun Feb 20, 2005 7:14 pm
- Location: Alabama
- Contact:
Theres a picture at the top and its running on a server, bzflag.norang.ca port 5158G-MAN wrote:Can anyone post a picture of it? I don't have a server to run it.
thanks ill try itdw wrote:Nope. -0.001 or something like that works. Just lower it ever so slightly. You can't tell the difference. I wouldn't suggest lowering it -1.
However, for the map, this is the first time I've been on the forum in a bit. That's why I haven't posted.
You got my comments when I played it. Nice job
Need bzflag help? Try looking here: http://www.freewebs.com/bznightmare/map ... aghelp.htm
The tele problem is caused because of that ever-annoying 1.x vs 2.x issue. The ground is basically a 1.x surface, while those arcs are 2.x.
One way to correct the problem would be to put an invisible mesh on the ground. This would disable BU, however, so it's not right for all maps.
One way to correct the problem would be to put an invisible mesh on the ground. This would disable BU, however, so it's not right for all maps.
Optimism is just a milder alternative to denial.