Jefenry's First Map

Previews and comments on future maps.
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Jefenry
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Jefenry's First Map

Post by Jefenry » Sat Mar 31, 2007 11:32 pm

Here's a two team CTF map I've been working on for a few weeks with iBZEdit. It was inspired by DW's Castle Warfare, and the basic design was thought up during one boring history class. It's got two big castles with 5 levels to shoot from, 4 pillboxes, 4 GM towers, and a bunch of "reflectors" which help weed out stray shots, but also allow for cool ricochet shots if you hit them right. The reflectors are needed because it's a small map, and it would be hard to play with so many bullets whizzing around.

Things to add-
A bunch of GM, L, CL, ST
Some WG, SE, BU, OO
Figure out how to use noWalls to get the world rectangular
Team spawn zones
Zones for certain flags so people know what they are getting

Things I might add-
Clear, drive through but bullet proof walls on top of the reflectors, like at Lasermania
One Geno flag, but the holder would be restricted to the center two boxes
Making dropped team flags go to the center to try and promote CTF
More ways to get into the base
More walls to hide behind

So, give me your suggestions, comments, or any questions you might have. Hopefully I can get it finished soon, and test it out with flags and zones and all the other stuff.
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Test_Map.bzw
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Last edited by Jefenry on Wed Jun 17, 2009 3:34 am, edited 1 time in total.

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papercut
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Post by papercut » Sat Mar 31, 2007 11:39 pm

Looks pretty neat. How do you get to the different levels of the castles? Teleporters?

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Red Cobra
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Post by Red Cobra » Sun Apr 01, 2007 12:58 am

papercut wrote:Looks pretty neat. How do you get to the different levels of the castles? Teleporters?

If you look inside, the upper level is smaller than the lower one so you can jump from on to the other.


Nice map by the way. I actually like it better than DW's. His is too crouded and confusing. Good job!
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Post by BinarySpike » Sun Apr 01, 2007 2:47 am

Jefenry wrote:Figure out how to use noWalls to get the world rectangular
-set _wallHeight 0

in your options object.
(or on the command line)

At least I think :|

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Post by Jefenry » Thu Apr 05, 2007 5:04 am

Update--
Added zones for GM, ST, L, CL, PZ, SB, SW, BU, and WG.
Made three new ways to get into the base.
Decided against using Geno
Added eight new walls to hide behind, and in good places for rico shots.
Added team spawn zones.
Got rid of the square outside wall and added my own to make it rectangular.

There are a few problems though.
When I made the world rectangular, a zoned tank can drive out of the walls, and eventually get kicked for being outside the playing area. Is there any way to fix this?

The world size is 200, and if I drive toward an outside wall at full speed and shoot myself, my blown up tank will fly over the wall and be kicked for spawning outside the playing area. I fixed it by changing the world size to 325, but is there a better way to prevent this problem?


I've tested the map with a few bots, and things seemed to be laid out alright, but I think I might need to adjust the GM turn rate, and the length/reload time of the Laser.


Alright, I think thats about it.
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Last edited by Jefenry on Wed Jun 17, 2009 3:35 am, edited 1 time in total.

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Grace F
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Post by Grace F » Thu Apr 05, 2007 6:32 am

This is sweet! :D And, this is your first map? :P
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Jefenry
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Post by Jefenry » Fri Apr 06, 2007 7:15 pm

Grace F wrote:This is sweet! :D And, this is your first map? :P
Ya, this is my first map. I just did some hard core searching and learned how to map as I went along. Thats probably why it took me so long to get it to look like it does now. :)

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Post by Spazzy McGee » Fri Apr 06, 2007 8:32 pm

That's a commendable map. Very good work. It looks nicely layed out.

Sadly, Zoned and OO tanks can drive through any walls other than the outer ones.

Just as an idea: you could add death physics in the no-tank area. This will cause any errant OO holders to die. It won't do anything about PZ though.
"Life is what happens to you while you're busy making other plans." - John Lennon

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