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.
Jefenry's First Map
Jefenry's First Map
- Attachments
-
- Test_Map.bzw
- (17.12 KiB) Downloaded 72 times
Last edited by Jefenry on Wed Jun 17, 2009 3:34 am, edited 1 time in total.
- papercut
- Private First Class
- Posts: 28
- Joined: Sun Mar 25, 2007 11:43 pm
- Location: Arkansas
- Contact:
Looks pretty neat. How do you get to the different levels of the castles? Teleporters?
Namaste.
http://manor.space/~cmhobbs
http://manor.space/~cmhobbs
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!
Cop@R3lax
Trusted@Viper
Trusted@Viper
- BinarySpike
- Corporal
- Posts: 735
- Joined: Mon Mar 28, 2005 11:58 pm
- Contact:
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.
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.
- Attachments
-
- New_File.bzw
- (17.12 KiB) Downloaded 83 times
Last edited by Jefenry on Wed Jun 17, 2009 3:35 am, edited 1 time in total.
- Spazzy McGee
- Sergeant Major
- Posts: 1405
- Joined: Mon Mar 21, 2005 4:59 pm
- Location: Planet MoFo, Sheffield Division; United Kingdom
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.
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