I finally picked up the gauntlet and resumed working on "Cubicle wars":
New features include conference rooms, air ducting and a water cooler. I am still tweaking the details but the map is definitely playable and hosted, for the moment, at fenris.bounceme.net:5154 or search the server list for "Cubicle Wars." Since I forgot to set up /report, if you find any issues, could you please let me know here, in this thread? Especially if you have suggestions on how to fix them.
Known problems:
1. The air duct is hard to get into (the grate is drivethrough)
2. The cubicle walls are hard to navigate because of the meshboxes overlapping
3. GM spawns on the roof instead of on the water cooler
4. The textures on the air ducts need tweaking (rotation and scale)
5. Needs a lot more thought on flag types/quantities/shot limits/location
The map is directly based on my cubicles at work, where up to 14 of us play BZ during lunch every day. I plan to roam the office today during lunch (after the daily BZ game of course) getting some more textures and pics.
PS. Adding textures to "boxes" in 2.0.10 works very nicely. Thanks Devs!
-StainlessSteelRat
Back in Development - Cubicle Wars
- StainlessSteelRat
- Private First Class
- Posts: 20
- Joined: Fri Feb 18, 2005 11:34 pm
1. What you can do, is make the floor slightly higher (Or make a floor and make it slightly higher), then lower the platform that makes you bounce up so that it's under you when you go in.StainlessSteelRat wrote:1. The air duct is hard to get into (the grate is drivethrough)
2. The cubicle walls are hard to navigate because of the meshboxes overlapping
3. GM spawns on the roof instead of on the water cooler
4. The textures on the air ducts need tweaking (rotation and scale)
5. Needs a lot more thought on flag types/quantities/shot limits/location
2. What I found was that you'll have to experiment alot to do this. Play around with increasing and decreasing the sizes of the meshboxes by 0.0001 until you can go onto them and back smoothly. On one of my maps, I had this problem and had to do that.
3. What I find useful in flag zones where something has to go in the exact spot, is to put it 1 unit inside of the object. (So if it was at 80 80 20 with size 5 5 10), I would probably put position 80 80 19 with size 4 4 1. That's usually what works for me.
4. Use textureMatrix to help you. It's not very controlled, and you'll have to experiment alot. Play around with the fixedscale and fixedshift values. (You put in 3 values for each)
5. As for that, I suggest lowering the shot limit to 3, and placing some shot limits on the big flags. Like ST, SW, GM, WG, and some other powerful flags in there.