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Posted: Wed Sep 24, 2008 9:28 am
We still need more obstacles, but already got a few.
So if you want to build one (or more
), check the template and the post below.
Posted: Wed Sep 24, 2008 5:13 pm
It was late last night and I didn't get around to making a post here, so Marzi beat me to it
This is a collaborative project, that aims to make a map similar to BZFlag Olympics, TO by Tanner, and Jumping Skillz.
You get a 30º section of a 325 x 325 arc to make your obstacles, and there's no limit on how many sumbmissions you may make. Here's
a template that will help give you an idea where to build. Your best bet is to run it in bzfs and hand code.
• Only build inside the template.
• Group everything you make together and prefix it with your name.
• Make sure your final group has no rotation.
• Prefix any material/physics/texturematrix/dynamiccolor/etc you use with your name.
• Default textures may simply be referenced by their name, e.g. "caution" for "caution.png"
• No teleporters, world weapons, or zones.
• The settings we are using are listed in the template.
• Tanks move clockwise when looking down from the center.
• Keep in mind frame rate and how many faces you have.
• Don't make things way too complicated or impossible to pass, but don't make it too easy either.
While we don't want to exclude anyone's submission, we will if its simply too hard, or doesn't follow the above rules. A good example would be a solid wall that blocks all progress.
PM all submissions
to me, or attach them in a post here.
I think that's it, so have fun!
Posted: Thu Sep 25, 2008 2:16 am
Meh, I thought I'd post my (first) submission the Fun Way, for all the world to see.
This isn't the hardest obstacle out there, and not the most original by far, but it was what came to mind (for me). Basically, it's a slippery platform surrounded by lava that tapers the closer you get to the end. If that isn't hard enough (and it most certainly isn't), there are blocks and a hurdle or two to impede your progress. And a big wall that prevents n00bs from jumping through it quickly. In short: take it slooow. Or die.
I've attached a few screenies, as well as the map template. I've also included my license in the .bzw file, if it shouldn't be there (for any reason at all), then tell me and I'll remove it (CC 3.0 Attribution, so it's not too bad).
'Twas fun. Maybe I'll make another.
Posted: Thu Sep 25, 2008 5:15 am
Nice, I added it to the script and updated the server. Although it's a little hard to get a decent distribution of obstacles with only two submissions ;D
Posted: Sat Sep 27, 2008 12:29 am
here is an addition for the course. it's simple, but requires using radar ("fast mode") since incide it is dark and hard to see the obstacles. point of this one is to get ppl to use the radar more.
Posted: Sat Sep 27, 2008 1:33 am
Agent West wrote:here is an addition for the course. it's simple, but requires using radar ("fast mode") since incide it is dark and hard to see the obstacles.
You could experiment with the 'noradar' material attribute and see if that makes it easier to see the obstacles. (Ex: Put it on things that aren't the obstacles)
Posted: Sat Sep 27, 2008 3:11 pm
following Jefenry's comment, Porcupine and me came up with the new and improved version of the obstacle.
last part of the obstacle is designed to (hopefully) catch F5-ers
the link to new texture will be provided as soon as it will be approved by immages.bzflag.org
Posted: Mon Sep 29, 2008 3:02 am
nice texture for my obstace, guys!
thanks for it
Posted: Wed Oct 01, 2008 7:27 pm
Marzi and I tried out a 10 story, 100 obstacle map recently. The script used to generate the course seems to be working perfectly, although the fps were generally pretty low.
It took us just under an hour to get to the top, and I was about half an obstacle behind Marzi. Here are a few screenshots we took before capping.
Posted: Wed Oct 01, 2008 7:53 pm
um... a 100 obstacle course... r y'all out of your mind?!? LOL
anyway, here is one more obstacle
also here is an optional texture for my "space box'
Posted: Thu Oct 02, 2008 6:52 am
Hey, Jeff, just found a bug on my "spikes"
please move them in by 1, change:
position 293 0 5
spin 110 0 0 1
position 293 0 5
spin 100 0 0 1
position 292 0 5
spin 110 0 0 1
position 292 0 5
spin 100 0 0 1
Posted: Thu Oct 02, 2008 10:53 am
oh I really want to be able to create maps or obstacles or anything in bzf...
Posted: Thu Oct 02, 2008 11:10 pm
Monster wrote:oh I really want to be able to create maps or obstacles or anything in bzf...
You can, go on the wiki or use a map editing software.
Posted: Fri Oct 03, 2008 12:03 am
To start, download the appropriate bzedit for you operating system.
It's pretty simple to pick up and use.
You can use the wiki for more instructions on how to make "better" and "cooler" things.
If you have any other questions, drop a line here, or ping someone about it in IRC.
Posted: Sat Oct 11, 2008 10:37 am
Ok, the map is now generated automatically, there are a punch of nice obstacles and the map is kinda "Playable".
Now, i asked myself: What would keep this map played?
the first thought was a tournament. But after some brainstorming, some full written paper, and a talk with some Bzflagers, i was pretty sure, that it wouldn't work.
Well, after i nearly gave up on it, i had a talk to roboter5a, and he suggested to create a plugin which takes and shows the time till <Player> caps. And write the time and the name to a .txt file.
it would need 1 timer for 1 player, so if there are 2 players it would need 2 timers (so for each person an individual timer)
Another obstacle (if y'all still want any)
Posted: Sat Oct 11, 2008 11:29 pm
Posted: Mon Oct 13, 2008 8:33 am
Thank you for your responses, I'm going to challenge myself...
Posted: Thu Oct 16, 2008 1:53 pm
Marzi and i came up with 2 ideas... he wants levels inside of the "ring" for observers (rouge team for example), and me wants a tower in the middle as a final obstacle. well, here are the 2 combined (early version). no code yet (1st-it's not finished, and 2nd- not sure if that's what y'all want).
Posted: Sat Oct 18, 2008 2:14 am
ok. finally the Tower/OBS levels are finished!
and yes, even with keyboard the tower is complitable
Posted: Mon Oct 20, 2008 10:41 am
I love the idea, that also rouge tanks could join but just spawn in the middle. I don't know if that fits in your aims for that map, but wouldn't it be funny (possible!?) if the rouge tanks were able to shoot? Like this it would make the map much more diversified and would maybe atract more player. Player could try to make it through the pbstacle course and if they are done with it or just frustrated, they could join again as rouges and let out all their anger by shoting some rouges in the middle. I would love it, but of course, jsut an idea
Posted: Fri Oct 24, 2008 9:51 am
new obstacle (a climbing rock)
Posted: Fri Oct 31, 2008 7:11 am
here's a (kinda) new one. actually, it's same as the "night box", exept textures are changed (all of them), and Marzi's shortcut is hidden even more