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With out a paddle

Posted: Tue Feb 14, 2006 1:12 am
by imsome
i'm making a rabbit chase map very loossly based off a pinball game. the entire floor is going to be covered with physics drivers that will propel you every which way. still setting up the phys drivers and need to make it look good but it will be a crazy map to play, still need a name. please post ideas that don't require a lot of modeling as i suck more then paris hilton in a fraternity.

Posted: Tue Feb 14, 2006 1:16 am
by dango
name: why not pinball? :wink:

Posted: Tue Feb 14, 2006 1:16 am
by ducatiwannabe
Sounds really interesting!

(Hmm, been a while since I've seen you. Great to have you back!)

Posted: Tue Feb 14, 2006 1:20 am
by imsome
semister finals ya know

Re: Physics hell

Posted: Tue Feb 14, 2006 3:48 am
by The Red Baron
imsome wrote:please post ideas that don't require a lot of modeling as i suck more then paris hilton in a fraternity.
OK, I laughed my arse off on that one :D

Posted: Tue Feb 14, 2006 7:16 pm
by im fine u?
The BZNator, to be quiet corny, lol :mrgreen:

Posted: Tue Feb 14, 2006 8:17 pm
by Winny
my blood pressure will go up playing with drivers.

Re: Physics hell

Posted: Wed Feb 15, 2006 9:47 am
by sid6.7
imsome wrote:i'm making a rabbit chase map very loossly based off a pinball game. the entire floor is going to be covered with physics drivers that will propel you every which way. still setting up the phys drivers and need to make it look good but it will be a crazy map to play, still need a name. please post ideas that don't require a lot of modeling as i suck more then paris hilton in a fraternity.
well if you dont want to draw the whole thing over there is
already a map called TILT...you could just go in then
and add pyhsic drivers...

WithOutAPaddle

Posted: Wed Mar 01, 2006 3:48 am
by imsome
I'm testing a version of the map. i've desided on the name without a paddle because you really fell like you want one. still have lots of work but this is the basic idea, Screenies are useless but i'll post em anyway. it's kinda fun to watch bots in observer

Posted: Fri Mar 03, 2006 5:11 pm
by imsome
i'm having trouble designing a mesh 'house' to cover the flags and mak it harder to jump to them, any ideas?

Posted: Sat Mar 04, 2006 5:59 am
by imsome
I've desided on this as a flag hut, anyone got any textureing ideas or ideas to make it better, i know you people have seen this thread there's 310 views

Posted: Mon Mar 06, 2006 3:24 pm
by sid6.7
imsome wrote:i'm having trouble designing a mesh 'house' to cover the flags and mak it harder to jump to them, any ideas?
could you elaborate as to what a hut does for your map?
that would help....

Posted: Tue Mar 07, 2006 1:50 am
by imsome
Well The flag spawn zones were really easy to get to if you jumped over the wall and as flags are an absolute nessesity for survial i wanted to make so that you'd have to be skilled to get the upper hand. also it looks better when the middle is less open

Posted: Tue Mar 07, 2006 6:04 pm
by sid6.7
imsome wrote:Well The flag spawn zones were really easy to get to if you jumped over the wall and as flags are an absolute nessesity for survial i wanted to make so that you'd have to be skilled to get the upper hand. also it looks better when the middle is less open

well the hut is fine as it is for the effect you want...

as to textures your gonna have to make your
own or borrow one from someone else...use one of trepans or louman
they make those are always nice...maybe use a wood one for the walls
and a shake/tile like one for the roof...

Posted: Fri Mar 10, 2006 3:25 am
by imsome
i would borrow textures and give credit for them in my map but i don't know how to find them, there needs to be like a texture search engine for hosted pics

Posted: Fri Mar 10, 2006 7:24 am
by sid6.7
:?:

go to the thread labeled textures and images

http://my.bzflag.org/bb/viewtopic.php?t=5721

Posted: Fri Mar 10, 2006 7:21 pm
by imsome
well i've added a second level, just have a couple texture problems to figure out. anything green will bump you up to another green platform that you can use to get to the second level. still need a way down

Posted: Sat Mar 18, 2006 1:35 am
by imsome
well i've worled out most of the bugs, this has taken me a while as i haven't been near my computer for what seems like forever. on the second floor there are lots of OO's so you can get down to the bottom. please tell me if it has any bugs

Posted: Sat Mar 18, 2006 7:02 am
by ducatiwannabe
Looking good! 8)

Posted: Sat Mar 18, 2006 12:26 pm
by tw1sted
looks awsome. cant wait to play it

Posted: Sat Mar 18, 2006 11:48 pm
by imsome
i'm having a problem with the flags spawning on one of the levels that bumps you up to the second floor. i made a zone where it was that spawn's BY flags but i'm still haveing a problem with other flags spawing there. how can i correct this?

Posted: Sun Mar 19, 2006 7:43 pm
by TD-Linux
So what do you want? An area with no flags? or an area with only one kind of flag?

For an area with no flags, put a drivethrough transparent meshbox very slightly above the jumpy level to prevent flags from spawning or being dropped there. If you want flags to be able to be dropped there, but not spawn there, then...

If you just want an area with one kind of flag, the only way I know of is to make a zone for that flag and then cover the rest of the map with zones for all your other flags.

Posted: Sun Mar 19, 2006 11:20 pm
by imsome
That's a good idea, i'll try that

Posted: Sat Jul 22, 2006 5:29 am
by ducktape
whats the server name and port?

Teleporters

Posted: Wed Dec 20, 2006 4:22 pm
by Red Cobra
well i've added a second level, just have a couple texture problems to figure out. anything green will bump you up to another green platform that you can use to get to the second level. still need a way down
For a way down teleporters are always useful. :lol-old:




Red