Bridges

Previews and comments on future maps.
meeba
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Bridges

Post by meeba » Sun Feb 11, 2007 4:27 am

Yes, a basic map Im working on. Really basic, to be honest. But it should be fun nonetheless. The map is entirely over water (don't fall off). You will notice in the screenshots that it is 4-team CTF, and there are indeed walls to keep you from falling. I am not sure of whether or not I want to allow jumping. It seems like I have to have jumping in order to have flags work right. Also, the outer walls will be high enough that you can NOT shoot over them. The inside walls will be LOW, so you can't fall over them, but you can shoot over them.

What you see here is only the beginning. I will add another square of roads inside the current square, and I may also add some diagonal paths. Being that it is just TOO easy to get from one base to another, I also believe that some crazy WWs are in order.

Anyways, check the screenies, and let me know what you think, and also let me know what else you think needs to be added. 8)
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bzfi0019.png
Red base + red quadrant (most of it)
bzfi0019.png (316.91 KiB) Viewed 1318 times
bzfi0020.png
Blue quadrant (a little higher)
bzfi0020.png (291.63 KiB) Viewed 1331 times
bzfi0021.png
Whole map from above.
bzfi0021.png (370.61 KiB) Viewed 1404 times

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ducktape
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Post by ducktape » Sun Feb 11, 2007 4:56 am

Sweet map. It could use some Barriers Around the Middle Pyamid. might help for Rico possibleties.
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Post by Davy Jones » Sun Feb 11, 2007 5:17 am

Nice map TangenT, although it would be better to be more of a "skill" CTF than a flag one, as all of the open space, but i could be wrong, as i have not tested it yet ;)
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Post by ducktape » Sun Feb 11, 2007 5:12 pm

Even if you tested it you could be wrong. The Kind of CTF is differnt for all players. some mite like it like this and some mite not.
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Post by meeba » Mon Feb 12, 2007 1:25 am

ducktape wrote:Sweet map. It could use some Barriers Around the Middle Pyamid. might help for Rico possibleties.
Some more barriers will be going up there once I figure out what else to add there. As I said, I'm adding another loop between the middle and the outside, and there might be diagonals to get to those. I'm going to try some ideas with it and see what happens.

Right now I am adding the second ring, and in the corners, there will be little huts. Same thing with the center, there are little huts. I think jumping will be disabled.

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Post by meeba » Mon Feb 12, 2007 5:31 am

Alright, I have gotten a lot more done on the map today. There are now some buildings put up so you can hide from shots, although there are pyramids inside, so I would advise being careful about hiding there.

The second ring is complete, and there are lots of new paths. Space for travel is still limited, however.

Still need opinions on whether I should add jumping and flags or not. Also, does anyone think I can improve it some more?

I still do want to add WWs, just haven't had a chance yet. I might add SWs under the huts, but other ideas are greatly welcomed.

EDIT: And one more thing... you can see all the current progress on the NullBZ rotation, port 5154.

nullbzflag.gotdns.com
port 5154

Please feel free to /report there, or just post back here. :)

You might also notice that there are warning WWs from above the center building. These count down from 5 seconds until a WW SW. A red shot means a center SW is coming, a green shot means SWs will be showing up on the outside somewhere. ;)
Attachments
bzfi0022.png
Looking at some huts.
(391.62 KiB) Downloaded 167 times
bzfi0023.png
New overhead view of the map.
(554.29 KiB) Downloaded 193 times

meeba
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Post by meeba » Mon Feb 12, 2007 3:29 pm

Alright, here it is again. I think I'm done with world weapons, unless anyone has more ideas.

Here's ascreenie of all the WW SW''s going off at once (it doesn't happen TOO often), and then the lasers in one of the outside squares (they make a full rotation every 3 seconds).

Once again, I have it up on the NullBZ rotation, port 5154. Would be fun if I could get some help testing it.
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bzfi0022.png
Shockwaves galore.
(762.55 KiB) Downloaded 195 times

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Spazzy McGee
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Post by Spazzy McGee » Mon Feb 12, 2007 3:38 pm

One of my earlier maps: http://www.garrettsites.net/bzmaps/inde ... tail&id=24

Your map looks much more thought out than mine though!
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Post by meeba » Mon Feb 12, 2007 8:36 pm

Yeah, I like the don't-fall-off-the-edge concept, and I will be adding "slippery when wet" spots to my map, with little or no edge protection, so you will easily fall off (aka be careful).

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Post by Legolas_ » Mon Feb 12, 2007 11:09 pm

IS that a mix betwen 2.1.11 and 2.0.x?

The mountian is half old half new

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Post by meeba » Mon Feb 12, 2007 11:22 pm

I had switched between 2.1 and 2.0, but not for this map. The mountains have nothing to do with this map. For whatever reason there are two different mountains. Sorry for the confusion.

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Post by Legolas_ » Tue Feb 13, 2007 12:30 am

did you try compiling 2.1.11? the mountians would be like that if you did but it didnt finish... lol:)

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Post by meeba » Tue Feb 13, 2007 5:47 am

Legolas_ wrote:did you try compiling 2.1.11? the mountians would be like that if you did but it didnt finish... lol:)
Yes, I did compile 2.1. Something just went weird. But it doesn't bother me, so why bother with it, right?

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Post by Zelgadis » Tue Feb 13, 2007 12:17 pm

i like it tangent :)

But there is not many place to play...
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Post by meeba » Thu Feb 15, 2007 12:46 am

Alright, so after some suggestions, I have removed the world weapons.

I have also added a couple of other things. There are now blinking lights above the bases, and between the bases. They tell you to which base you are going, really.

I have changed the spawn zones in a way such that you now spawn on one of the big squares inside your corner.

Its up on the NullBZ 5154 rotation, so to see all current progress, please check there. Thank you. :)

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Post by Davy Jones » Thu Feb 15, 2007 7:11 am

You should add a barrier to the bases so they can't shoot inside, it's too easy to spawn kill, make it a non rico barrier
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Post by Red Cobra » Thu Feb 15, 2007 9:25 pm

Nice map TangenT. It would be better if you made it 2 team CTF and have one team in one of those houses on one side and the other team on the other. Than have those other houses be kinda neutral. Just a thought. Nice map though.

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Post by meeba » Thu Feb 15, 2007 10:05 pm

Red Cobra wrote:Nice map TangenT. It would be better if you made it 2 team CTF and have one team in one of those houses on one side and the other team on the other. Than have those other houses be kinda neutral. Just a thought. Nice map though.
Not hard to do, I could make a second version like that.

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Post by Ck_asdf » Fri Feb 23, 2007 4:21 am

it's not online ... or am I crazy?
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meeba
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Post by meeba » Sun Feb 25, 2007 5:31 am

Sorry, they seem to have gone offline.

They are back up now. :)

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Post by tw1sted » Sun Feb 25, 2007 1:59 pm

Very nice TangenT. good work! I cant wait till i finish this sentance to go play it!

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Post by Hannibal » Sun Feb 25, 2007 4:43 pm

You know..I really think this map would be very nice to play without a radar. Or at least one with a small limit, maybe 2/3 to 1/4 of the size of the default radar.
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tw1sted
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Post by tw1sted » Sun Feb 25, 2007 5:15 pm

Maybe without jumping either. Because theres no real jumping needed. just dodging

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Post by meeba » Sun Feb 25, 2007 8:17 pm

Thanks, Hannibal and AHA. :)

AHA: There is no jumping. Well, jumping is _enabled_, but jump velocity is 0. I couldn't find any other way to enable flags on the boxes with jumping just flat out disabled.

Hannibal: I can experiment with the radar and see what works best.

Once again, thanks for the feedback.

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Post by tw1sted » Sun Feb 25, 2007 8:29 pm

Oh, for some reason i thought it was. I personaly think this map would be cool without radar.

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