SERVER SETUP ::
runs from 6 PM to 6 AM US Central Time (UTC - 6)
20 players/observers allowed
WORLDS ::
BZFlag version 2.0 on port 5154: FFA Big Mad City
all team colors and rogues allowed
jumping
3 shots
all shots ricochet
spawn on buildings
flags on buildings
four of most good flags, a few less of the powerful ones, a few more of their counters
SERVER POLICIES :: Players May Not
Cheat
Use abusive or graphic language or callsigns
Players Should Aviod
Pausing
Swearing
Players Should
Respect requests from the Admins
Have Fun
Last edited by bryjen on Thu Oct 13, 2005 4:30 pm, edited 7 times in total.
Ok, so nobody's running v1.9. Yet. I was part of a rabbit chase game/test with some of the developers and it was fun, so I thought we'd try it out here. Oh well, we'll get there eventually.
But for now, it's back from the future to v1.7g. Still using the callsign registration. Newly activated features: /help and /report
I've switched from rotating maps to featuring just one per instance. The "default" ones are listed above, but I may run others from time to time ( Decks! )
Yes, we have arrived at BZFlag version 2.0. Currently running the Elevation map, with at least one of each flag, good and bad, plus a few extras (heavy on the wings). Some of the flags' powers have been altered a bit using configuration variables at the server. No, it's not "hacking". Just different. A little variety.
Way out of date again
Running shinier-than-shiny code from post-version-2.0.4 cvs now. Most often with the Big Mad City world. This is The Purple Panzer's expansion of the classic world that ran in modified form on the turkey.moongroup server (remember that one?). Some of new 2.0 style meshy maps look neat, but I haven't found too many where I like the gameplay. LouMan's Metropolis is one. However, it's rather blocky, like the classic style maps I started with and seem to still prefer.