CONTEST SUPPLEMENT

General talk about the map making process.
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do we allow maps with the new shapes/meshes

Poll ended at Sun Nov 14, 2004 9:38 pm

use the current version only 1.10.6ish
5
71%
use both current and new versions
2
29%
 
Total votes: 7

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sid6.7
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CONTEST SUPPLEMENT

Post by sid6.7 »

okay i've become aware that the newer versions
of bzflag will have some new objects and/or
meshing....

i was thinking maps would be sumbited with
the current version of bzflag which is 1.10.6
i think...

but i will let the group decide...so vote....
we dont really need any comments just a raw vote
i am going to time limit this poll i'll give everyone
14 of the 24 days till maps start getting submited
to vote....

please note that many will not know how to
do the new version of map making....i dont
know if any of the 3 map maker softwares
even support the newer version yet...without
some debugging and such...

it also might be impossible to judge any maps
as there may debugging concerns for newer
versions of bzflag.exe such as crashing on us
which would be hard to tell if its a persons
map thats the problem or the server or the cleint
which could effect the score...
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Lan
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Post by Lan »

The old style is so plain and dull compared to the new stuff. The newer world objects can create more interesting and fun maps, and make maps more distinct and original, as well as let the designer to create any shape he wants using tetras (IIRC).

But then again, it is a matter of favoring the respect and integrity of tradition (boxes, pyramids, and teleporters), or the interest and excitement of new and better things (the 1.12 stuff).

I say allow the new stuff, it would make things more interesting and fun.

The new stuff can allow a person to create photo realistic things (using color selections and tetras), rather than just the outline of it (using boxes and pyramids). A designer can create a photo-realistic 3D copy of a metropolitan city and skyline, such as New York, Los Angeles, Caracas, etc..., in a BZFlag world with the 1.12 stuff, while traditional objects can only produce a simple, plain outline of the buildings and things in the re-creation of the city.
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Post by toaster »

Speaking from having experimented with tetras, meshes, and the like, I can attest that it's a steep learning curve to 1.11/1.12, at least for the new features.

To really take advantage of some of the features you need a good 3D design software package. While there are some available free, most are costly, and all have a learning curve associated.

Also, as Trepan has shown, it's easy to convert other original works into a map with his conversion utility and create a wonderful (and wonderfully complex) map. I've tried it and his conversion utility really works well. But it also means that you have no idea of the "originality" of my map when I'm done, either. I have one with which I have been experimenting, that includes a number of objects from many different sources. It's not going to be entered in any contests, though, as my work.

What I'm getting at is that there are some dynamics with differing version capabilities which would put a designer of a 1.10 version map at a distinct disadvantage in a contest. The new graphics are just too much more powerful in capabilities and appearance.

And there are learning curves which would put some inexperienced designers at a distinct disadvantage in a 1.12, as many designers are not even aware of the capabilities of the new beta versions (and upcoming 1.12). Witness your own sudden awareness, sid6.7.

Speaking for myself only, working with the new features has been a challenge. As you know, I created my first couple of maps (beehive and nimitz) by hand calculations, with some fitting work with bzedit. After some pointers from Trepan (and no small amount of later assistance :) ) I started using bzmapper for further work. And I started experimenting with the 1.12 capabilities. Moving to tetras by hand for non-trivial object development was tough. Meshes are tougher yet without software to handle them for you.

My recommendation: Certainly, 1.10 has been the dominant version this year. Hold the contest in 1.10 compliance.

I know it will be more trouble, but perhaps a two-fold map contest if you want to address 1.12. Have an extra category for 1.12 enhanced capabilities, a separate award.
-toaster
"So there I was, all alone, facing all of the enemy. I started driving in circles, until I had them surrounded, and then I escaped in the confusion."
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sid6.7
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Post by sid6.7 »

okay by a 5-2 vote all maps must be 1.10.6ish types
not the newer maps with meshes? and new shapes?

so all maps submitted need to be that or wont qualify.
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ducatiwannabe
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Post by ducatiwannabe »

yaaaay! I don't know how to make a new map thingie..
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Post by Scorch »

lol me neither, my maps are bad enough in the current Vrsion :)
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Post by RPG »

but the new maps are so much better! have you seen them? This is from trepans map, i call these "another night at the testing grounds"
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Post by SilverFox »

Gotta love that. I'm getting to the point where I don't want to wait for 1.12
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Post by RPG »

you dont have to! you can CVS it and download it youself! (im excited because i just got it working for myself) that way you can keep up with the very most current version of BZFlag!!!!

i'll also try to make .exe files of the most recent versions for people that can't compile, so that we all can see it, only if patlabor221 and some other devs agree.
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Post by SilverFox »

1.12 is not available via CVS. ;)

I have a 1.11 test server running. Its listed here: http://bzflag.hepcat.org/maps.php
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