Island Hopping Map & Screenshots
- LouMan
- Chief Sgt. of Cartography
- Posts: 338
- Joined: Mon Jan 31, 2005 3:05 am
- Location: Michigan, USA
Island Hopping Map & Screenshots
Attached is my "Island Hopping" map with a couple screenshots. It is being served at louman.homelinux.net:5154 right now, but please feel free to host on a different server if you have a decent connection. Also feel free to extract meshes from map if required...
- Attachments
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- IslandHopping.bzw
- Island Hopping Map
- (198.26 KiB) Downloaded 371 times
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- IslandHopping1.jpg
- Screenshot1
- (77.75 KiB) Downloaded 210 times
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- IslandHopping2.jpg
- Screenshot2
- (59.23 KiB) Downloaded 229 times
- LouMan
- Chief Sgt. of Cartography
- Posts: 338
- Joined: Mon Jan 31, 2005 3:05 am
- Location: Michigan, USA
Island Hopping Map REV 1
Attached is a slightly revised Island Hopping map. I have reduced the number of lasers to 2 and I have reduced the max shots of the laser to 10. I have also reduced the GM max shots to 15.
Other changes: 'lowered' water level and the sailboats' level so that the sailboats don't appear to be floating in the air (with mirror option turned on). Also made GroundMaterial with texture of water so that grass can't be seen at long range with mirror option turned off.
Other changes: 'lowered' water level and the sailboats' level so that the sailboats don't appear to be floating in the air (with mirror option turned on). Also made GroundMaterial with texture of water so that grass can't be seen at long range with mirror option turned off.
- Attachments
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- IslandHoppingR1.bzw
- Island Hopping Rev. 1
- (198.3 KiB) Downloaded 306 times
- LouMan
- Chief Sgt. of Cartography
- Posts: 338
- Joined: Mon Jan 31, 2005 3:05 am
- Location: Michigan, USA
Island Hopping map Revision 2
Attached is revision 2 of the Island Hopping map.
The revisions include:
1) made poles and ropes on lighthouse drivethrough
2) added lights to masts of ships (look best at night)
3) no superflag spawn/drop on jump arrows
4) all teams have ability the 'superjump' over center island to other corner
5) rogue spawn zone on center island
6) moved several obstructive trees
7) provided tree to climb to upper level of lighthouse (takes time)
BTW - I primarily use LightWave 3D modeler to create the maps and, of course, a text editor to make the bzw file.
The revisions include:
1) made poles and ropes on lighthouse drivethrough
2) added lights to masts of ships (look best at night)
3) no superflag spawn/drop on jump arrows
4) all teams have ability the 'superjump' over center island to other corner
5) rogue spawn zone on center island
6) moved several obstructive trees
7) provided tree to climb to upper level of lighthouse (takes time)
BTW - I primarily use LightWave 3D modeler to create the maps and, of course, a text editor to make the bzw file.
- Attachments
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- IslandHoppingR2.bzw
- Island Hopping Revision 2
- (212.27 KiB) Downloaded 297 times
- LouMan
- Chief Sgt. of Cartography
- Posts: 338
- Joined: Mon Jan 31, 2005 3:05 am
- Location: Michigan, USA
Island Hopping Rev 3
Attached is Revision 3 of Island Hopping map. Updates:
1) inclined arrows to prevent team flag drops on them
2) rotation light beam from lighthouse (see screenshot)
(thanks trepan!)
Enjoy!
1) inclined arrows to prevent team flag drops on them
2) rotation light beam from lighthouse (see screenshot)
(thanks trepan!)
Enjoy!
- Attachments
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- IslandHoppingR3.bzw
- Rev 3
- (216.39 KiB) Downloaded 293 times
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- IslandHopping5.jpg
- Screenshot
- (55.47 KiB) Downloaded 116 times
- LouMan
- Chief Sgt. of Cartography
- Posts: 338
- Joined: Mon Jan 31, 2005 3:05 am
- Location: Michigan, USA
Rev 4
Island Hopping Rev 4 is attached for hosting purposes (thanks Thumper )
Changes include:
1) larger islands
2) more consistent jump pads
3) fixed errant vertice on island mesh
Changes include:
1) larger islands
2) more consistent jump pads
3) fixed errant vertice on island mesh
- Attachments
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- IslandHoppingR4.bzw
- Rev 4
- (217.75 KiB) Downloaded 276 times
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- Private
- Posts: 1
- Joined: Thu Apr 14, 2005 4:31 am
What types of matches does this map support?
Does this map support all the different types of matches including:
- Free For All
- Capture The Flag
- Rabbit Chase
- Random Selection
- Score-Based Selection
- Killer Selection
Any information would be greatly appreciated
Thank-You
Supernova_hq
- Free For All
- Capture The Flag
- Rabbit Chase
- Random Selection
- Score-Based Selection
- Killer Selection
Any information would be greatly appreciated
Thank-You
Supernova_hq
LouMan,
It looks great and I really enjoy your map. Someone (you?) hosted in on a server recently complete with CTF game play, but set the shot count way too high.
Because of the setup, the islands are essentially objects and tanks are sitting on top of them. On radar, this makes it quite difficult to see shots. I hate to switch my GUI settings for BZFlag just for one map. It's more manageable when the shot count is 1 to 3. Tracking 6 or more shots against an already colored background gets annoying.
Once again, thanks for sharing your map. It's quite a unique and enjoyable experience to battle on it.
It looks great and I really enjoy your map. Someone (you?) hosted in on a server recently complete with CTF game play, but set the shot count way too high.
Because of the setup, the islands are essentially objects and tanks are sitting on top of them. On radar, this makes it quite difficult to see shots. I hate to switch my GUI settings for BZFlag just for one map. It's more manageable when the shot count is 1 to 3. Tracking 6 or more shots against an already colored background gets annoying.
Once again, thanks for sharing your map. It's quite a unique and enjoyable experience to battle on it.
protected object myTank(){
foreach(noob in this.game){return frag(noob);}}
foreach(noob in this.game){return frag(noob);}}
- LouMan
- Chief Sgt. of Cartography
- Posts: 338
- Joined: Mon Jan 31, 2005 3:05 am
- Location: Michigan, USA
In response to Dervish - thanks! I haven't had the trouble you have had with the shots, perhaps I don't spend enough time looking at the radar Besides, if you are on the same level as the shots, I believe they appear pretty much the same as being on ground level (with the mesh superimposed below though, I can see your point).
In response to supernova_hq - the maps can be altered for any mode of play by changing the options around (e.g. remove -c for free-for-all) and removing the bases (fairly well commented in the bzw file). Thumper at norang.ca is hosting several different versions of the map right now, including what seems to be a very popular rabbit chase version.
In response to supernova_hq - the maps can be altered for any mode of play by changing the options around (e.g. remove -c for free-for-all) and removing the bases (fairly well commented in the bzw file). Thumper at norang.ca is hosting several different versions of the map right now, including what seems to be a very popular rabbit chase version.
- LouMan
- Chief Sgt. of Cartography
- Posts: 338
- Joined: Mon Jan 31, 2005 3:05 am
- Location: Michigan, USA
Island Hopping Map Revision 6.1
Attached is the latest revision Island Hopping map (R6.1). I discovered that a few of the polygons in the original map were not defined correctly and were not being displayed in the newer versions of BZFLag. This has been corrected in the new version, as well as cleaner texture mapping/smoothing for all of the objects in the map.
** updated - forgot some inside coords to prevent flag spawns in hills Anyway, should be fixed now.
** updated again - forgot drivethrough, shootthrough lighthouse ropes & poles and forgot the flashing lights on the masts of the sailboats. I must be getting old and forgetful or something
** updated - forgot some inside coords to prevent flag spawns in hills Anyway, should be fixed now.
** updated again - forgot drivethrough, shootthrough lighthouse ropes & poles and forgot the flashing lights on the masts of the sailboats. I must be getting old and forgetful or something
- Attachments
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- IslandHoppingR6-2.zip
- Island Hopping Revision 6.2
- (80.9 KiB) Downloaded 254 times
Last edited by LouMan on Sat Jul 23, 2005 4:05 am, edited 2 times in total.
- Lirael_Goldenhand
- Private First Class
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- Sergeant
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- LouMan
- Chief Sgt. of Cartography
- Posts: 338
- Joined: Mon Jan 31, 2005 3:05 am
- Location: Michigan, USA
Island Hopping Revision 7
Attached is Island Hopping Revision 7.
Changes:
1) Cleaned up lighthouse - reduced polygon count by about 500 and added inside points to help prevent driving inside lighthouse. The reduced polygon count should also improve video framerate. I also re-textured the lighthouse and used slightly different coloring.
2) Cleaned up a few arrow guides that were sticking out over edge of island.
Changes:
1) Cleaned up lighthouse - reduced polygon count by about 500 and added inside points to help prevent driving inside lighthouse. The reduced polygon count should also improve video framerate. I also re-textured the lighthouse and used slightly different coloring.
2) Cleaned up a few arrow guides that were sticking out over edge of island.
- Attachments
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- IslandHoppingR7.zip
- Island Hopping Revision 7
- (73.44 KiB) Downloaded 321 times
- the coffee cup
- Private
- Posts: 1
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Re: Island Hopping Map & Screenshots
Beautiful map, Louman. I've been playing it for a few years and always wanted to ask - what was the inspiration for the lighthouse and island?