Sand Blaster (Experimental)

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Dutchrai
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Sand Blaster (Experimental)

Post by Dutchrai »

UPDATE JUNE 8: Released this experimental version as final under the name Sand Blaster V2

Although Sand Blaster has only recently been released, I am making some updates. All these updates will be live on the shellshock.bzflag.bz:4500 server, so you can give feedback at anytime. Until the updates are final, this map will be called Sand Blaster Experimental.

For a start, I never liked the North West corner. It has now been replaced with a nuclear reactor complex. The attached shot shows this area with collision trees (used for manual optimization).

There are also some material changes, minor tweaks and further optimizations. Some you can see, some you can't :-)

I will log all changes in the change log below.

Change Log:
June 4 - Added nuclear reactor complex
June 5 - Added huge cooling tower (my first wings 3d model...lol)
June 5 - Some material changes
June 5 - Collision detection optimization
June 6 - Added jumpable ramps to the chimneys (for those acrobats among you)
June 6 - Enlarged first level of chimney structures
June 6 - Moved teleporter from behind chimneys to the front
June 6 - Material changes in the North East corner (more glass)
June 6 - Added 'aquarium' window inside the Mountain Lake
June 7 - Added another window inside the Mountain Lake
June 7 - Added a ledge along the dam-wall inside the Mountain Lake
June 7 - Added 'gold-edged' pyramids (an idea by Trepan)
June 7 - Several material changes
June 7 - Fixed 'can get stuck a bit' in mass-driver (aka 'tank canon')
June 8 - Increased tank speed by 40%
June 8 - Tuned radar range
June 8 - Removed jumpable ramps from chimneys (they were not being used)
Attachments
sandblaster07.jpg
Sand Blaster Experimental
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Last edited by Dutchrai on Thu Jun 08, 2006 3:15 am, edited 4 times in total.
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Legolas_
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Post by Legolas_ »

thats sweet! I like the wires.
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^nightmare^
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Post by ^nightmare^ »

What are all those lines on the screeny?
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Post by joevano »

^nightmare^ wrote:What are all those lines on the screeny?
Dutchrai wrote: The attached shot shows this area with collision trees (used for manual optimization).
There is your answer :P
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Post by ^nightmare^ »

donny_baker wrote:
^nightmare^ wrote:What are all those lines on the screeny?
Dutchrai wrote: The attached shot shows this area with collision trees (used for manual optimization).
There is your answer :P
o thats cool, how did you make it to be able to do that?
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Dutchrai
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Post by Dutchrai »

It's for development only.

You'll have to start you BZFLag client with the -d parameter, then go to the options menu and play with all the extra settings :-)
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Post by MonsterMan++ »

Wow, that looks awesome! Are you going to put that on public server list?
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Post by Dutchrai »

It already is on a public server. Look for shellshock.bzflag.bz:4500.
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Post by Dutchrai »

Several changes again today, check the changelog in the first post for details. However, I would like to highlight one thing:

The kinda standard 'laser deflect' pyramids now have golden edges to match the theme of the map. It's based upon a cool idea by trepan (who made a 10000 poly concept...wicked). Don't worry though, this final pyramid is low-poly count. Play on shellshock.bzflag.bz:4500 to check it out!
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Post by Dutchrai »

This map has now been finalized and has been released under the name Sand Blaster V2.

You can get it from the 'Map Releases' section in this forum.
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Post by Blazing King »

that looks like a blue print in color
First there was a THUMP, that was King
After there was a Blaze of LIGHTNING
Then the world ended with Blazeing King
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Post by dartman »

WHoa. That ooks incredible. I'm heading there right now!
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