Search found 140 matches
- Sat Dec 20, 2008 3:22 pm
- Forum: Players
- Topic: New idea. need some imput.
- Replies: 11
- Views: 3370
It looks like it will be fun. It looks like a map that would require teamwork, which would be extremely cool, and rare. At first I thought you'd want to change the boxes in the middle to make them at a 90 deg angle from the direction of play, so that it would be easier to hide around corners, but on...
- Fri Dec 12, 2008 3:28 am
- Forum: Help: Map Making
- Topic: a floor that can be crossed?
- Replies: 4
- Views: 1507
The question is this I think: How can one create a floor in which the tank can jump through from underneath, but not fall through once it lands. Boxy-castle style. if so, read on: The answer is to create a Mesh . Although it may look daunting, it is not that hard to do by hand. Just take the example...
- Fri Oct 24, 2008 3:09 am
- Forum: Enhancements
- Topic: Laser and theif beams and _shotsKeepVerticalVelocity 1
- Replies: 2
- Views: 1147
- Fri Oct 10, 2008 3:04 am
- Forum: General Discussion
- Topic: Boxy-wars is Back -- Yahoo~~~
- Replies: 12
- Views: 3552
- Tue Sep 30, 2008 2:03 am
- Forum: General Map Making Discussions
- Topic: If you find a good new map....
- Replies: 11
- Views: 3922
Oh the tragic, fickle fate of the bzmap. The list is indeed a cruel and heartless judge. There are many great maps below the top page. Some that have proved their worth but fell by the wayside, others that have never seen their full potential realized. There are a number of things working against a ...
- Sun Aug 24, 2008 2:57 am
- Forum: Screenshots & Artwork
- Topic: How to use ground to turret laser on two tanks
- Replies: 9
- Views: 4036
- Fri May 16, 2008 2:11 am
- Forum: Prefabs and Map Objects
- Topic: Tank with spinning turret
- Replies: 17
- Views: 11618
- Fri May 09, 2008 2:50 pm
- Forum: Prefabs and Map Objects
- Topic: Tank with spinning turret
- Replies: 17
- Views: 11618
I was using a shockwave so it would stay in one place. :P If I had got that going, I'd add a bullet so it would look like fire and the bullet were coming out of the barrel. What is this? eliminating variables? adding only one parameter at a time? troubleshooting? on this forum? This is highly irreg...
- Tue May 06, 2008 2:54 pm
- Forum: Players
- Topic: callsign :)
- Replies: 29
- Views: 12734
- Sun May 04, 2008 1:54 am
- Forum: Map releases
- Topic: Aennea Reborn
- Replies: 6
- Views: 3200
I found the underground tree for you, line 6048:
Code: Select all
group tree1
spin 150 0 0 1
shift 73 73 -134.5 0
end
- Tue Apr 29, 2008 9:04 am
- Forum: Map releases
- Topic: Aennea Reborn
- Replies: 6
- Views: 3200
Looks good hamburger. Its a nice tree garden. :) Credit should also go to Purple Panzer and Trepan as well. Studying those trees is a good introduction to drawInfo for anyone interested. It looks like it could be fun to play, I would add jumping to the map file options because you never know what so...
- Mon Apr 28, 2008 8:15 pm
- Forum: Map releases
- Topic: The Battle of Midway Island
- Replies: 46
- Views: 20421
I would say wow, if it would be playable ;) I know you're kidding Marzi, but I have always liked the map as CTF. It is not easy, you have to pay attention when when you first spawn so you don't land in the water. I don't think it was meant to be easy. If there are a group of people that work togeth...
- Tue Apr 01, 2008 3:11 pm
- Forum: Servers: General Discussion
- Topic: BZFlagr and Fairserve Shutting Their Doors
- Replies: 13
- Views: 6155
- Tue Apr 01, 2008 2:00 pm
- Forum: Works In Progress
- Topic: ausom new map!
- Replies: 17
- Views: 6437
- Mon Mar 24, 2008 7:40 pm
- Forum: Map releases
- Topic: The Randomized Worlds I/II/III
- Replies: 21
- Views: 8704
It's actually really interesting to play. Much more so than a simple random map. I think you mean R3lax's map is interesting to play, if so, I agree completely. R3lax has made maps long enough to know that it is the subtle changes that make a map great. Its all about the gameplay, which is somethin...
- Mon Mar 24, 2008 6:42 pm
- Forum: Servers: General Discussion
- Topic: "god darn"
- Replies: 8
- Views: 4205
- Tue Mar 18, 2008 1:03 pm
- Forum: Help: Tactics and Playstyles
- Topic: Usernames!
- Replies: 4
- Views: 4119
- Sat Mar 15, 2008 2:00 am
- Forum: News & Announcements
- Topic: Shirts! (image heavy)
- Replies: 26
- Views: 20768
- Thu Mar 06, 2008 2:17 pm
- Forum: Screenshots & Artwork
- Topic: 101
- Replies: 345
- Views: 208805
- Thu Mar 06, 2008 3:36 am
- Forum: Screenshots & Artwork
- Topic: 101
- Replies: 345
- Views: 208805
- Tue Mar 04, 2008 9:12 pm
- Forum: Enhancements
- Topic: (TS) TEAM SAFE flag
- Replies: 6
- Views: 2978
- Thu Feb 28, 2008 2:09 pm
- Forum: Enhancements
- Topic: Make PZ flag stronger
- Replies: 9
- Views: 3576
- Wed Feb 27, 2008 4:41 pm
- Forum: Enhancements
- Topic: Some new sounds
- Replies: 17
- Views: 7413
- Mon Feb 25, 2008 12:21 am
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: Logging
- Replies: 4
- Views: 2180
- Thu Feb 14, 2008 4:36 am
- Forum: Help: Map Making
- Topic: Out not in door things
- Replies: 21
- Views: 8895
Hey! I saw that.F687/s wrote:Code: Select all
define os mesh name osbox vertex -1 -1 0 #Sorry, Tedius... ;-) vertex 1 -1 0