quite impressive ...
... i don't recognize all the maps in the screen shots ... iv'e been out of the loop for a while ... must have missed something ...
Search found 225 matches
- Thu May 10, 2012 5:33 pm
- Forum: News & Announcements
- Topic: Shiny New BZFlag.org Site
- Replies: 20
- Views: 16400
- Wed Feb 29, 2012 7:59 pm
- Forum: Map releases
- Topic: The Dark Arena
- Replies: 1
- Views: 2359
Re: The Dark Arena
I saw this map a while ago on a server ...
Its beautiful .. and plays well ... good job
Its beautiful .. and plays well ... good job
- Wed Feb 29, 2012 7:57 pm
- Forum: Map releases
- Topic: Parilis
- Replies: 3
- Views: 2693
Re: Parilis
very colorful .... however ... it is a little repetative
- Fri Dec 02, 2011 6:32 pm
- Forum: General Discussion
- Topic: The Free Game Alliance - BZFlag inclusion?
- Replies: 6
- Views: 2524
Re: The Free Game Alliance - BZFlag inclusion?
and it doesn't help that xonotic development is going fast ... scary fast
while our development is .. well .. um .. .. . is there any?
while our development is .. well .. um .. .. . is there any?
- Thu Sep 01, 2011 1:13 pm
- Forum: Works In Progress
- Topic: Race track testing
- Replies: 4
- Views: 3532
Re: Race track testing
shiny floor is a server setting that is set in the config file (i think its mirror 1 or something like that... look it up on the wiki) making the floor kill the player is easy... just make a very shot invisible box that covers the entire floor. Then apply the death physics setting to the box (look a...
- Fri Aug 12, 2011 1:32 am
- Forum: Map releases
- Topic: map ideas
- Replies: 11
- Views: 4364
Re: map ideas
Smoke and lights wont be hard... they will be nearly impossible.
And trying to convince the devs to program in particle emitters and light maps... more than impossible.
But if you can figure out how... i'll be surprised
(maybe try bribing them with candy....)
And trying to convince the devs to program in particle emitters and light maps... more than impossible.
But if you can figure out how... i'll be surprised
(maybe try bribing them with candy....)
- Sat Jul 09, 2011 3:05 am
- Forum: Help: Map Making
- Topic: Error ::: Unable to position flags on this world. :::
- Replies: 27
- Views: 8090
Re: Error ::: Unable to position flags on this world. :::
Your problem can be cause by many things....
zones (I almost never use them... so dont ask)
a zone in a arc with ratio used may cause this issue
also... is you bzfs up to date? different versions of bzfs do different things. (at least for the arc problem they do.)
zones (I almost never use them... so dont ask)
a zone in a arc with ratio used may cause this issue
also... is you bzfs up to date? different versions of bzfs do different things. (at least for the arc problem they do.)
- Sat Jul 09, 2011 2:58 am
- Forum: Map releases
- Topic: Vertical Bullets
- Replies: 4
- Views: 2921
Re: Vertical Bullets
Would you like to submit it to the map competition?
http://my.bzflag.org/bb/viewtopic.php?f=40&t=17425
http://my.bzflag.org/bb/viewtopic.php?f=40&t=17425
- Wed Jul 06, 2011 12:51 pm
- Forum: Game Releases and Versions
- Topic: BZFlag 2.4.0 "Wake the Dead" released
- Replies: 74
- Views: 85443
Re: BZFlag 2.4.0 "Wake the Dead" released
ooo...
can I drive from a mesh box to a box without getting stuck now?
and what about mesh box texturing... does it still stretch?
can I drive from a mesh box to a box without getting stuck now?
and what about mesh box texturing... does it still stretch?
- Wed Jun 15, 2011 3:27 am
- Forum: Help: Map Making
- Topic: arc and rotation
- Replies: 7
- Views: 3194
Re: arc and rotation
by this posthttp://my.bzflag.org/bb/viewtopic.php?f=66&t=17426
I assume you solved the problem... my question is ... how did you?
I assume you solved the problem... my question is ... how did you?
- Wed Jun 15, 2011 2:57 am
- Forum: Works In Progress
- Topic: The 4 Fortified bases map Version 3.6 is coming Soon :)
- Replies: 2
- Views: 2190
Re: The 4 Fortified bases map Version 3.6 is coming Soon :)
I gave it a test run... I will have to say it is very creative.
I do suggest making a 2 team version also (seems that those usually get along better that 4 team)
I like you creative work with boxes pyramids and arcs.
It does seem that the bottom floor is very open... maybe a little too open.
I do suggest making a 2 team version also (seems that those usually get along better that 4 team)
I like you creative work with boxes pyramids and arcs.
It does seem that the bottom floor is very open... maybe a little too open.
- Tue Jun 14, 2011 10:34 pm
- Forum: General Map Making Discussions
- Topic: mappers competition number 2
- Replies: 7
- Views: 5161
Re: mappers competition number 2
Ok...
I probably should clarify... when i say map size 200 x 200 or smaller I mean the code
not 200 units on each side (that would be 100 x 100 (however if you want your map that small feel free))
I probably should clarify... when i say map size 200 x 200 or smaller I mean the code
Code: Select all
world
size 200 200
end
- Tue Jun 14, 2011 2:02 pm
- Forum: General Map Making Discussions
- Topic: mappers competition number 2
- Replies: 7
- Views: 5161
Re: mappers competition number 2
are the vertical teleporters not making it in to 2.4?
- Mon Jun 13, 2011 1:48 pm
- Forum: General Map Making Discussions
- Topic: mappers competition number 2
- Replies: 7
- Views: 5161
mappers competition number 2
Hello its time for another summer map contest. This time the contest is mini map so be creative with the small space Rules... :arrow: Max map size is 200 x 200 :arrow: Can be CTF FFA RH(rabbit hunt) KOTH(king of the hill) ZOM(Zombie match) RACE(Race) OBT(Obstacle course) etc. :arrow: Judging will be...
- Mon Jun 13, 2011 1:30 pm
- Forum: Help: Map Making
- Topic: Arc and box, same Z axis height, same parameters size height
- Replies: 21
- Views: 6404
Re: Arc and box, same Z axis height, same parameters size he
In almost all 3d games overlapping objects cause a flicker effect.... its not just bz
- Mon Jun 13, 2011 2:19 am
- Forum: Map releases
- Topic: fusion
- Replies: 3
- Views: 2591
fusion
This map is about a year old now and i'm pretty sure many of you have seen it online. Well here it is for everyone to edit and play with!!! features:: 2318 lines of hand written code no mesh objects used all textures are from within bzflag all special effects (the ground) and jumping physics are bui...
- Sat Jun 11, 2011 3:48 am
- Forum: Enhancements
- Topic: Music in bzflag
- Replies: 21
- Views: 7489
Re: Music in bzflag
I however disagree... When looking at a video game there are three things graphics sound and game play guess which bzflag is lacking in.... Although the music files would have to be pretty long beacuse a bzflag ctf match can go on for hours (and usually never end) other games that have music (nexuiz...
- Sun Jun 05, 2011 3:37 am
- Forum: Works In Progress
- Topic: live wire CTF by Calzaath
- Replies: 6
- Views: 4333
Re: live wire CTF by Calzaath
looks nice so far
- Fri Jun 03, 2011 12:16 pm
- Forum: Help: Map Making
- Topic: Different kind of color & drive throught not working
- Replies: 14
- Views: 4258
Re: Different kind of color & drive throught not working
however you are forgetting that textured boxes have a horrible spawn bug that will periodically spawn a player inside the box. Meshboxes do not have this problem boxes should only ever be used for -vs 1.0 computability - if you are keeping them the same brick and concrete textures. ps... I would lik...
- Fri Jun 03, 2011 12:14 pm
- Forum: Help: Map Making
- Topic: Make Windows with teleporters
- Replies: 2
- Views: 1523
Re: Make Windows with teleporters
my.bzflag.org/w
look at texture, texture matrix, ad dynamic color
you should be able to get the moving teleporter texture with using a drivethrough meshbox
look at texture, texture matrix, ad dynamic color
you should be able to get the moving teleporter texture with using a drivethrough meshbox
- Fri Jun 03, 2011 12:08 pm
- Forum: Screenshots & Artwork
- Topic: Artwork Refresh for BZFlag
- Replies: 47
- Views: 28855
Re: Artwork Refresh for BZFlag
nice and big, however the base top textures lack the 3d popout ish char that they used to have
- Wed Jun 01, 2011 5:54 pm
- Forum: Works In Progress
- Topic: Titan CTF
- Replies: 6
- Views: 2889
Re: Titan CTF
I have also played it.
here is my opinion
--the gears are Awesome!!!!
--The terrain looks great too
--the orange stuff would look better with a moving texture rather than a solid color
--I find the front and base areas rather plain
It does look very nice
here is my opinion
--the gears are Awesome!!!!
--The terrain looks great too
--the orange stuff would look better with a moving texture rather than a solid color
--I find the front and base areas rather plain
It does look very nice
- Wed Jun 01, 2011 5:53 pm
- Forum: Works In Progress
- Topic: they aren't Castles. [Domestic Dispute]
- Replies: 6
- Views: 3231
Re: they aren't Castles. [Domestic Dispute]
hmm
needs something.....
What about the middle?
needs something.....
What about the middle?
- Tue May 31, 2011 2:15 am
- Forum: Map releases
- Topic: map ideas
- Replies: 11
- Views: 4364
Re: map ideas
something that hasn't already been done.....
please tell me its not a castle
please tell me its not a castle
- Fri May 27, 2011 5:40 pm
- Forum: Fansites
- Topic: bztankers.blogspot.com
- Replies: 6
- Views: 7219
Re: bztankers.blogspot.com
Hutty here... I would love to be an author for the site...
I am a rather experienced mapper on win mac and linux and can write tutorials if one needs them
I am a rather experienced mapper on win mac and linux and can write tutorials if one needs them