Search found 83 matches
- Mon May 19, 2008 6:31 pm
- Forum: Map releases
- Topic: Bouncy CTF
- Replies: 3
- Views: 2057
Thanks for hosting it :) 1. You mean the diagonal platform on top? There's two teleporters that will take you directly there. They're inside drivethrough pyramids. 2. There are 4 other ways to get up other than the jump pads. (1) On two sides of the map (the sides without bases), you can climb a pyr...
- Mon May 19, 2008 4:05 am
- Forum: Map releases
- Topic: Bouncy CTF
- Replies: 3
- Views: 2057
Bouncy CTF
http://img246.imageshack.us/img246/2614/76584547fh0.th.jpg http://img211.imageshack.us/img211/6271/21014864qo2.th.jpg http://img246.imageshack.us/img246/1493/81200500ja3.th.jpg This is a map I made while playing around with my map editor. What do you think of it? (license is in .bzw) Known bugs: Al...
- Sun Apr 06, 2008 11:25 pm
- Forum: Map Editors
- Topic: FPEdit 1.3
- Replies: 7
- Views: 7455
- Sun Apr 06, 2008 5:10 pm
- Forum: Map Editors
- Topic: FPEdit 1.3
- Replies: 7
- Views: 7455
Argh
I followed this tutorial which said it makes it into an exe but I guess it didn't work.
http://www.expertsrt.com/tutorials/Matt/perlPAR.html
I'll try to find another way to make an exe -- but for now it won't work on windows.
I followed this tutorial which said it makes it into an exe but I guess it didn't work.
http://www.expertsrt.com/tutorials/Matt/perlPAR.html
I'll try to find another way to make an exe -- but for now it won't work on windows.
- Sun Apr 06, 2008 4:55 pm
- Forum: Map Editors
- Topic: FPEdit 1.3
- Replies: 7
- Views: 7455
FPEdit 1.3
New Version, 1.3. (July 2010) If you got an error that said "TTF Error," this fixes it. Basically, the code to find out where the blinky typing cursor is doesn't work with the latest version of sdl_perl (I think), so I just commented out that code. So now there is no cursor while typing. I...
- Sat Dec 15, 2007 2:05 am
- Forum: Map releases
- Topic: Easy Target's Castle Wars
- Replies: 2
- Views: 1657
I like it... Nice job! A few problems, though: 1. some of the boxes are inside each other, making that flashy texture problem. 2. I found that some of the boxes were too high to easily jump on, and some were so low that you would accidentally jump over them. (in my opinion) 3. It isn't real obvious ...
- Tue Dec 11, 2007 4:34 am
- Forum: Help: Map Making
- Topic: How do you start making a map?
- Replies: 10
- Views: 4184
Usually I just start with an random idea and then open a text editor and start to make it. The map never really looks quite like what I'd planned it to look like, but it still has the original idea I started out with... and then I have a finished map. :D Sometimes I'll write a quick PHP script to ge...
- Tue Nov 27, 2007 2:00 am
- Forum: Map releases
- Topic: Elevators & Escalators
- Replies: 9
- Views: 5060
Map updated to 1.2. I found that there were lots of places you could drop the team flag that were completely inaccessible. (such as on the top walls in the elevators) Now fixed in 1.2. that exploding tank: There are screenshots... Look at the first post Marzipan: Thanks for hosting it. Now you can p...
- Fri Nov 23, 2007 11:32 pm
- Forum: Map releases
- Topic: Elevators & Escalators
- Replies: 9
- Views: 5060
Thanks for the comments! It's not hosted anywhere currently, but if/when it gets hosted, I'll post the server:port so you can see it. :D Edit: hosted at bzfmaps.net:7003 Yes, you do have to sit still on the escalators. I don't think it's possible to make it not do that. It works by using physics dri...
- Fri Nov 23, 2007 10:30 pm
- Forum: Screenshots & Artwork
- Topic: Action shots from Bloodbath
- Replies: 12
- Views: 7760
Some more screen shots... http://img402.imageshack.us/img402/4795/bzfi0082os8.th.jpg http://img519.imageshack.us/img519/1448/bzfi0096yi8.th.jpg http://img112.imageshack.us/img112/2328/bzfi0103ok6.th.jpg http://img406.imageshack.us/img406/6395/bzfi0113ly7.th.jpg http://img112.imageshack.us/img112/579...
- Fri Nov 23, 2007 7:23 pm
- Forum: Map releases
- Topic: Elevators & Escalators
- Replies: 9
- Views: 5060
Elevators & Escalators
This is my map called "Elevators & Escalators." It is a no jumping map where you have to use escalators and elevators to go to different heights. http://img513.imageshack.us/img513/2567/screen2fc9.th.jpg http://img513.imageshack.us/img513/8237/screen1re6.th.jpg Thanks for looking! Curr...
- Thu Nov 22, 2007 8:09 pm
- Forum: Help: Map Making
- Topic: Moving up slopes with physics drivers
- Replies: 2
- Views: 1974
After downloading that map, I stripped its escalator code into only the important code... and I figured out that the reason my escalators weren't working was because of the bottom face on my mesh. face vertices 0 1 2 3 matref escalator2tex phydrv escalator2 endface face vertices 3 2 1 0 matref boxwa...
- Thu Nov 22, 2007 3:29 am
- Forum: Map releases
- Topic: One Way v1.3
- Replies: 12
- Views: 5623
I updated the map. Now it's version 1.3 Fixed a bug where you'd spawn on top of the spawn shield instead of inside it... and I fixed a few other minor things. that exploding tank: Thanks for the info, I didn't know that. Jack1: Thanks! I'm glad you like it. This map is currently being hosted at 0.mo...
- Thu Nov 22, 2007 2:18 am
- Forum: Help: Map Making
- Topic: Moving up slopes with physics drivers
- Replies: 2
- Views: 1974
Moving up slopes with physics drivers
I'm trying to make a slope you can go up in one of my maps. It is supposed to bounce the tank up and diagonally a small amount, so that it looks like you are "moving" up the slope. I've heard this is possible (and I think I saw it in a map once), but can't get it to work. I've tried fiddli...
- Mon Nov 19, 2007 4:47 am
- Forum: Screenshots & Artwork
- Topic: Action shots from Bloodbath
- Replies: 12
- Views: 7760
- Thu Nov 08, 2007 1:07 am
- Forum: Map releases
- Topic: Adventure in the hills rabbit hunt
- Replies: 31
- Views: 12168
- Mon Nov 05, 2007 2:43 am
- Forum: Map releases
- Topic: One Way v1.3
- Replies: 12
- Views: 5623
This map it currently being hosted at 0.moooo.org:5161 (Thanks! :) ) After being able to play with real people, I found some problems with the map and fixed them in v1.1. They are fixed in the new version v1.1 I uploaded to the main post. In v1.1: Fixed spawn killing and flag capture spawn killing F...
- Sat Nov 03, 2007 4:37 pm
- Forum: Map releases
- Topic: One Way v1.3
- Replies: 12
- Views: 5623
- Sat Nov 03, 2007 12:54 am
- Forum: Help: Map Making
- Topic: Help with Teleporters
- Replies: 2
- Views: 1670
- Thu Nov 01, 2007 8:52 pm
- Forum: Map releases
- Topic: One Way v1.3
- Replies: 12
- Views: 5623
One Way v1.3
This is my new map, called "One Way". It is filled with one-way walls and jump-through blocks. It is two team CTF, red vs blue. It was written entirely in a text editor. Here are some screen shots of the map. Overhead view of entire map: http://img337.imageshack.us/img337/3779/bzfi0009rt0....
- Mon Jan 30, 2006 11:10 pm
- Forum: Map releases
- Topic: Underground Treasure Trove
- Replies: 21
- Views: 7161
- Mon Jan 30, 2006 4:23 am
- Forum: Map releases
- Topic: Underground Treasure Trove
- Replies: 21
- Views: 7161
- Sat Jan 21, 2006 5:43 pm
- Forum: Map releases
- Topic: Flashy Lights!
- Replies: 6
- Views: 2615
- Sat Jan 21, 2006 5:05 am
- Forum: Map releases
- Topic: Flashy Lights!
- Replies: 6
- Views: 2615
Flashy Lights!
Here's the map!
what do you think?
I'll have some screenshots sometime....
also, i was wanted to know if there was a way to make objects (in maps) by telling where the vertexes are instead of using position and size....
--f_p
what do you think?
I'll have some screenshots sometime....
also, i was wanted to know if there was a way to make objects (in maps) by telling where the vertexes are instead of using position and size....
--f_p
- Mon Jan 16, 2006 3:27 am
- Forum: Map releases
- Topic: The Two Rivers & Popcorn Ocean
- Replies: 17
- Views: 6185
I changed the maps a little. download the new version at my site: http://www.freewebs.com/knexboy/bzflagmaps.htm Changes: Popcorn ocean: an -admsg thing fixed bug where you can get stuck on the teleporters shot limits, set _wingsJumpCount 3, -mp 0,5,5,5,0,5 and some other stuff fixed sand texture so...