It would be cool to put world weapons in that triggered when you went into a long path, and fired into one of the short paths. So you don't always take the shortest route...
Also, you could turn radar off.
Search found 191 matches
- Thu Jan 24, 2008 10:48 pm
- Forum: Map releases
- Topic: B&W Tunnels :: HTF
- Replies: 3
- Views: 2938
- Wed Jan 23, 2008 6:42 pm
- Forum: Enhancements
- Topic: redirection
- Replies: 10
- Views: 4465
- Fri Jan 18, 2008 2:42 pm
- Forum: Help: Server Setup and Administration
- Topic: Night time playing
- Replies: 2
- Views: 2200
- Thu Jan 17, 2008 11:40 pm
- Forum: Works In Progress
- Topic: no jumping map, red vs green ctf
- Replies: 14
- Views: 6151
- Sun Jan 13, 2008 4:05 pm
- Forum: Help: Server Setup and Administration
- Topic: help: ctf
- Replies: 2
- Views: 2001
You will have to set the max number of players for green and purple to 0.
Meaning "Max players: 0 rogue, 5 reds, 0 greens, 5 blues, 0 purples, 0 observers."
Code: Select all
-mp 0,5,0,5,0,0
- Sat Jan 12, 2008 11:13 pm
- Forum: Help: Map Making
- Topic: Image in bzw.
- Replies: 17
- Views: 6780
- Sat Jan 12, 2008 8:29 pm
- Forum: Help: Tactics and Playstyles
- Topic: Your definition of a good player.
- Replies: 65
- Views: 33656
- Fri Jan 11, 2008 3:29 am
- Forum: Map releases
- Topic: Hydrophobia
- Replies: 8
- Views: 4837
Those screenshots are dark because I took them at night...I did so because as captainmack said, it aids the theme of the map. I have changed the fog to be less debilitating, and added some wings flags in the kelp, since I found people weren't going in there much. EDIT: fixed the bug with the safezon...
- Wed Jan 09, 2008 3:05 am
- Forum: Map releases
- Topic: Hydrophobia
- Replies: 8
- Views: 4837
Hydrophobia
Yay! My next map is in. It's a CTF underwater! A wrecked submarine serves as the base for each team. Move quickly, but don't fall into the chasm or get lost in the kelp! Each team has a sub , their bases are inside. You enter through a small door, and soon find yourself in this room. This makes the ...
- Mon Jan 07, 2008 10:47 pm
- Forum: Map Editors
- Topic: which one?
- Replies: 5
- Views: 3907
- Mon Jan 07, 2008 4:16 am
- Forum: Enhancements
- Topic: Flags I would like to see
- Replies: 14
- Views: 5693
- Sun Jan 06, 2008 10:31 pm
- Forum: Enhancements
- Topic: kill downloads
- Replies: 3
- Views: 1723
- Sun Jan 06, 2008 2:44 am
- Forum: Works In Progress
- Topic: Maze map, what should I do next?
- Replies: 12
- Views: 5441
- Sat Jan 05, 2008 5:50 pm
- Forum: Map releases
- Topic: Life On Mars
- Replies: 9
- Views: 11498
- Fri Jan 04, 2008 10:22 pm
- Forum: Enhancements
- Topic: new flag
- Replies: 9
- Views: 4012
- Wed Jan 02, 2008 5:27 pm
- Forum: Map releases
- Topic: Jefenry's Pocket Billiards
- Replies: 16
- Views: 7208
- Mon Dec 31, 2007 5:30 pm
- Forum: News & Announcements
- Topic: Indiana University studies BZFlag
- Replies: 18
- Views: 15624
I heartily agree. I've been involved in about 3 conversations at once, one in admin chat, one in private message, and one in team message (4 if talking to a person IRL also counts ;) ). I was using full sentences, etc. and none of it could be seen by anyone else. Can server owners see all the privat...
- Mon Dec 31, 2007 4:17 am
- Forum: Enhancements
- Topic: Suggestion for game change to deal with TKers
- Replies: 10
- Views: 4178
- Sat Dec 29, 2007 9:42 pm
- Forum: Map releases
- Topic: Cornered!
- Replies: 4
- Views: 2574
I noticed that there were some troubles with spawning, even with a pyramid on top. (Turns out the pyramid was flat. d'oh!) Alas, even with a taller pyramid, I still spawned sealed sometimes. I messed around with the spawnzones a bit, and I think I have a working solution. (The first post has been up...
- Sat Dec 29, 2007 4:29 am
- Forum: Works In Progress
- Topic: I Need An Idea!
- Replies: 3
- Views: 1892
1) Pick an object 2) Think of a number of ways of using that object (it helps to look at some other maps at this stage if you're stuck) 3) Choose one of those ways, and build the whole map around that concept. For example: 1) Arc 2) Tunnels that make interesting ricochet possibilities 3) A map where...
- Thu Dec 27, 2007 10:09 pm
- Forum: Map releases
- Topic: Cornered!
- Replies: 4
- Views: 2574
Thanks Grace! I changed the teleporters now...you can drive through them, and they also send you 90 degrees around the map rather than 180. That way you can enter any quadrant with ease. You can also sit in front of the teleporter and shoot into it, and the bullets will ricochet through each of the ...
- Mon Dec 24, 2007 5:15 pm
- Forum: General Map Making Discussions
- Topic: Planet MoFo - XMas Edition
- Replies: 5
- Views: 4052
- Sat Dec 22, 2007 4:14 pm
- Forum: Works In Progress
- Topic: Rat's Nest
- Replies: 54
- Views: 23849
- Sat Dec 22, 2007 3:42 am
- Forum: Works In Progress
- Topic: Rat's Nest
- Replies: 54
- Views: 23849
- Fri Dec 21, 2007 2:00 am
- Forum: Works In Progress
- Topic: Rat's Nest
- Replies: 54
- Views: 23849