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Re: 2010 Collaborator Submissions

Posted: Sat Oct 02, 2010 3:11 pm
by mrapple
When I said "WANT :D", I meant that would be a nice looking sun to have in the actual game.

Re: 2010 Collaborator Submissions

Posted: Sat Oct 02, 2010 7:09 pm
by Scythio
After roaming it for a bit, it *looks* amazing, but I don't really see it being playable. Its just a bunch of random different objects thrown together. Construction site? Volcano? Nuclear Power PLant thingy? Its really random.

Re: 2010 Collaborator Submissions

Posted: Sat Oct 02, 2010 8:23 pm
by Cobra_Fast
Scythio wrote:After roaming it for a bit, it *looks* amazing, but I don't really see it being playable. Its just a bunch of random different objects thrown together. Construction site? Volcano? Nuclear Power PLant thingy? Its really random.
Thats whats special to it, it's a giant toally random map with many places to explore.
All submissions look very excellent so far!
I'm very excited about how it will turn out. :)

Re: 2010 Collaborator Submissions

Posted: Wed Oct 06, 2010 1:49 am
by dango
The previous two collaborators were very playable, and are very fun when they are popular. This one should be fun when it is completed as well!:)

Re: 2010 Collaborator Submissions

Posted: Sun Nov 07, 2010 10:38 am
by macsforme
Here's mine. Hopefully this doesn't double the overall map file size.

Re: 2010 Collaborator Submissions

Posted: Sun Nov 07, 2010 6:33 pm
by mdskpr
looks nice const, however I think the positions are kinda off...why is it outside of the map area? Im not sure how this will work in grouping

Re: 2010 Collaborator Submissions

Posted: Sun Nov 07, 2010 10:22 pm
by mrapple
Looks nice const.

MDSKPR: Looks fine here. No need to adjust the positions

bzflag1.bzextreme.com:5170 updated

Who-submitted-what-where infographic updated: (EDIT: http://s.bzextreme.com/98306792)

Re: 2010 Collaborator Submissions

Posted: Mon Nov 08, 2010 3:49 am
by SkillDude
Mine is now finished. And professionally 4 days late. Here you guys go, hope you enjoy! I spent about 3 hours on it, and it turned out pretty well. My two separated spots actually "link up" to each other via speeding. If that makes sense. I thought my idea was pretty neat! So here you go, sigonasr2 is finally done!

Mine is already set up in the correct areas. My map is NOT grouped because it is not necessary since I based it on the given coordinates. If you are going to change them, be aware there are also zones you will have to move manually, since those can't be grouped. All materials, teleporters, and physics driver names have the sig_ prefix to differentiate between mine, so there should be no mixups.

http://sigonasr2.servegame.org/uploader ... ab_sig.bzw

Re: 2010 Collaborator Submissions

Posted: Mon Nov 08, 2010 12:11 pm
by macsforme
MDSKPR wrote:looks nice const, however I think the positions are kinda off...why is it outside of the map area? Im not sure how this will work in grouping
If you look at the layout image, you'll see that my squares lay outside the standard 800x800 map size. If you join mrapple's test server, you'll see how that works.

Re: 2010 Collaborator Submissions

Posted: Mon Nov 08, 2010 10:12 pm
by mrapple
Thanks sig, bzflag1.bzextreme.com:5170 updated.

Progress updated: (EDIT: http://s.bzextreme.com/98306792)

Just waiting on: Fooey, Scythio, MDSKPR, and Spazzy.

Talked to Spazzy today, he should have his submission in by tomorrow.

Coming along nicely! Almost there! :)

Re: 2010 Collaborator Submissions

Posted: Wed Nov 10, 2010 12:52 am
by mdskpr
I better get working : ) I am about 1/4 done

Re: 2010 Collaborator Submissions

Posted: Fri Nov 12, 2010 4:33 pm
by alezakos
WOW! Such an FPS-Wasting map! Can't wait to see it with many players!

Re: 2010 Collaborator Submissions

Posted: Fri Nov 12, 2010 6:43 pm
by Yrogirg
just to make clear --- on the final hosting each peace will have it's own server variables, right?

And will there be some kind of billboard with the plan and author's names on each part? Or maybe a plugin which provides a command to look the author of the part player currently on.

Re: 2010 Collaborator Submissions

Posted: Fri Nov 12, 2010 7:06 pm
by blast
Yrogirg wrote:just to make clear --- on the final hosting each peace will have it's own server variables, right?
There's not really a "good" way of doing that (there is a hackish way, but I'm sure that screws some stuff up somewhere..).

Re: 2010 Collaborator Submissions

Posted: Fri Nov 12, 2010 7:25 pm
by dango
The entire map will have the same variables. Meaning no changing jumpVelocity, gravity, etc.

Re: 2010 Collaborator Submissions

Posted: Sat Nov 13, 2010 5:28 am
by Yrogirg
And what about noclimb? Please, allow climbing. Can't imagine that volcano (and several other places) without it.

Re: 2010 Collaborator Submissions

Posted: Sat Nov 13, 2010 2:15 pm
by mdskpr
Here is my submission for B-4-5-6 C-4-5-6.

Re: 2010 Collaborator Submissions

Posted: Sun Nov 14, 2010 2:41 am
by mrapple
As the mapmakers, we will eventually have to agree on some settings.

I think _noClimb 0 would be acceptable.

MDSKPR: your submission has been added to the test server.

Map updated: (EDIT: http://s.bzextreme.com/98306792)

Sigonasr2: I slightly modified your section in different parts to work better with other sections. Hope this is OK.

Re: 2010 Collaborator Submissions

Posted: Sun Nov 14, 2010 4:27 am
by SkillDude
I suggest _maxFlagGrabs 0 also so that owners that placed flag zones keep their flags inside their zones with unintentional random flags outside. (Specifically, that GM that is now on the floor instead of up there where it was meant to be.)

mrapple: I see how you modified it. One thing though, I intentionally had it so only the outside of the warning blocks of doom would kill you, not when you were on the inside. Can you fix that again? That was kind of a design factor.

Re: 2010 Collaborator Submissions

Posted: Sun Nov 14, 2010 4:31 am
by mrapple
Oh, yeah. I was curious why there were two blocks in there hehe :)

Re: 2010 Collaborator Submissions

Posted: Sun Nov 14, 2010 1:33 pm
by mdskpr
apple? did you scale the z-axis of my submission? everything is shorter.....

Re: 2010 Collaborator Submissions

Posted: Sun Nov 14, 2010 2:42 pm
by mrapple
I scaled it by .9 .9 .9 because it was edging onto the other sections and was impossible to pass between them.

One thing that probably should have been mentioned before (I saw Constitution did this by himself) everyone's sections should be a few units inside the absolute borders.

This way it is easy for tanks to pass between the sections and get where they want to go with ease.

Re: 2010 Collaborator Submissions

Posted: Sun Nov 14, 2010 6:09 pm
by mdskpr
the z-axis scaling messes up some of it, could you change it to +1 instead of .9? Thanks in advance

Re: 2010 Collaborator Submissions

Posted: Mon Nov 15, 2010 8:21 pm
by macsforme
It was already mentioned somewhere that there should be a padding of several units between map blocks. But mrapple, why are you changing people's submissions? Instead, can we please mention it in this topic (or the other one) and allow people to make necessary changes themselves, so they still have control over what their section looks like? Thanks.

Edit: alternatively, we could decide upon any final changes that need to be made when the time comes to put everything together. If mrapple needs to do certain things to the map to get up what we have now, I see no problem as long as we recognize that any final changes will have to be determined later by each block author.

Re: 2010 Collaborator Submissions

Posted: Mon Nov 15, 2010 10:33 pm
by mrapple
Sorry if I extremley changed anyone's section incorrectly (oops!).

I thought just scaling it would do the trick, guess not in some cases.

Once the final map is done and decided on, it will probably be a good idea for everyone to "test" out their sections and make sure everything is correct. Maybe even add in some more padding ;)

Anyways, It's coming along nicely and I hope it finishes up soon! :)