The Two Rivers & Popcorn Ocean
- flying_popcorn
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The Two Rivers & Popcorn Ocean
Here are two of my maps!
:)
Do you think they're good?
I know I already posted The two rivers, but this version is WAY BETTER.
See screeshots here: http://www.freewebs.com/knexboy/bzflagmaps.htm
Popcorn Ocean is meant to be CTF, but it gives me an error about no purple base. :(
:)
Do you think they're good?
I know I already posted The two rivers, but this version is WAY BETTER.
See screeshots here: http://www.freewebs.com/knexboy/bzflagmaps.htm
Popcorn Ocean is meant to be CTF, but it gives me an error about no purple base. :(
- Attachments
-
- Popcorn Ocean Complete.bzw
- 3 team CTF
- (9.87 KiB) Downloaded 200 times
-
- The two rivers complete.bzw
- 4 team CTF
- (10.61 KiB) Downloaded 221 times
- Sir Lance-A-Lot
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- ducatiwannabe
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- flying_popcorn
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- ducatiwannabe
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- Sir Lance-A-Lot
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- ducatiwannabe
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- optic delusion
- Special Forces
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Yeah, it's a pretty decent map, popcorn, but not quite ready for primetime.
You need a 2.0.5 CVS client to see fog, but...
this will put fog on any version 2.0 client
#Fog From ClayOgre Dark World Map THANKS!!
textureMatrix
name ground
shift .8 .8
end
textureMatrix
name mists
shift .02 .03
end
textureMatrix
name mists2
shift -.03 .03
end
material
name mists
texture clouds
texmat mists
color .7 .7 .7 1
end
material
name mists2
texture clouds
texmat mists2
color .7 .7 .7 1
end
material
name dark
texture telelink
diffuse .08 .05 .05 1.000000
specular 1.000000 1.000000 1.000000 1.000000
shininess 12.298039
end
define mistgroup
group box2
scale 510 500 200
matref mists
drivethrough
shootthrough
end
group box2
scale 435 400 200
spin 10 0 0 1
matref mists2
drivethrough
shootthrough
end
group box2
scale 355 380 200
spin -20 0 0 1
matref mists
drivethrough
shootthrough
end
enddef
define box2
mesh #
# vertices: 8
# normals: 4
# texcoords: 4
# faces: 4
vertex 1.000000 1.000000 0.000000
vertex 1.000000 -1.000000 0.000000
vertex 0.999999 -1.000001 2.000000
vertex 1.000000 0.999999 2.000000
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vertex -1.000000 -1.000000 2.000000
vertex -1.000000 1.000000 0.000000
vertex -1.000000 1.000000 2.000000
normal -0.707083 -0.707083 0.000000
normal -0.707083 0.707083 0.000000
normal 0.707083 0.707083 0.000000
normal 0.707083 -0.707083 0.000000
texcoord 0.000000 1.000000
texcoord 1.000000 1.000000
texcoord 1.000000 0.000000
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face
vertices 0 1 2 3
normals 0 1 1 0
texcoords 0 1 2 3
matref dark
endface
face
vertices 3 2 1 0
normals 0 1 1 0
texcoords 0 1 2 3
matref dark
endface
face
vertices 1 4 5 2
normals 1 2 2 1
texcoords 0 1 2 3
matref dark
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face
vertices 2 5 4 1
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texcoords 0 1 2 3
matref dark
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face
vertices 4 6 7 5
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texcoords 0 1 2 3
matref dark
endface
face
vertices 5 7 6 4
normals 2 3 3 2
texcoords 0 1 2 3
matref dark
endface
face
vertices 6 0 3 7
normals 3 0 0 3
texcoords 2 3 0 1
matref dark
endface
face
vertices 7 3 0 6
normals 3 0 0 3
texcoords 2 3 0 1
matref dark
endface
end
enddef
group mistgroup
scale 1.6 1.6 1
end
group mistgroup
scale 1.2 1.2 1
end
group mistgroup
scale .7 .7 1
spin 20 0 0 1
end
group mistgroup
scale .5 .5 1
spin 45 0 0 1
end
group mistgroup
scale .3 .3 1
spin 10 0 0 1
end
.
You need a 2.0.5 CVS client to see fog, but...
this will put fog on any version 2.0 client
#Fog From ClayOgre Dark World Map THANKS!!
textureMatrix
name ground
shift .8 .8
end
textureMatrix
name mists
shift .02 .03
end
textureMatrix
name mists2
shift -.03 .03
end
material
name mists
texture clouds
texmat mists
color .7 .7 .7 1
end
material
name mists2
texture clouds
texmat mists2
color .7 .7 .7 1
end
material
name dark
texture telelink
diffuse .08 .05 .05 1.000000
specular 1.000000 1.000000 1.000000 1.000000
shininess 12.298039
end
define mistgroup
group box2
scale 510 500 200
matref mists
drivethrough
shootthrough
end
group box2
scale 435 400 200
spin 10 0 0 1
matref mists2
drivethrough
shootthrough
end
group box2
scale 355 380 200
spin -20 0 0 1
matref mists
drivethrough
shootthrough
end
enddef
define box2
mesh #
# vertices: 8
# normals: 4
# texcoords: 4
# faces: 4
vertex 1.000000 1.000000 0.000000
vertex 1.000000 -1.000000 0.000000
vertex 0.999999 -1.000001 2.000000
vertex 1.000000 0.999999 2.000000
vertex -1.000000 -1.000000 0.000000
vertex -1.000000 -1.000000 2.000000
vertex -1.000000 1.000000 0.000000
vertex -1.000000 1.000000 2.000000
normal -0.707083 -0.707083 0.000000
normal -0.707083 0.707083 0.000000
normal 0.707083 0.707083 0.000000
normal 0.707083 -0.707083 0.000000
texcoord 0.000000 1.000000
texcoord 1.000000 1.000000
texcoord 1.000000 0.000000
texcoord 0.000000 0.000000
face
vertices 0 1 2 3
normals 0 1 1 0
texcoords 0 1 2 3
matref dark
endface
face
vertices 3 2 1 0
normals 0 1 1 0
texcoords 0 1 2 3
matref dark
endface
face
vertices 1 4 5 2
normals 1 2 2 1
texcoords 0 1 2 3
matref dark
endface
face
vertices 2 5 4 1
normals 1 2 2 1
texcoords 0 1 2 3
matref dark
endface
face
vertices 4 6 7 5
normals 2 3 3 2
texcoords 0 1 2 3
matref dark
endface
face
vertices 5 7 6 4
normals 2 3 3 2
texcoords 0 1 2 3
matref dark
endface
face
vertices 6 0 3 7
normals 3 0 0 3
texcoords 2 3 0 1
matref dark
endface
face
vertices 7 3 0 6
normals 3 0 0 3
texcoords 2 3 0 1
matref dark
endface
end
enddef
group mistgroup
scale 1.6 1.6 1
end
group mistgroup
scale 1.2 1.2 1
end
group mistgroup
scale .7 .7 1
spin 20 0 0 1
end
group mistgroup
scale .5 .5 1
spin 45 0 0 1
end
group mistgroup
scale .3 .3 1
spin 10 0 0 1
end
.
Take a look at my Defender game mode concept.
Thinking is not an automatic process. A man can choose to think or to let his mind stagnate, or he can choose actively to turn against his intelligence, to evade his knowledge, to subvert his reason. If he refuses to think, he courts disaster: he cannot with impunity reject his means of perceiving reality.
Thinking is not an automatic process. A man can choose to think or to let his mind stagnate, or he can choose actively to turn against his intelligence, to evade his knowledge, to subvert his reason. If he refuses to think, he courts disaster: he cannot with impunity reject his means of perceiving reality.
- ^nightmare^
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you need the -mp (ex: -mp 1,1,1,1,0,11veedo wrote:The Popcorn Ocean says
base was not defined for Purple Team
ERROR: A world was not specified
Two Rivers has errors too...
Need bzflag help? Try looking here: http://www.freewebs.com/bznightmare/map ... aghelp.htm
- flying_popcorn
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- Posts: 88
- Joined: Wed Dec 14, 2005 2:40 am
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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 it looks better.
made all of the textures on the blocks correct
The two rivers:
some things like -mp, etc
A-Delusion: I tried your fog thing, it looks good on some maps but it looks kinda lame on the two rivers so i didnt use it. :(
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 it looks better.
made all of the textures on the blocks correct
The two rivers:
some things like -mp, etc
A-Delusion: I tried your fog thing, it looks good on some maps but it looks kinda lame on the two rivers so i didnt use it. :(
my comp says
the popcorn server for me cant be loaded because it cant load some object you have in there
The laws of physics do not apply to me.
- ducatiwannabe
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- Destroyer1313
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