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(Recent updates:  1/8/09, Minor update in Cool Maps  |  12/27/07, New map in Broken Maps  |  11/15/07, Historical musings - see new section in Introduction)



Vincent's Hand-Made Maps





























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Introduction

      Vincent selects only the finest pine and birch trees from the hills of the Australian outback for his maps and transports them to Germany to be dried to just the right moisture level before having them brought to the United States, where they are cut into lumber and made ready for their final transport to his workshop nestled in the foot hills of San Jose, CA.  Vincent painstakingly carves each and every map by hand until every last detail is complete.  Not a single step of the process is rushed, which ensures the highest standards of quality.  Upon completion, the map is photographed, digitized and the original carving is destroyed.  Finally, each map is carefully uploaded here for your examination.  Vincent's Hand-Made Maps:  Quality is only the beginning.

      Ha, ha, I kid.  I'm not a nutball, I just make XPilot maps.  For those of you who just heard of this place, I'd like to welcome you to my XPilot maps page.  Here are all the maps I have that I consider good enough for the general XPilot public.  I hope you like what you see here.  Each zipfile contains the map file (no defaults file is necessary).  Feel free to download whatever you want.  All my maps are 100% free, just like XPilot.  If you want to send me a file just attach it to an email to me or point me to your FTP/web site.  In addition, I'll also put any experimental maps or maps that I'm having trouble with here (in "Broken Maps") so you guys can put in your two cents about them.

      Also, don't forget to check out my "Cool Maps" section for a collection of maps by other authors.  Feel free to mail me if you have any questions or comments.  Thanks for stopping by and just click on any image to download the zipfile.

11/15/2007 - Historical note

      I'll go ahead and toot my own horn and mention that I started making maps in the early to mid 1990's.  Not that I'm that unusual in XPilot terms.  In fact, you could really say I discovered the game rather late.  For example, the Blood's Music II map that came with the 4.5.4 distribution has a created date of 1995.  That basically means that the original Blood's Music (created in 1945 using only a stone tablet and a blunt chisel) was already totally old and over-played by the time I trashed my very first poorly maneuvered ship into my very first wall.

      So, while all the real XPilot players were playing Blood's Music blindfolded, shooting accurately at each other by sense of smell, I was just learning the game.  I was making maps with the old XMapEdit whose most advanced feature was the line tool (or possibly the grow function).  Also, you could only define a handful of key parameters from within the editor itself.  The remainder of the server options had to be defined in a seperate defaults file with a text editor (we also had hand-crank computers and Etch A Sketches for monitors back then).  I added my efforts to the seemingly very few of us who were trying to introduce some fresh blood to the XPilot map world.  Speaking of blood, I'll go ahead and admit right now that I was jealous of Blood's Music's popularity when I started and aspired to make a map that would be good enough to replace it.

      Over the years, we all worked on developing the map editors.  As XMapEdit grew to accomodate all the current server options I made my small contribution to it in the way of a minor, mostly organizational "tune-up".  Later, Jarrod Miller kicked total ass with the development of MapXpress.  I got envolved with Jarrod and his efforts for a while, testing the editor, pointing out bugs and whatnot.  I even offered to type up a more comprehensive and cross-referenced version of the of the map options for the compiled HTML manual but life got in the way and that never came to pass.  Sorry about that, Jarrod.  Nonetheless, I felt that Jarrod's efforts had created a solid, comprehensive editor that was both powerful and easy to use.  More recently, a polygon map editor has been developed.  Honestly, I don't know much about it.  From what I have gathered it doesn't sound like a bad idea but (in its current state) it seems rather fussy and far from being perfected, as most works in progress tend to be.

      So, after over a decade of on and off interest in the game, I'm back making my maps again.  Still, Blood's Music is everywhere on the meta server but I'm not jealous anymore.  I'm just tired of seeing it.  We have great map editors at our disposal and I know I'm not the only one who's making an effort to come up with new and different maps.  I'd just like to see Blood's retired to some sort of XPilot Hall of Fame where it belongs and have some new type of map step up to the plate.

      That's it for my two cents on the subject.  In the spirit of historical musings, I've researched my maps, included a created date on each of their listings and put them in chronological order.  Day to day I typically can't remember most things in terms of their chronology so whenever I'm focused enough to actually accomplish something like this I jump at the chance.  If you're interested I've also included a few specific historical comments on the map listings where appropriate.  Okay, I'll shut the hell up now.  As always, thanks for stopping by (and thanks for having the patience to read this whole thing!).




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My very latest creation:

IchthyoCube

(created: 10/19/2007)

      This is my homage to Insectoid's Fishtank maps.  I've enjoyed Fishtanks II and III so much I was inspired to make my own map in the Fishtank style.

      With IchthyoCube I tried to preserve the basic feel of Fishtank but I've also added a few of my own touches.  I've allowed player crashes, tweaked the probabilites and scoring, also turned on edge wrap to make phasing devices more fun.  The larger "quad tank" is also nice, as it spreads out the 'bots, making things a bit less random.  Penny nukes still remain, of course.  That said, I hope you enjoy this one as much as I do.  See you around and thanks for stopping by.




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All my other maps:

      Here's all the rest of the maps I've made over the years.  They're in chronological order from newest to oldest.



Meta Ball

(created: 8/23/2007)

      Meta Ball is a tight little team play map that I tried to make both fast and fun.  It's got the classic team play set up as well as a twist:  Players can't grab the opposing team's treasure directly from its source.  The treasure must be pulled loose and let go.  After that the map takes over, flinging the ball out into play via gravity and wormholes.  This results in an unpredictable start of the round which is something I like.  No game is ever quite the same with Meta Ball!


Watery Grave

(created: 8/18/2000)

      With much help, enthusiasm and encouragement from Whasp Commander I'm happy to report the first of my Broken Maps to be fixed.

      I'd played "The Seas of Pern" before and I realized that if you were truly underwater there'd be water to plow through (of course) when you're out and about trying to kill each other.  I simulated that pretty well with Watery Grave (you get slowed down fairly quickly and you eventually "sink" to the bottom if you don't do anything).  Whasp Commander finished up the map design (I added just a few of my own touches to the new design) and he and I also came up with some nifty-cool ship shapes for the robots (be sure to define the path to the robot file before starting your server).  There's also an actual ship shape file included containing all the shapes if you'd like to use one for your player ship or add some of your own ideas to the robot ships.

      We hope you have fun with this one and thanks again to Whasp Commander, I needed the encouragement.


Holy Shrapnel, Batman!

(created: 10/11/1998)

      This one's just a fun little map I whipped up to allow for fast dogfight-type play with mini-clusters (meaning you have to set off nukes to get cluster explosions of "normal" size).  There's no perma-shields, a nice amount of initial afterburners and a couple of robots to get in the way.  I like it anyway.


The Octagon

(created: 10/2/1998)

      This map is great for brushing up or just keeping the edge on your dogfighting skills.  The setup is no shields, one life per round, and lots of speed!  No wimps allowed here!  Included in the zipfile is a smaller, faster-running version of the orginal called "Sudden Death" if your server machine isn't the fastest.  Enjoy.

Update 10/11/98

      I polished the design on this map package at bit, as well as adding the final 4.0.0 touches to it.  I also removed the robots until I can figure out how to make them work the way I want under 4.0.0.


Donkey Kong

(created: 9/26/1998)

      This is a race map that I did my best to model after the classic video game.  There's high gravity so you can only "walk" along the girder beams (I also gave players 1 emergency thrust and 1 mine in case you get stuck for whatever reason) and ladders with up flow gravity to allow you to "climb."  Instead of barrels, Kong throws rogue cluster mines.  I recommend starting up the server and letting it sit for a few minutes to allow for the rogue mines to manifest.

      Anyhow, give it a try.  I think it turned out decently.

Update 9/26/98

      Thanks to some diligent playtesting and input from Ed Squish I've tweaked this map a bit so it's a bit friendlier to non-local players.  You're not so prone to crashing now and it's a little easier to finish the race in a reasonable amount of time.


The City

(created: 9/20/1998)

      I spent a lot of time tweaking and fine tuning this map to the point it is today.  It's teamplay (2 teams of 3) with 3 balls per side, a good starter package of inital items and mini-clusters.  A lot of the people who've played this map have liked it so it's at least worth your time to give it a try.

      Also, due to the size of the map, it works well on less-than-lightning-fast machines.  If your machine still has trouble running this map try turning off clusters and/or taking the FPS down to 11.

11/15/2007 - Historical note

      Almost all of my earlier maps were done with XMapEdit on Sun Sparc stations running good ol' Unix X11.  However, the down side to this was they weren't the fastest machines in the world and I was always having to create maps that could still run well under those limitations.  That's the reason for all the comments about server performance you see peppered throughout my early maps.


Robot Extermination

(created: 6/8/1998)

      As the name implies, this is a my version of a "robot abuse" map.  It's full shields, clusters and low nuke requirements so you can blast the living hell out of the robots.  To make it somewhat of a challenge, I turned the ECM probability to zero so you can't reprogram the robots to seek each other as well as having to out run missiles.

      This map should only be run on rather fast machines for best results unless you don't mind the inevitable "nuke lag."


Missile Duel

(created: 5/17/1998)

(the zipfile contains both versions, as described below)

Missile Duel (torpedo heaven)

      The setup is: 2 teams of 4, 1 ball per side, no perma-shields, limited shots and lots o' torpedoes!  There's also a "rogue" robot team but they only come into play if you blast them free from their holding cell in the middle of the map.  I think the map design turned out decently as well.  Anyhow, it's something new and that's always a big plus in my book.

Missile Duel II (3-way duel)

      I got sick and tired of people always logging on and being on the same team as I was due to the robot team so I revised "Missile Duel."  This version has a third player team (split into 2 bases of 2 at top and bottom) instead of the robot team.  Not only does this solve my problem but it also allows for a 3-way duel and more players, of course.

      The configuration isn't too different from the original map.  I lowered nuke requirements by 1 (the proximity fuse on a nuke torpedo is killer!), got rid of the cannons behind the bases and made target kills a possibility (not necessarily a probability).  Other than that, things have pretty much the same feel.  I imagine the third team will add a nice twist to things as well.


Death Ball

(created: 12/15/1997)

(the zipfile contains both versions, as described below)

Death Ball! (ball handling required)

      This map was inspired by "Blood's ball squash" by Blood, TIMID and DR. DEATH.  I logged onto their map and about slapped myself.  I mean, I'd seen the option for treasureCollisionMayKill but I never thought of putting it to this use.  Thanks for the idea, guys.  This also makes me feel pretty damned stupid for suggesting that battle flail idea when I started the 3.6.3 suggestions thread on the news group.  Sheesh.

      Anyway, here's my take on the "ball squash" idea.  I made all the balls team zero balls with maxRobots at zero so anyone can grab any ball anywhere for maximum mayhem!  I also made the map a bit smaller than normal to keep quarters close.  There's maxShots of 1 with a limited shotLife so you can get in real close and "knife" your opponent if everything else fails.  I increased shipMass a touch and added some afterburners to help ball handling since it's easy to get a hold of multiple balls.

      Thanks again to Blood, TIMID and DR. DEATH, I was looking for some inspiration.

Clarification 12/16/97

      I ran this map the other day and I had people asking what, exactly, was the object of this map and I realized I never really, clearly explained it on my maps page, so here goes:

      Grab a ball and try to hit your opponent with it.  Points are scored just the same as a normal kill.  Also, if you lose a ball it remains "yours" until it's destroyed or someone else grabs it (even for a moment).  So, you can grab a ball, release it and still get points if it hits someone.  That's the game in a nutshell.

Death Ball II (crop circle chaos!)

      As I was making this map it started to look somewhat familiar, then I realized the damned thing looked like a crop circle!  So I went with it and added the big decor circle to complete the look.

      I hope this map is an improvement over the original.  I tried to answer the suggestions made by those of you who played the first Death Ball.  I took away the targets, added a stun laser and threw in a touch of friction so things don't get so hectic and random.  I also changed things so there weren't so many loose balls flying around.  Finally, I adjusted the 4.0.0 scoring modifiers so that ball kills are worth the most (double points) and shoves are worth more than shot kills.  Hopefully, it will be possible to maintain a positive score!  Anyway, it's new and cool and made by yours truly.  Who could ask for anything more?


Venus Man Trap

(created: 9/23/1997)

      I dorked around with the "grow" option on XMapEdit and got this map.  I think it turned out rather well.  It's teamplay, clusters, 1 treasure and 1 emergency shield to start with.  The zipfile also contains a smaller, faster-running version of the original that should work better on not-so-fast machines.


Christmas at Ground Zero

(created: 9/5/1997)

      Here's a fun little map I whipped up where you have to blow away your enemies' half of the Christmas tree to get to their side and steal their treasures (nicely wrapped in a gift box).

      Please don't think of this as a strictly seasonal map, please play it anytime.  I have a certain animosity towards Christmas and never pass up an opportunity to to indulge my hatred of the season.  Buaha!

      Anyhow, it's nuke clusters to help you blast away.  I did my best to optimize performance; turning loseMass to "no" and adjusting shotMass and nukeClusterDamage to best balance between playability and server performance.  Even with full nuke cluster bombs the crappy Sparcs at KSU still handled it reasonably well, not having more that a few seconds of "nuke lag."  The set up is no shields and a few initial items to get you started blasting away.

      I hope you have fun with this one, that's what it's here for.  Enjoy.


Overwhelmed!

(created: 6/1/1997)

(the zipfile contains both versions, as described below)

Overwhelmed! (Can you win?)

      With this map you get swamped by 20 robots on their own team.  The player team has room for 4 players (victims).  I limited the range of the shots to make it interesting as well as making mines and missiles bounce off the walls.  The set up is also "no reset" so you can keep items even after you've won (assuming you can, heh heh).

      I know it's hard to make robot maps challenging so I thought I'd give it a try.  I think it worked rather well.

Overwhelmed II (the revision)

      I wasn't quite satisfied with "Overwhelmed" so I switched things around a bit.  The 'bots are now in the middle, in a circle.  The player base is redrawn, there's a reset at the end of a round and mines/missiles don't bounce anymore.  I also limited missiles to 1 per pack, increased shotMass a touch (to decrease cost of cluster weapons) and increased nuke requirements.  There's also a private item concentrator for the players but you have to figure out how to get to it first.

      I think it's an improvement.  Actually winning a round is a little more possible than before, but it's still a challenge.  Enjoy.


Cross Fire

(created: 5/25/1997)

      This is my first attempt at a race/timing map.  I think it turned out decently.  I tried to make a map design that would encourage collisions, heh heh heh.


Zombiefest '97

(created: 5/4/1997)

      This fun map is actually a collaborative effort between myself and a guy I used to know.  Original map concept, map layout and robot names were all his doing.  I designed the robot ship shapes and helped with refinements and fine tuning to the map parameters and design, with special attention to redesigning "Hell," tweaking the "graveyard" fence and the decor designs and lettering.

      Now, a word of warning.  This map was designed to be fun.  The scenario is rather similar to "Overwhelmed" except there's kind of a plot to it:  You're in your house, minding your own business when the nearby graveyard erupts with undead creatures.  To survive you must go to the "weapons closet" and arm yourself for the impending onslaught.  Now, back to the warning.  Server performance (at least on the Sparcs at KSU) is not what I would call optimum.  Due to the large number of "undead" (robots) there will probably be noticeable lag on most machines, especially when you start blasting them with nuke clusters and/or blowing up the grave stones for a target kill.  The FPS is already set at 11 and shotMass and nukeClusterDamage have been tweaked to help server performace as well.  The obvious thing to do, of course, would be to reduce the number of 'bots but that would decrease the "fun factor."  Anyhow, I wanted to mention this right now so you know what to expect.

      Server performance aside though, this map is really a fun one.  I think the robot file (names and ship shapes) adds the perfect finishing touch to it all.  I also included a copy of the ship shape file if you want to add some monster shapes of your own to the robot file.  Also, don't forget to edit the mapfile to define the path to the robot file if needed.  I hope you have fun kicking some undead butt!


Slam Ball

(created: 8/22/1996)

      I designed this map so the players would have to slam others into the walls with tractor beams or mines more than relying on shots.  Should be fun.  Anyhow, try it and see how you like it.

11/15/2007 - Historical note

      Remember that exercise in grade school where the teacher gave you a piece of graph paper and a ruler and showed you how to draw a curve using only straight lines?  That's what started this map.  Way before any kind of circle tool I was drawing on the amazing ideas of grade school geometry!  The whole Slam Ball thing was basically an afterthought.





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Help!  Broken maps!

      Have you ever started on a map and then wondered, "Now where exactly was I going with this thing?"  Well, I have anyway and here's a few of my well-intended (if not well-thought out) map projects.



The Factory (strange machines)

(created: 11/25/2007)

      Over Thanksgiving I got the bright idea to incorporate a much belabored asteroid handling machine I'd been fussing with for a while into a strange factory-type map that one could fly around in and marvel at the bizarre wondrousness of my supreme map making genius.  Needless to say, my amazing masterwork never came to pass.

      I was, however, able to polish the design of the asteroid handler and bring it to a completion of sorts.  The asteroids fly around, contained by gravity conduits, finding their way to the skull head, like strange little space nuggets of knowledge bouncing into Mr. Skullhead's brain.  There's also the beginning of a robot item concentrator machine, designed to make the 'bots item heavy and dangerous before being released into play.

      After much fiddling around, this is all I've been able to do and I'm tired of fussing with an idea that just isn't working.  Feel free to grab this baby and run with it if you have any ideas on how to pick up where I left off.


Something New

(created: 10/1/2002)

      I wasn't going for anything real spectacular with Something New I just wanted to crank out a map and see how it felt.  To make things easy on myself I didn't include any server options so you'll have to add them yourself or just let it run with the default settings.

      Something New was never actually finished.  It is what it is (as described above) so, technically, it should've been in Broken Maps all along.  If you have any ideas on changing it (title included) into something more focused and complete I'd love to hear any ideas you may have.


Basic Maneuvering

(created: 12/6/1997)

      I got the bright idea to make a series of "Newbie training maps" so new comers could practice the basics in private before venturing into "real" combat (where not everyone is so kind to newbies).  This is all the futher I got.  I don't know, the idea sounded good in the beginning but then it just fell flat with me.  Anyway, here's the description text:

      "This map will get you started flying around and gaining more precise control over your ship.  It's a race/timing map that I've tried to keep as simple as possible but that doesn't mean it's especially easy.  I tried to make it a challenge, requiring you to change direction a good deal and not a lot of easy straight areas to speed across.  I also made the walls friendly so you can bump into and careen off of them without fear of trashing your ship.  If you're not familiar with how a race/timimg map works just proceed to the white diamond shapes that appear on the radar.  They will appear as filled blue diamonds on the play screen and will "turn off" when you get close enough to them, signaling you to proceed to the next check point.  You only have to make the standard 3 laps so it doesn't drag on forever.

      Once you get the hang of the map try to improve your lap times.  Fast, precise maneuvering is something you'll find that all the good players have mastered.  Shoot for lap times under 60 seconds at least.  If you want a record to break, my best lap time while play testing this map was 39 seconds."

      If any of you want to pick up where I started, feel free to grab this map if you like.


Trentsville, USA

(created: 1/19/1997)

      This is an .xbm file of Trent Reznor's face off of the the black and white Downward Spiral promo poster.  I scaled it down to manageable size and made it into a map. It's all in decor so make sure you turn on decor if you decide to run it.

      My problem is, I don't know what to do with the map now that I've got it to this point.  Feel free to mess around with it and mail me any ideas or new versions that you come up with.  Thanks.




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Cool Maps

      Here's my collection of maps that I've enjoyed and/or found to be pretty good or otherwise inspired me to make new maps of my own.  Where possible, I've allowed the authors to speak for themselves (via a text or readme file I recieved with the map).  Otherwise, I've written a little introduction with important info. about the map's author, origin, setup, etc.



Fishtank

      

      Insectoid has created an addictive series of maps with Fishtank.  Not only are they very fun to play but they also inspired me to make IchthyoCube.  I don't have a download here as that would be rather redundant since Insectoid already has a great XPilot page.  Thanks again, Insectoid.  I'm always happy to find new inspiration.

Update 11/13/07

      I went ahead an added the image of Crazy Fishfight to the beginning of the above images since that was the map that started it all.



Dungeons_Of_Fear

      This is the first map in a while that I've found that's worth collecting.  It's got those qualities that I admire most:  playful imagination and attention to detail.  Dr_Xemacs made this little gem and it's definitely worth your time to give it a try.  Aside from being visually pleasing it's also nice and large and fun to explore.  This is also the first map I've seen where the cannons use items; what a trip!  I love seeing the cannons shoot lasers or throw cluster mines (not to mention blasting them and stealing the items they've stored up is quite fun too!).  True to what you'd imagine a classic dungeon to be, there's plenty of tight passages and chambers to run around in and if you get to feeling claustrophobic or can't easily get to certain parts of the map you can just use some of your intial phasing devices to fly through the walls.  It's great fun all 'round.  Enjoy.

      Thanks again to Dr_Xemacs for introducing me to Dungeons_Of_Fear and, of course, for sending me a copy.


ADN

Hi all...
I dunno if you like to play xpilot as a race...  But you should try this map i drawn called 'ADN'

Well, i made this map because i wanted some new stuffs in a xpilot game...  Well most of players (and i am one of them) thinks the shoot'them'up'game is the best way to play xpilot(by team or not)...  But sometimes, it's really great to change habbits and to discovers another way to play this really incredible net-game.

In this map, i tried to put different kinds of difficulties...  But i won't describe them now...  You should play and see :o)

NAME                :       ADN
MAP                   :       200 x 200
MAX PLAYERS :       7
LAPS                  :       3
AUTHOR           :       ME (of course :o)


********************************************************************
*   Stephane  GAILLARD      alias     GORTHYN                                           *
********************************************************************
* email : gorthyn@wanadoo.fr      http://gorthyn.over-blog.com/                     *
********************************************************************

Update 1/8/09

      Gorthyn just contacted me the other day with updated contact information.  Glad to know you're still out there, Gorthyn!


Base Attack

      This map, by E. Fujisawa (a.k.a. Gemini, if I'm not mistaken.), is very pleasing to the eye (it looks even better on radar).  I like the elegant, geometric design and attention to detail.  It's nice and big too so you have plenty of space to run around in.

      Thanks again to E. Fujisawa for sending it.


Catch II

      After playing this map I was inspired to make "Christmas at Ground Zero."  Lancelot is the author and, according to my sources, is one busy little map maker.  The orginal author of "Catch" is unknown but may have been someone from the UK.

      I made some minor changes to the map set up to improve server performance (the most important was changing nukeClusterDamage from 0.1 to 2.0).  The lag was pretty bad when I first played "Catch II" and that's probably why.  Anyhow, here it is.  Enjoy.

Update 10/2/97

      I got my hands on a copy of the original "Catch" map as well as the author's name.  It's Tristar (Phil Smith) and I've added "Catch" to the zipfile for completeness' sake.


Mad Cow Disease

      I finally got my hands on an original copy of this inspired map by Nat Pryce.  Man, I loved this map in its time.  I think the motd, describing the scenario, was what endeared it to me.  Here it is (included in the zipfile):

"Welcome to 'Mad Cow Disease', the current BSE cover-up scandal as a
game of XPilot!

Team 1 plays the scientists, attempting to research the causes of BSE.
Team 2 plays the government ministers and bureaucrats attempting to
cover up the dangers of BSE to protect the agricultural industry.

The scientists must acquire an infected cow's brain for their
research.  They must do this by cutting through the skull ('targets')
of the mad cow in the center of the map, removing the brain
('treasure') and taking it back to their lab.  However, if they do
this, the true extent of BSE infection in British cows will be
revealed ... political disaster!  The government must stop this
information getting out by harrassing the scientists, breaking into
the lab and destroying their research data ('targets').  If the
scientists do get hold of the cows brain, or even merely open the
skull, the government must put a stop to their work once and for all
by removing the scientists' research funding ('treasure').

Depending on your team, the safety of the British public or the career
of a Tory minister is in your hands... good luck"

      Mucho thanks again to Nat for a copy of the map and motd.

Update 11/13/07

      Nat is still alive and kicking and was kind enough to supply me with an updated link to his page.  Thanks, Nat.



Orbwar

      This map I just like.  I guess the design appeals to me; how the walls are close together near the team bases and then spread out as you get towards the middle.  The treasure locations are a challenge as well.

      Anyhow, we have Greg Ries (Quasar) to thank for this one.


TubeHole V

      Here's a cool map from the head of William E. Bull.  The first thing that struck me about this map was the design; It's very original, with creative use of gravity, wormholes and item concentrators.

      I did make a few minor changes: idleRun: "yes" (this was just a personal preferece of mine.  I like to have the 'bots get going on their own so they're not such push-overs) and FPS: 12.  I also blanked the robotFile slot simply because I don't have the robot file that was defined there.  If Mr. Bull would care to send me that robot file, I'd be happy to add it to the zipfile.  Lastly, a very minor change was made to one of the bases so it would face the way it was intended, but that's it.  I know this seems like a lengthy account but the map is practically 100% the same as when I received it.

      Just wanted to thank William Bull for sending me a copy and I hope you all enjoy the map as well.




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Other Stuff

      Here's some stuff I found interesting, useful or amusing.  I thought I'd put them here in case you happen to have a use for them.


4.0.0 Client Modifications

(May 1998)

(click on either image for the appropriate zipfile)


New Items

      When I compiled 4.0.0 I didn't like the way the new items were drawn (with the exception of the deflector .xbm) so I made some of my own.  The are described from top to bottom:

     =>  Hyperjump:  Since hyperjumps teleport you a random distance and direction I figured an image of arrows pointing every which way was the most appropriate.

     =>  Phasing Device:  It seemed logical to me to draw a "phased out" ship to represent the item.

     =>  Tank:  While I was at it, I made the tank item look more like the actual tank that gets jetisoned.  Thanks to a suggestion from Guido Koopman (Big Dog), I've added a slant to the icon to make sure it's not confused with the fuel pack icon as easily and it looks a bit better too.

     =>  Autopilot:  I know "H" is the default keybinding but in my mind "A" is for autopilot.

      My main reason for changing the item images was the Hyperjump and Phasing Device icons were hard to recognize at a glance and easily confused.  I think I solved both problems.  I hope these help if you were having similar difficulties.

Shot Hack

      This is the shot hack that was posted on the news group a while ago that makes the shots look a bit more fearsome than the benign, little white dots that are presently coded into the official release.  The drawbacks of this patch, in its original form, was that it didn't respond to shot size, making the shots hard to see (especially since window scaling) and only produced short, thin, randomly horizontal or vertical lines in place of each shot/debris particle.

      Recently, I improved on this hack and eliminated the above drawbacks.  The shots now respond to shot size and have a look that's a little more consistent with the vicious little bursts of energy that can rip your unshielded ship apart with a single hit (the zipfile contains an .xpr file so you can see what it looks like).  I just added the patch to a copy of paintobjects.c (the changes start around line 448 in the code) so you can just drop it into the client directory and compile.

      The only thing that would make this hack better (in my opinion) is being able to change the shot color to a bright orange or yellow.  I tried changing the color but I couldn't figure it out.  If you happen to know how please drop me a line.  Thanks and enjoy.

11/15/2007 - Historical note

      That's correct, the Hyperjump and Phasing icons you're used to seeing and what ended up being called the "Nasty Shots" client option were all grabbed from here and applied to the official release.  Just another example of the small, fiddly-bit contributions I've made to the game over the years.



All done

      Well, that's it for my maps page.  Check back later for new stuff.  As always, I would like to hear your input if anything especially caught your attention.  Thanks again for stopping by and don't be shy about letting me know what you think.




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