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.

.
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.
