
Due to Samsyn's recent release, I have purged the maps area of old maps. These maps were not up to the necessary standards for the .019 release. I HAVE however added one map to replace them. It is a King of the Hill map. Go check it out.
Wednesday 11/7/01 3:17 PM
Here is the map0.ini for version .019. Read it. Learn it. Worship it. I'm posting these now because some people are too lazy to read it themselves and continuously pester people to sum it up for them :); Example synSpace Map File
;
; The galaxy is a square 8192 units on a side. All objects must be 'inside' the galaxy
; (no crossing the edge of the galaxy with a barrier, for example)
;
; The 'grid lines' (controlled by F11 key) are spaced at 256 unit intervals.
;
; The (x, y) coordinate system looks like this:
;
; (0, 8191) (8191,8191)
; +-------------------+
; | |
; | |
; | |
; | |
; | o |
; | |
; | |
; | |
; | |
; +-------------------+
; (0, 0) (8191, 0)
;
; note: barriers too close to the edge of the galaxy will not work as expected.
; keep them at least 20 units from edge
;
; In general, avoid the edges of the galaxy. In specific, avoid negative coordinates
; as many tables will treat that as a command to "generate a random value"
;
; A "map file" (such as this one), is a ".ini" file with some tables in it. All tables are
; optional. (I mean, your map file can be completely empty and synSpace will be just fine.
; But why bother with an empty map file?
;
; Things your map file can control:
;
; * Barriers (bouncy, transparent, hurtful, or healing)
; * Colors of barriers
; * Pain levels associated with barriers
; * Player "New Ship" spawn locations
; * Power Up spawn locations (not yet)
; * Gravity Objects (suns, black holes)
;
;
;------------
; New Ship Spawn Points
;
; Each of the eight ships (1-8) can be assigned a spawn point. That means, when ship N
; enters the galaxy, it will always appear in a certain spot.
;
; This is probably only a good idea if that certain spot holds some protective features, since
; otherwise people will simply wait by the spawn point (or surround it with mines).
;
; If you don't call out a spawn point for a ship, then that ship will spawn at a random location
; (well, semi-random... around the edge of the galaxy, so you can keep your gravity objects
; near the center.
;
; Note, for TEAM-BASED maps, you probably want to put all the team-ships spawn points near each
; other (and perhaps near the team's home base thingy).
;
; Format of an entry is:
;
; Ship# = x, y
;
; use negative values to get a random location.. or just don't include the entry.
;
; This map doesn't want a spawn table... but I'll do one anyway, just for ship #1.. for now...
;
[spawn]
1= -1, -1
;-------------
; STARS (Gravity Objects, actually)
;
; Your map may have up to 16 gravity objects on it. But that would be INSANITY.
;
; It is recommended that they be kept near the center of the galaxy, since
gravity does
; not wrap over the galaxy boundaries.
;
; However, as you will see, you have a lot of setup possibilities with each
star
;
; There are a lot of numbers associated with stars, so count carefully :-)
;
; Format of an entry is:
;
; StarID = style, x, y, mass, reach, temperature, radius, red, green, blue
;
; That's 10 parameters per star.
;
; * Style ; make this 0 to turn the star OFF, 1 to turn it ON.
; ; note: if you do not explicitly turn off star 0, the map will default to
; ; one star in the center of the galaxy.
;
; * x, y ; the location of the star. (negative values will NOT make random
stars)
;
; * mass ; This controls the pull of its gravity. The star you are used to
; ; has a mass of 1000
;
; * reach ; unlike real mass, gravity extends no further than this from the
star
; ; The default star has a reach of 2048 ( 8 grid segments)
;
; * temp ; The temp of a star controls how much it hurts when you get close
to it;
; ; A negative temperature will make a healing star.
; ; The default star has a temp of 30.
;
; * radius ; approximately the physical radius of the star. Please don't make
huge stars
; ; because they will look goofy. The default star has a radius of 128
; ; for an invisible star, use a radius of 0.
;
; * R,G,B ; The red,green,blue values control the color of the star. Each
is a
; ; decimal number between 0 and 255. The final color should be one of the
standard
; ; colors in the Arcadia 256 color palette
[stars]
0 = 1, 4096, 4096, 1000, 2048, 30, 128, 200, 200, 0
;1 = 1, 300, 300, -100, 2048, -30, 128, 200, 200, 200
;2 = 1, 4096, 3096, 1000, 2048, 30, 128, 100, 100, 50
;3 = 1, 3096, 3096, 1000, 2048, 30, 128, 100, 20, 150
;------------
; Color Table
;
; You may define up to 16 colors (color indices 0-15) to be used with the
barriers
; The default colors for entries 1-8 are the regular player colors. All other
colors
; default to GOLD.
;
; You only have to override the colors you want to change.
;
; Colors are defined as three decimal numbers (0-255) in the order Red, Green,
Blue.
; Colors should be kept to one of the colors in the Arcadia 256 color palette.
;
[colors]
0= 255, 204, 0
1= 204, 51, 104
2= 102, 204, 153
3= 153, 204, 0
4= 153, 153, 255
5= 255, 0, 255
6= 0, 255, 255
7= 255, 204, 51
8= 255, 204, 204
;---------------
; Pain Table
;
; You may define up to 16 pain levels (pain indices 0-15) to be used with
barriers.
; Each barrier can then be assigned to one of these pain levels (default to
level 0)
;
; The ship is then damaged by this amount when it touches the barrier. Note
that
; flying parallel and close to a barrier might inflict pain multiple times.
;
; It is advised to keep pain level 0 set to no damage.
;
; This pain is de-rated by the ship's shields.
;
; Note: Negative pain HEALS the ship! (and is NOT de-rated by shield)
[pains]
0= 0
1= 100
2= 500
3=-1000
;--------------------
; horizontal barriers
;
; format is: id=left, right, top, color, xpar, pain
;
; left (must be less than right)
; 0 (far left) to 8191 (far right)
;
; right
; 0 - 8191
;
; top ('y' value of horizontal line)
; 0 (bottom-most) - 8191 (top-most)
;
; color (optional):
; 0 color table index 0
; 1 color table index 1
; ...
; 15 color table index 15
;
; xpar (optional)
; 0 bouncy wall
; 1 wall that ship 1 can go right through (private door)
; 2 wall that ship 2 can go right through (private door)
; ...
; 8 wall that ship 8 can go right through (private door)
; 9 wall that ODD team can go through (ships 1, 3, 5, and 7)
; 10 wall that EVEN team can go through (ships 2, 4, 6, and 8)
; 11 wall that ALL SHIPS can go through
;
; Then, sorry.. ADD ONE HUNDRED if bullets can go through it.
;
; So, 111 = transparent to all ships and bullets.
;
; pain (optional)
; 0 pain table index 0 (usually you should set that to 0 pain)
; 1 pain table index 1
; ...
; 15 pain table index 15
[horizontal]
0=19, 256, 20
1=19, 100, 255
2=100, 155, 255, 6, 111
3=155,256,255
;------------------
; vertical barriers
;
; format is: id=bottom, top, left, color, xpar, pain
;
; Arguments are same as for horizontal barriers, except you provide the bottom
and
; top of a vertical line segment, at 'x' position 'left'
;
; bottom must be less than top (increasing y is up the screen)
[vertical]
0=19, 256, 20
1=19, 256, 255
2=100, 125, 45, 2, 0, 3
3=100, 125, 225, 1, 0, 2
Sunday 11/4/01 9:33 PM
Well, after much criticism, I have removed the Hall of Shame. It has been replaced with the Maps section, where anyone can download maps for playing SynSpace. Currently only The Gamut is available there.
Tuesday 10/30/01 1:07 AM
Good news! Thanks to Samsyn I have been able to remove the listing of suiciders from the Hall of Shame! Unfortunately though, due to recent events, I had to add a new catagory of "Cheaters". Some people still get a kick out of using cheat programs.
Friday 10/26/01 6:07 PM
I have CLEARED the Hall of Shame in the spirit of starting anew. All players are encouraged to sign up for either the Long Term Ladder or an Upcoming Tournament (When THOSE become available anyways)
Friday 10/26/01 4:53 PM.
I have added various little things. An example of the Tourney Ladder is up. Just to give people who are new to the idea an idea of how that work.
I am thinking of having an "Offical" Ranking section, at least until Samsyn makes his own (if he decides to)
Basically, it will be a long term ladder, where players can challenge eachother and usurp each others position. So, for example, were I #1 in the ranking, and Joe wanted to challenge me, he may, provided that he has made his way up to #2 in the ladder. I'm not quite sure how i'm going to START eachothers rankings though, so if anyone has any ideas, feel free to Email me. Perhaps it will just start out randomly... But in any event, I think I will start designing the format for the page.
Friday 10/26/01 3:08 AM
I finally added some backgrounds, and will be working on the "Tips" page shortly.
Thursday 10/25/01 11:33 PM
The form for signing up for tournaments is up. Its been tested, and seems to work, so hopefully this will help out ALOT.
Thursday 10/25/01 9:52 PM
The new webpage is up. This is my first REAL attempt at creating a web page, so its not all that pretty...but it will do the job. Feel free to visit any of the links on the left hand side to see what this site has to offer.
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