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All the maps used on the CTF server
I am thinking about a small program for map management(enabling/disabling per mode or entirely) and printing various information about them. What language do you think is the best choice for the job? my own vote is Python
I have recently created a new CTF map, and I am not sure how to PR the map into the CTF repo. There is no template or existing request to be found. I am requesting that there should be either a Pull request created as an example to stay forever, or the Example PR and how to make the PR properly specified in the CTF README.MD.
Yes or no?
This frustrates me a lot, as I have to waste more time sorting my inventory than usual, because some of the most important items end up completely outside my hotbar - this is because my hotbar is already filled with various colours of wool, which I personally consider as unimportant, compared to more crucial items like weapons and meds. I also have to switch slots when one colour of wool has been used up, which is also time-taking, compared to having more of one single node.
I suggest giving only one colour of wool in a large quantity,
rockets and rifles
You need to select Z=0 while placing the barriers.
If you do X=0, you will get wrong initials of the bases and the barrier will be crashed.
Originally posted by @avyukt1 in #124 (comment)
I don't think that it matters if you place the middle barrier along the Z or the X axis, I mean that's why you have a choice. However I've tried to export a map too short time ago and the middle barrier wouldn't change direction, no matter which axis I selected.
Many of the map files don't have a license added in their .conf
file.
I strongly suggest to add an appropriate license to all maps.
I think we should only merge new maps if a valid license is stated in the .conf
file.
CC BY-SA 4.0 might be a good idea for most maps, I think.
Please note: I am not a lawyer.
I ask all map creators to either submit a PR with the change in their .conf
files or to state in this discussion what license they want to use so that the map team can edit the files.
We'd need an answer from the following map creators:
This issue is to keep track of maps that need to be converted from forum attachments to PRs. Anyone is welcome to make PRs out of these.
I've felt this numerous times myself, and most other players feel the same thing. Karsthafen town and Karsthafen bridge are way too similar to each other. The map regions literally overlap each other in the original Karsthafen world, and can be easily noticed while playing - I myself have gotten confused because of this, take my usual path, and end up hundreds of nodes from both bases before realising that this isn't the other Karsthafen map.
CTF maps should offer varied paces and styles of gameplay, and the two Karsthafen maps in question violate this principle. I'm all for removing either one of the violating maps. Feel free to discuss which one could be removed, and/or maybe provide alternatives to removing the maps.
I'd ideally prefer to resolve this issue before the great grand release of CTF v2.0, but after release is fine by me too, if that's what it comes down to.
Fix the holes in the bridges and reduce the amount of mese blocks on the map.
Should be pretty simple.
Maps confirmed to be affected by this bug:
Maps that are probably affected by this bug:
There is a long story what happened with me. The Reviewers of https://github.com/MT-CTF/maps/ are not doing things fairly.
There was partiality (idk It can be laziness). Your maps reviewers are not checking all the maps. This is not accepted at all!
I still don't know why this happens but lots of creations with maps are wrong, making you can't open chests, for example to fix my map I needed to use some old version and mix it with the new, because if not you can continue... Seems the problem stays at the map.conf file... I'm going to put two files here, one that is ok and other that is wrong, are about my maps, maybe this can help fix the situation
Not sure if anyone has done this. But a webapp could possibly load the mts file and show a 3D world to navigate with Minetest default texturepack.
I think "river valley" and "forest" maps should be improved because they are sometimes quite boring. Anyone can help me do this or give me an idea or suggestion. I guess I will add some buildings etc.
The bottom layers of the red barrier are not removed at the start of the round when testing in a local world. This is not noticeable on maps whose lowest layers are filled with stone, for example, but on maps such as Water Academy and The Stone Maze (PR #299). This also occurred when creating a map myself, even after re-saving several times. Water Academy is added to the server and this does not occur in-game afaik. Nevertheless, it would be good to know whether new maps can be merged without hesitation.
A striking feature of all maps in map version 3 (including those currently on the server) is that the second (smaller) y-coordinate always has the value 16 instead of 0:
Due to the tunnel of Tunnel
map being indestructible, sabotagers can block the tunnel and the players are stuck mining out. This can take a lot of time especially if the material is wood.
This can also hurt the person who is coming to their base after capturing the flag of the other team as the griefers can block their way giving time to the other team to kill the person
EDIT: Tagging the map creator to the conversation. @JostP
I have map a new map for Minetest CTF Server.
Check out my map !
lazyier/binshaden
for pointing this out.Serpent's Pass was disabled a very long time ago, due to the bad design of the map and the lack of playability thereof. Unless @rubenwardy has plans to improve it (if so, I suggest multiple "serpents", crossing each other at various heights), I suggest we remove it.
Hello there,
Please check out My Map!
The team-bases in the original Plain Battle were made up of default:stonebrick
, but the recent enhancement commit 55e6231 threw indestructible nodes in the mix. The result is that the extra improvements to the bases are indestructible while the base itself is destructible.
@JostP: Bringing this to your attention.
2019-03-06 08:14:37: ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'ctf_flag' in callback environment_Step(): ...test/games/capturetheflag/mods/ctf/ctf_map/schem_map.lua:140: Map was not properly configured: /home/minetest/.minetest/games/capturetheflag/mods/
2019-03-06 08:14:37: ERROR[Main]: ctf/ctf_map/maps/./wall.conf
2019-03-06 08:14:37: ERROR[Main]: stack traceback:
2019-03-06 08:14:37: ERROR[Main]: [C]: in function 'error'
2019-03-06 08:14:37: ERROR[Main]: ...test/games/capturetheflag/mods/ctf/ctf_map/schem_map.lua:140: in function 'load_map_meta'
2019-03-06 08:14:37: ERROR[Main]: ...test/games/capturetheflag/mods/ctf/ctf_map/schem_map.lua:277: in function <...test/games/capturetheflag/mods/ctf/ctf_map/schem_map.lua:258>
2019-03-06 08:14:37: ERROR[Main]: ...test/games/capturetheflag/mods/ctf/ctf_match/matches.lua:35: in function 'next'
2019-03-06 08:14:37: ERROR[Main]: ...test/games/capturetheflag/mods/ctf/ctf_match/matches.lua:74: in function 'func'
2019-03-06 08:14:37: ERROR[Main]: ...minetest/minetest_stable/bin/../builtin/common/after.lua:18: in function <...minetest/minetest_stable/bin/../builtin/common/after.lua:4>
2019-03-06 08:14:37: ERROR[Main]: ...inetest/minetest_stable/bin/../builtin/game/register.lua:419: in function <...inetest/minetest_stable/bin/../builtin/game/register.lua:399>
2019-03-06 08:14:37: ERROR[Main]: stack traceback:
Wooden doors in maps are supported after MT-CTF/capturetheflag@05fba3f.
Note: Reverting the door-removing commits isn't as straight-forward as it might seem, especially if the schem was modified again. Or so I think...
I get the following reproducible error whenever the swamplands map is loaded (line numbers might be incorrect):
2019-01-18 17:41:09: WARNING[Emerge-0]: Placing 100 chests from (4691,25,-109) to (4909,55,-1)
2019-01-18 17:41:09: WARNING[Emerge-0]: Spawned 87/100 chests after 112 attempts!
2019-01-18 17:41:09: WARNING[Emerge-0]: Placing 100 chests from (4909,25,109) to (4691,55,1)
2019-01-18 17:41:10: ERROR[Main]: ServerError: AsyncErr: on_emerge_area_completion: Runtime error from mod 'tsm_chests' in callback on_emerge_area_completion(): .../games/capturetheflag/mods/other/tsm_chests/init.lua:191: bad argument #2 to 'random' (interval is empty)
2019-01-18 17:41:10: ERROR[Main]: stack traceback:
2019-01-18 17:41:10: ERROR[Main]: [C]: in function 'random'
2019-01-18 17:41:10: ERROR[Main]: .../games/capturetheflag/mods/other/tsm_chests/init.lua:191: in function 'place_chests'
2019-01-18 17:41:10: ERROR[Main]: .../games/capturetheflag/mods/ctf/ctf_map/schem_map.lua:114: in function 'callback'
2019-01-18 17:41:10: ERROR[Main]: .../../games/capturetheflag/mods/ctf/ctf_map/emerge.lua:16: in function <.../../games/capturetheflag/mods/ctf/ctf_map/emerge.lua:2>
2019-01-18 17:41:10: ERROR[Main]: stack traceback:
The problem is the second chest zone from the swamplands config; the first x and z values are smaller then the second ones, respectively, confusing math.random
.
The configuration should be changed or the coordinates be sorted in the ctf_map mod.
I'm not sure why the bug doesn't happen at the official server, I'm pretty sure my repository and all submodules are up to date.
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