So, this is my third kidney stone... They seem to tear up my urinary tract once every 2 years.
I consider there to be 3 stages to each stone.
Kidney pain (twice as bad as the worst pain you've ever felt in your life).
Bladder pain (twice as bad as the kidney pain).
Passed pain (You don't usually feel it as it leaves your body, but it cuts you on it's way out, and burns for a good week or two afterwords, like paper cuts, in your dick.
Also, in between each of those stages, it's carving up your insides like a sea urchin, and while you don't have nerves in most of those places, what you do feel, is the throbbing feeling of an infection, or blood pulsing around the swollen wounds.
This stone is past stage 2, but I haven't felt stage 3 yet, so it's either still inside me, or it snuck out without causing too much damage.
Back on topic (and to answer Ghost's question):
I've been working with crow to develop new areas or zones outside of the primary mission area.
We're using function WaypointToWorld(), which takes a command map waypoint (2 dimensions), and returns a world coordinate (3 dimensions).
The southwest waypoint on the command map is always "0 0", and the northeast waypoint is always "1024 1024".
Therefor, we've come up with a grid of waypoints outside of the primary mission area, where we will create what I am lovingly calling the "OuterLimits".
See illustration:
Our code will determine the height of the terrain at each waypoint on the grid (if there is any terrain at the waypoint).
If there is no terrain, then we skip that zone.
If there is terrain, we can spawn a pair of players on it to duel, or a bunch of players for death matches. We can create an arena, or training missions, etc...
Obviously, there will not always be eight extra zones... Some missions have really large mission areas, or have them positioned close to the edge of the terrain, and there is also a potential that holes in the terrain will be located at the test waypoints. In these cases, we may lose some extra zones.
And, if you're thinking we can create the arena where there is no terrain, you are technically correct, but consider this:
If you wander off the edge of the terrain, 2 out of 4 sides have no gravity.
Those 2 sides are typically north and east, I believe, but I'm not sure if that remains true, if the terrain is rotated.