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Off Topic / who was the nibba in chick fil a
« on: December 10, 2019, 05:08:46 PM »
who was the nibba in chick fil a around 11am
who 🤔
who 🤔
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the prop tool would be amazing for thisI've been looking into this. Maybe buildable sandbag bunkers or machine gun nests or something
Its pretty good but i agree with grimlock that the map is way too large. A conquest game would be best if it were a linear attack-defend conquest and every time attackers capture a point all the spawn points move further over the map / barriers move so that you cant move backwards or forwards too far. This way each team has to focus on 1-2 capture points at a time and not have to spend 3 minutes traveling 10 miles just to reach the point and die and repeat the process.I've also thought about having a linear cap system in the past but never got around to setting it up, mostly because to my knowledge it would be really really tedious to do so, but if you have a good method let me know.
It's a huge missed opportunity for a fine-tuned gamemode. Every capture point already has its own small design (the city probably has a lot of corridors and cover for defenders to set up, some of the captures in other spots have other design choices that make them different) and using a linear conquest would take maximum advantage of this. Sure you can add buttons that teleport you to captured points in your spawn, but each team still has to focus on all the points at once and its a lot to manage. Battlefield does it well because most conquest games have like 50-100 players on it so there's easily 20 players per capture point, but on a blockland server you'll probably have like 15-30 and it becomes really hard to keep tabs on every point. Sometimes like one lone soldier can run through and ninja a capture point and that really makes the game too non-linear to enjoy
You definitely have a good map design already in place but you're stopping too short. I suggest you take it a little farther and really take advantage of the individuality of each point
The only issues I have with the server are that it has potentally too many cap points for such a large map, there are too many trees that cause lag, and that the vehicle shop is stagnates gameplay. other than that it's awesomeThere's less plants now and the shop is easily tweaked. Working on getting some more aerial vehicles and transport vehicles to make things a bit smoother.
Nice. A few things - your background synth is getting limited really hard and it sounds not great.Thanks for the input. Whenever I make songs I don't worry too much about technicalities of the sound--simply because I just don't know anything about them. I'm not very experienced, haha--but it's something I'll look into. I'll research limiting and work on the mix more in future songs. And as for the drums, my goal was to make the timing in the song a little bit more clear, since that pad is so wishy washy. It's kind of hard to tell the tempo of the song without any other instruments. However, I do agree that they don't fit very well, so that should be better next time. Again, thanks a ton for your criticism!
The early drums don't make a lot of sense - they don't really fit with the synth and it's too long before any actual drum patterns to be justifiable as an intro.
The tonality is solid.
Here's an improv jazz piano track I did for a game project I was on: https://soundcloud.com/katadeus/hansom-cab-blues
I have an issue where I can never do better than my first take and so for this I just embraced it and prepared myself to play along with a backtrack and then recorded all the piano at once. There are a few mistakes.
This is actually cool as forget, but I'd say I wish you had used better, more weighty sounding drum samples rather than those simple 808 style ones. It has good direction, I can feel a lot of possible paths you could take with this.Thanks man! I used default samples in FL studio for this song. I'm still learning about which kind of drums are appropriate and where, as well as trying to find good samples to use in the first place, but I'll definitely take that into account next time. I may even redo some parts of this song. Thanks for your input!