Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Trash Man

Pages: [1] 2 3 4 5 6 ... 23
1
The concept is nice, but the build... is very very very ugly.

Also some of the names of the boulders are rather childish and will extremely offend others (naming one after a certain school for example).

It's nice to see something original as a game though (as far as I can tell anyway). Just maybe make it not so ugly looking and either don't give the boulders names, or rename them to be less offensive, as it makes your server seem rather childish.


2
I prefer terrain built out of actual blocks and not terrain blocks. Terrain blocks are bulky, plain, boring, and ugly. They also are abused too easily and can lead to very large and plain boring bland builds.

The best terrain is terrain that is built by hand, using blocks. Yes, this will lead to a 90k blocks or more build, but it's always worth it.


3
General Discussion / Re: Tezuni's Slopes CTF
« on: April 18, 2013, 04:45:10 AM »
No, this is a long distance base wars CTF with vehicles.  And CTF means capture the flag, not something else limited to your ideas.

I'm pretty sure, seeing as I've played many games, that it's fairly common not to have the bases super far apart. The only part of your server that seems to tie into what we normally see in a CTF map, is the fact that the bases are easy to get into, which is proper in a CTF map. My ideas are not limited. I was being pretty darn broad, and general about CTF as a whole. However, if you don't agree with me, that is your choice, and I DO respect that.

Also, base wars and CTF is a very broad game concept, you can't 'steal' it.  

The game mode.. No. Of course you can't steal it.. However the fact that both things I've seen (yours and the old one I saw), have many things in common, both in how they look, and how they work out. Both have white slopes based maps. Both have bases really far apart, Both have many vehicles. Both have holes in the map filled with water. So many similarities, that I find it hard to believe that this is just a coincidence. I could be wrong, but usually when there are so many similarities, it means something was just re-used (in idea that is, not saying a direct copy, which of course is impossible). Pretty common in human nature, but most don't want to at least admit when they copied an idea. This is also why things become so stale.

4
Bagel Bites. Because when pizza is on a bagel, you can eat pizza any time. Even when you die.

5
Glad to see that we still have at least a few good servers that get attention.

I've been there recently and can say that it really does flow well and feels like you've improved what was not as good in the earlier one (bedroom), and expanded upon ideas.

Nice to see new bosses btw. Was that a soul edge I saw? I never got to be a boss yet, so I wouldn't know for sure until I saw the name of the boss.

Keep up the good work.

6
General Discussion / Re: Tezuni's Slopes CTF
« on: April 18, 2013, 03:30:14 AM »
I'll probably be permabanned for this but here are my thoughts:

From seeing how this works out I can say that this build needs a lot of work in order to be truly enjoyable.

First off: the bases are way too far apart for a good and proper capture the flag. Capture the flag is about holding off the constant threat to your base, while also trying to overtake the enemy base. By placing them further apart, you trivialize both aspects of the game.

Second: this mainly seems to be mostly stolen in idea from that one slopes TDM we had before the terrain maps were gone for good. You pretty much turned THAT into a CTF.

Third: the vehicles... way too many and causes the game to be overpowered, as people just get in them and run anyone not in a vehicle over.

Fouth: Spawn camping is too easy due to the overpowered weapons and team disguise kit.

Fifth: You used the team disguise kit.

Overal: If you want a good CTF, you need to reduce the amount of weapons available to only a very few. Also make it so that the flag carrier cannot wield powerful weapons. Move the bases closer together. After moving bases closer, just delete all vehicles, because they make no sense in a CTF game.

Don't take this the wrong way, but I really think you have the potential to make this a better server. But as it stands now, I really can't say much for this server.


7
General Discussion / Re: Things you get sick of seeing in Blockland
« on: April 18, 2013, 03:16:06 AM »
-Many bad copied ideas from another person who copied the idea, who also copied the copied idea.

-Seeing those servers get 30+ visitors.

-Seeing original good builds/ideas get only 1 visitor (the host).

-People who can't be original in their servers.

-People who can't take criticism (90% of the Blockland community)

-People who bash high IDs (given, most of them usually are tools, but only because there are exponentially more high IDs than low IDs)

-People who praise low IDs (yes the chances of being an idiot are much lower, but it doesn't automatically mean you are a not an idiot if your ID is low.

-Jail RPs (redone way too many times and just not original anymore)

-Most raceway tracks (one guy makes one, then others copy the idea. I even saw a guy copy another guy's track idea and did a crappy job, yet his got more attention than the original).

-Crappy vehicle physics. Come on, you know this game's vehicles are just horrible, especially the aircraft.

-People using way too many weapons in their builds.

-People making grapple knife servers....

-Very badly done challenges that rely on the gimmicky quirks of the game's mechanics, and consider it "skill" to be able to know of these defects, and use them to beat the challenge.

-The fact that most challenges don't really bother to build scenery, and just rely on getting it done fast, and are a pain to look at for long.

-Very quickly done builds that get 30 or more visitors, are hosted by the worst admins ever, and are completely unbalanced ideas, with no originality at all.

-Noticing the good servers disappearing forever (what happened to that one cool falling tiles server?)

-The fact that I could spend MONTHS on a build, make it the best I could possibly do, and then watch as nobody ever even joins to say anything. Seriously, you don't know how much that sucks. Not even knowing if what I made was good, bad or ugly.. I would at least like to know, but then again I guess the fact that I am open to criticism (changed tree colors when was told to, for example), is the fact that I never get any visitors on my servers. Because if they were bad, I would actually change it for the better and listen to the feedback given to me, and not complain instead and whine about people being mean to me...

8
Help / Re: Saving blocks on dedicated
« on: July 05, 2012, 11:29:41 PM »
When it's approved I'll check it out. It definitely is exactly what I want and need. Much appreciated that you updated it. Here's hoping it gets approved so others can enjoy it as well.

9
General Discussion / Re: Anyone else enjoying the new Update?
« on: July 05, 2012, 08:39:15 PM »
The Roblox player model is the ugliest model ever made in the history of modeling. Even when you try to make it look like the Blockland player model, it manages to maintain its hideous shape of horrendous malformed anatomy.

10
Help / Re: Saving blocks on dedicated
« on: July 05, 2012, 05:39:10 PM »
Maybe I'm using the wrong term.. I mean what you see happen is the blocks re-appear, when you go from one area to another. It keeps on happening, and if you save on dedi, it won't be possible to save them all, because it is impossible to have them all showing, since some keep going away.

11
Help / Re: Saving blocks on dedicated
« on: July 05, 2012, 05:33:10 PM »
I have a build where they actually do this. The build is spread out over a long distance, and when you go from one spot to another, the previous one you were in, is no longer ghosted for a few blocks.

Seeing as I've actually seen this, I'd have to say that they probably do deghost.

12
Help / Re: Saving blocks on dedicated
« on: July 04, 2012, 04:14:45 PM »
That does not work in the case of a spread out or really large build. Bricks will actually de-ghost. Walking around will only change which blocks have deghosted. the only sure fire way, is to do a save that doesn't care about ghosted blocks.

13
Help / Re: Blockland Folders NOT apearing after installation
« on: July 04, 2012, 04:00:32 PM »
If you are seeing the launcher, then you are in the wrong folder.

Usually it's located in documents (mydocuments for some some computers). This is by default.

14
Help / Re: Saving blocks on dedicated
« on: July 04, 2012, 03:31:18 PM »
Lucky for me, I read things before I just use them. I also had your post ahead of time, but read the comments anyway.

Still though, it would be nice if it got updated to work properly.

15
Help / Re: Saving blocks on dedicated
« on: July 04, 2012, 02:03:47 AM »
Let me know when you fix the event saving, because that would be perfect for me.



Pages: [1] 2 3 4 5 6 ... 23