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Topics - Sniff

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1
Drama / Sniff's farewells
« on: May 16, 2008, 06:20:34 AM »
The time has arrived. Tomorrow I get my hands on Age of Conan, and I will be sucked in for a very long time, meaning no time for Blockland. It's impossible to actually leave this brilliant game, so you have my word that I'll return one day. I expect some people will pester me about it as well to make sure I don't forget that!

Thanks for the good experiences, and I look forward to building things for you all again one day soon.

REMEMBER THIS FACE! :O

2
Gallery / Sniff's Arctic Warfare TDM/CTF
« on: May 04, 2008, 07:55:33 PM »
This is currently a work in progress, but the picture below shows the most basic form of the level so far. As you can see, both sides are flipped so that it is balanced. This also means I can move around these segments and either make the level longer, or change shape, such as make the arena an L shape. There are also plans to include more tunnels and interior, but this picture shows the majority of the outdoors so far.

I have been hosting this in the evenings recently as I've been building, but only rarely compete on it right now as I keep wiping one half so I can add to the other for duplicating. However, I usually host a team deathmatch at the end of the night, but this may be quite late for some so you'll have to wait! :)


3
Gallery / The Medieval Challenge
« on: February 22, 2008, 08:12:38 PM »
I felt it was about time I posted a thread on the Medieval Challenge, steadily being constructed by myself with the help of mainly Ministry and Azazel.

The project began after a rather enjoyable session playing around with Wrench Events, making silly challenges and inviting people to attempt them. It wasn't long before discussions arose about the actual quality of challenges, and what makes a challenge or minigame challenging. After creating a lava hopping challenge on my server I thought to myself that there was so many challenges going around, but not one was really themed, or looked good. Before carrying on I'd like to apologise for the amount of times I've used the word 'challenge' in the current paragraph, there was really no avoiding it.

Anyway, I looked at the lava challenge I had created which was essentially a 192x64 mass of lava with various stone obstacles sticking out of it. I thought to myself how awesome it would be to have a full castle, overflowing with streams of lava, and broken rock shattered all over the place, then made into a challenge. I raised it in conversation to a couple of "Yeah, that'd be quite cool." responses, but that didn't turn me down. After holding the current challenge server up until the end of the night, I cleared the map, nabbed Ministry and Scutch, and started work on my current project.

Enough history.

The medieval challenge is approximately 85% completed, with only a challenge and a half left to complete.

There will be eight challenges in all and each (in mine, Ministry and Azazels opinion) starts off easy and gets progressively harder as you move along. Before each starts, there is a checkpoint, and a teleportation crystal, that when clicked sends you back to the previous checkpoint to re-attempt the last challenge.

Here are descriptions and screenshots of each challenge:

Entrance
You spawn inside a crypt, greeted by a banner above a door. There are 2 spawns and one exit from that room.

Challenge 1
Challenge one starts immediately after you exit the crypt and pits you against a pool of bubbling lava and a collapsed bridge. Quite easily one of the most simple challenges, but still can hold a few captive for a few minutes.


Challenge 2
Challenge two is quite a jump in difficulty that seperates the casual challenger from the pro's. The floor has cracked open, and the doors are locked... the only way out is to go down.


Challenge 3
Challenge three is pretty simple, and was thrown in really to give players completing the second challenge a nearby checkpoint. However, it can prove tricky for some.


Challenge 4
Challenge four tends to cause challengers a lot of aggrivation when attempted on masse with other players. The objective is to ascend the wizards tower via jump pads on the walls. Personally, I find it quite easy, but other people have been stuck here for a fair time.


Challenge 5
Challenge five is a test of logic and care. Challengers are presented with a map through a checkerboard, and are then teleported into a large checkerboard room. Players have to traverse the safe path through the checkerboard or will be teleported back to the beginning. The key here is to stay in the middle of the path, those who become impatient quickly fail.


Challenge 6
Challenge six is fairly short, and will end many players lives if they are not careful enough. The trick here is to be observant, and to keep calm. You have unlimited lives after all.


Challenge 7
Challenge seven sticks you in another maze, this time with no map, yet no physical risk. The task is to make it through the store room to get to the other side, but the place is a little over stocked at the moment, and there is very few paths through.


Challenge 8
The grand finale of the challenge involves escaping the castle itself. Much like the very first challenge but considerably longer and more difficult. You will face bubbling lava, collapsing structures and treacherous jumps.


As a little bonus, the entire challenge has a number of cakes hidden in various places. After the finale, a bonus challenge requires you state how many cakes there are hidden.

Hope to see some of you on the server, and I'll keep this thread updated with progress!


CHANGE LOG
22nd February - Began work on challenge 7, approximately half completed.

4
Gallery / Sniff's Incredibly Late MotE Application
« on: February 19, 2008, 06:43:28 PM »
SNIFF ARE IN MOTE NAO

_____________________________ _____________________________ ________________________

Yes, you read it right. You haven't gone insane.... yet. I have actually kicked the bucket and decided to apply with my aging aircraft carrier build. As I expect most of you have already viewed the sneak peak thread or seen the build live, I won't go into loads of detail.

The build is approximately 28000 bricks, and could easily be more if I furnished all the rooms (but I left that to the crew if I ever get around to it).

I spent about 2 and a half weeks of solid building every night a while back, then gradually phased out due to lack of interest, lag and other projects. However, I realised that I was only letting myself down by not taking it further and actually applying to the clan I've grown to love. So, I spent time on and off since then adding bits, and tonight, I finally deemed it worthy of a submission. That, and I'm being hounded by members to actually get my arse in gear and do it. hehe

I stress that this is not my best work, but it easily by biggest, and most ambitious project so far. My skills have improved dramatically since I began this project, and I see many flaws in its design, but don't have the patience to re-make. Anywho....

So without further ado, here are ten pretty piccies for you to gawp over or throw up on, whatever you fancy. I've shrunk them down to half my res so they fit better on the page, but there's still quite a few.

Enjoy, and I would very much like to proudly hold [MotE] in my tag soon!












Voila.

5
Gallery / Wrench Events Dominoes
« on: February 19, 2008, 05:14:44 PM »
I have no idea if this had been done already, but I felt I should give it a go anyway. It's relatively simple events with Space Guy's Wrench Events v3. Anyone could replicate it, although you have to define each dominoes name and target individually, so I didnt want to do loads. Enough jabber though, here's the video, kindly demonstrated by Azazel and Devastator.

http://www.youtube.com/watch?v=a1Ody8Gs1P4

If you would like to make your own, I took a pic of the event set up on the start and follow up bricks.

Domino 1

Wait for - Touch   (1ms)
Trigger - Auto - 2  (1ms)     -    This sets the next target
Door - All boxes ticked  (100ms - this is how long the domino disappears for)

Domino 2 and after - Make sure to change the event name and target for each brick

Wait for - Triggered   (1ms)
Wait for - Time   (1ms)
Triggers - Auto - 3
Door - All boxes ticked  (100ms)

If you have any prior experience, you should be able to use that straight away. If not, keep playing, you should get it. Also, looking back at it, I believe you could stick a touch trigger on all the other bricks too so you could initiate the dominoes at any point and have it work fine.

6
Gallery / Sniff's Mini Mech
« on: February 06, 2008, 02:01:08 PM »
I'd recently finished up on my little mech for the MotE theme build, and thought I'd post it here for the hellz. I'm going to make a much larger one next, this was just a practice build, but still looks a neat. May as well rate, seeing as it's the first thing I've posted that's practically 100% finished.







If you like the look of the room layout so far, and think your building skills are ok, hop onto the MotE server and contribute. You will need trust to build on the actual moon surface, so earn it by practicing on the bed until you are worthy.

Tat is allz! :)

7
Drama / Goldeneye Weapon Pack was not FAIL
« on: February 02, 2008, 05:19:58 AM »
I'm very disapointed in whomever flagged the thread as fail. I was following that pack very closely, and I know for a fact that while using the pack on my server, the only person who complained about the quality was Trader, which makes me slightly suspicious. The pack needed work, granted, but it was still a very nice set for anyone who enjoyed the N64 game in their youth. If the thread isn't unfailed, I'll just make sure Peaceful War makes a new one after more weapons are completed and the current ones are tweaked.

This are scandal! D:

8
Gallery / Sniff's Aircraft Carrier - SNEAK PEAK
« on: January 21, 2008, 06:36:18 PM »
I couldn't contain it any longer, I had to post some pics here.

I expect a fair few of you have stumbled onto this server at least once during the weekend, and an even fairer few know that this is an application build for MotE. I have been working on this over the weekend for rediculous amounts of time and the exterior is pretty much finished, with the exception of fine details and a little bit of empty space.

As it stands now, there are 10 exterior F18 Fighter Jet spawns, and space in the hangar for more (although the hangar is just a floor at the moment). There is also 6 working turrets, 2 pairs of cannons on the left side, a forward facing cannon with space to rotate 180 degrees, and an anti-air cannon. Each can be triggered to release a salvo of blocky metal from within the control tower on the appropriate floors.

I'm estimating that the project is about 65% completed at the time of this writing, as there is very little interior work at the moment. I plan to add a full hangar, at least ten crew cabins, a mess hall, briefing room and a flooded engine room.

My hopes with the project is primarily to get into the prestigious MotE, since I enjoy the company of the members and respect their building talents. Even if I do not get into the clan, I intend to host the ship for RPG purposes. There is plenty of scope for a fully fledged rpg session here, with all the rooms and equipment necessary. An example I came up with would be to have terrorists or a foreign special ops team raid the carrier, and the crew must defend themselves.

Enough babble, I expect you want to see the pics, if you hadn't scrolled down already!










Technical Details

Brick count is around 15k at the moment. On finish I expect about 25k
Finish date will probably be at the minimum 2 days, maximum a week.


Server is online pretty much all the time with a 12 player capacity. If you do want to come look for yourself and want to fly a jet. Please DO NOT ASK FOR TRUST, spawn a jet on the ocean bed, fly it, try not to crash (as it lags when stuck in buildings) and CLEAN UP BEFORE YOU LEAVE

With all that aside, I would like to stress that this build is NOT finished and I still have a lot planned. I'm not the fastest worker, but this is a rather large ship and it takes time to perfect. If you have any friendly suggestions, I'd gladly take them. I've already incorporated a few ideas into my project to what I believe is good effect.

Thanks for reading!

9
Suggestions & Requests / Invisible Heads
« on: January 12, 2008, 02:25:50 PM »
I don't know if this has been suggested before, shunned before, praised before or even MADE before, but I'll ask anyways.

I thought it would be pretty neat to somehow allow the user to make their head invisible or removed during character creation.

This could be useful for reasons such as...

Decals where the head IS the body  (eg: Domo-kun, Spongebob etc)
Headless Zombies

What does everyone think?

10
Gallery / SIN - A converted chapel nightclub
« on: January 07, 2008, 08:40:12 AM »
First of all, this be my first post as of being admin approved, so hello everyone. I've been on Blockland for the last couple of days after my younger brother stumbled across it. Talking of which, If you come across "Sniff" on the online servers with the clan tags I am and sBro, it's my brother and you can regard him as an annoying spammy noob, but please don't permaban him as we share the account key. It would block the sane half of the account - me.

Onto topic, I created this nightclub originally on a rip of Beta City with another friend I showed the game to. It was his first attempt at building and we both decided to make a nightclub, just for the hell of it. He made a rather 'colourful' replica of a local club near where we live, and I based my idea on the "Confession" club in a game called Vampire the Masquerade.

Essentially it's a chapel on the exterior, with blood red windows and a modern refit, complete with a chandalier, bar, seating area and a reception desk. Oh, and a dance floor encrusted with an upside down cross! Woop

I'm thinking about using this as part of an application for MotE, as since joining the server I've met quite a nice bunch of people there and I love the quality of their work, taking inspiration, and generally using the positive sane atmosphere to better aid in my own work.

You may be able to get a first hand tour of the structure in the new city me and my friend Arndreth are making. The server is usually called "City Build - Semi-private Construction" but may vary. The city is all our own work with the exception of the odd structure contributed by various members who joined us. One guy called Adam (had numbers after his name) started work on a town hall, but in my opinion looked far more like a car showroom and has been adjusted as such.

Without further adue, here are a few screenshots of the club.










Any opinions welcome!

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