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Messages - SphericalCube

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1
Off Topic / who was the nibba in chick fil a
« on: December 10, 2019, 04:08:46 PM »
who was the nibba in chick fil a around 11am

who 🤔

2
Creativity / Re: Music Megathread
« on: August 10, 2018, 01:48:09 AM »
Wayfarer

Quite proud of this one. Took inspiration from Daft Punk's TRON soundtrack, the Top Gun anthem, and the old Animusic songs/animations.

3
General Discussion / Re: Island Conquest
« on: April 22, 2018, 01:31:35 PM »


The vast majority of the weapons kill in 5 or 6 shots, not 2 or 3. You may have been getting shot in the head which does way more damage. I'll considering disabling headshot damage if enough people want it gone though. Tracers are gonna be put on every weapon too.

I've also changed the rebels to a light green color, but I'll probably play around with it a bit more because I'm not sure how much I like the color. Either way, the teams are far more easy to distinguish now.

As for the blood, Rally's blood mod doesn't save prefs sometimes so blood staining turns itself back on every once in a while, but I'll fix that.

Also, finally, vehicle respawning should be totally fixed, thanks to an event made by Redo.


4
General Discussion / Re: Island Conquest
« on: April 21, 2018, 03:23:28 AM »
New things are in the works!

1) I just set up an attack jet spawn system, which I'll be testing tomorrow. It costs 100 points to unlock the jet, and 50 additional point each time you spawn into one. Only one player can use the jet at a time.

2) I'm looking into solutions to fix the vehicle spawn system to prevent people's stuff getting respawned in the middle of a battle.

3) With help from Eagle517, I now have a modified copy of OrangeWeps that fixes any FOV issues as well as the trouble getting out of vehicles. Also, I'll be tweaking the weapons to make them more accurate, especially the snipers. The rocket launchers need rebalancing as well. Probably gonna add in tracers for every weapon too.

5
General Discussion / Re: Island Conquest
« on: April 17, 2018, 10:29:30 PM »
Working on getting dedicated hosting set up with Blockland Glass. Also, I'm trying to get Rally's Helicopter Gunship working with the current add-ons, but having a few compatibility issues.

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General Discussion / Re: Island Conquest
« on: April 14, 2018, 02:02:00 AM »
Server is open for tomorrow. Will be testing that all technical aspects of the game run smoothly. Hopefully I'll be able to update the OP with a better minimap and a little more information about the game soon as well.



the prop tool would be amazing for this
I'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.

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
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.

7
Suggestions & Requests / Multiple Names per Brick
« on: April 10, 2018, 10:45:57 PM »
I've been having some trouble with my event system on my Island Conquest server. It's made up of lots of different named bricks that do very similar actions, but must be in separate groups, and there's lots of systems that are like this. However, at the start of the minigame, all of them have to reset either their color to a blank white color, or turn invisible/no collision. Having to event each individual brick to do so is a pain in the ass, especially since something in the event addon I was using changed and now I have to fix every single brick on the server that uses it.

What I'm proposing is an addon that can give a brick several different names to allow it to be in multiple event groups.
Example: There are six bricks. Bricks A, B, C, D, E, and F. A, B, and C, are also all named X. D, E, and F are also all named Y. Each of the six bricks have their own name so that the individuality of events regarding them can be preserved if needed. However, if, for example, the eventer wanted to affect A, B, and C altogether, they could simply create a single named brick event for Brick X, instead of creating three named brick events for A, B, and C.

Is it possible to do this in BL?

8
General Discussion / Re: Island Conquest
« on: April 08, 2018, 06:29:28 PM »
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 awesome
There'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.

9
General Discussion / Island Conquest
« on: April 08, 2018, 06:23:20 PM »
Island Conquest

Island Conquest is a capture point team deathmatch where the Pacific Federation battles an organization of fearless Rebels for control of the rural South Pacific island, Isla de Bloque.







Overview

I've hosted this a couple of times in the past with a good amount of popularity and decided to bring it back with a slightly catchier name, Conquest, instead of Domination. I've made further improvements on the gameplay since last time, and if you have any other suggestions, let me know here in the thread.

The server takes inspiration from an ArmA series style capture point game mode. There are a total of 5 points in key locations around the island. To win, one team must be in control of at least 4 points for 45 seconds (Game rules and balancing are subject to change). An objective of this size will take a considerable amount of teamwork and determination, so be ready to coordinate with your team.




Team Assets


Vehicles

Each team has a variety of vehicles to choose from. However, each must be earned by spending points to purchase vehicles. Vehicle spawn areas have an interface that is used to purchase assets for the team. Upon purchase of a vehicle, more buttons used to spawn vehicles and recover them will appear and be available for use. The ? buttons display the prices of all the different vehicles. Both teams are able to obtain a basic transport truck at the beginning of each round for free. Once a vehicle has been bought, it can be respawned for free until the next round.


Demonstration of buying a vehicle


Intel

Both bases have an intelligence room with a crude map inside. The map displays the rough location of each capture point and which team currently controls it. Each button is clickable and will display the name of its corresponding location.


Beginning of a round


After some battle time



The Build

Island Conquest makes use of Kobble's Isla de Bloque with permission.


Overview of the island (Image from Kobble's thread.)




Tactics and Tips

To succeed in Island Domination, working with your team is a must. Here's some basic tips and tactics to help out.

  • Always maintain control of the central capture point, Charlie, found in the village of Sanrefti. More often than not, dominance over this town will lead to easy access to its two neighboring points, Bravo (Radio Tower) and Delta (Power Plant).
  • Buy vehicles for your team! Mobility and firepower are critical for a map this size. Especially important early purchases are a helicopter or at the minimum, a standard HMMWV. These two vehicles have superb mobility. The BTR-60, Puma, and T-90 pack incredible firepower and are great for mid to late game.
  • It's never a bad idea to have someone stay back at a capture point and guard it. You never quite know where your enemy will pop up next.
  • Use the machine gun nests around the map to your advantage! The machine guns pack a punch, even at range.




Administration

SphericalCube [7504]
The Brighter Dark [2227]









10
Add-Ons / Re: Playable Instruments
« on: March 19, 2018, 09:45:29 PM »
These are awesome! Is it possible to set up a MIDI controller to work with them? Some sort of script or workaround with the BL controls or something.

11
Drama / Re: Setro 2 - Total loving creep
« on: February 21, 2018, 11:23:23 PM »
this guy has always been this way. got this message on an older account about 4 years ago when i logged in one day.



priceless

12
Creativity / Re: I'm doing Space Engine desktop wallpapers
« on: February 01, 2018, 12:10:08 AM »
sorry to steal your show, but I'd also like to highlight the collection of screenshots in my old space engine thread that several people posted. there's some pretty great shots in there, but not all of them are 1920x1080
https://forum.blockland.us/index.php?topic=273005.0

13
Creativity / Re: Music Megathread
« on: January 25, 2018, 12:04:39 AM »
Nice. A few things - your background synth is getting limited really hard and it sounds not great.
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.
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!

As for your jazz song, I think it's pretty cool. The chord progression is very similar to the chimney song from Mary Poppins, which I loved as a kid and still today. That connection there is pretty cool, even if it wasn't intentional. Keep up the good work.



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!

14
Creativity / Re: Music Megathread
« on: January 20, 2018, 06:21:13 PM »

15
Off Topic / Re: GPU issues. What should I do?
« on: January 19, 2018, 07:11:20 PM »


It's not usually that severe, rather it's just random pixels appearing all over the screen, but I can definitely see it heading that way as the problem worsens. However, one of the systems crashes was the entire display recoloring different parts of the game I was playing neon red, blue, and purple, so I'm sure it is the GPU. I'll look into some new and used cards.

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