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Topics - Conan

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196
Suggestions & Requests / De-Ghosting: Server/Client-Sided Mod
« on: January 25, 2013, 07:27:09 PM »
Read title.

Idea first put forward by me in this topic. Here's why its a good idea:

1) Would be a simple way to overcome the brick limit. Bricks outside your view would simply get deghosted and the ones that you are in range of seeing would be ghosted instead. If I recall correctly the brick limit is due to the engine limitations on supporting visible blocks, and that its possible to go over but just not ghost everything.
2) Would basically make huge builds possible to explore for people who don't have good computers, as their computer now can just not ghost what they don't see

The basic idea is to ghost bricks only within your draw distance, determined server sided or client sided (under advanced tabs). As a customizable feature (if its possible), a value box would determine how close bricks must be before they ghost, and how far they must be before being deghosted.

Comments. If its just not possible due to engine oh well.

197
Gallery / SnowCliff Territory [Linear CP TDM Map] [Save + Setup Released]
« on: November 27, 2012, 07:41:09 PM »
[[Save has been released]]

Overview
This TDM is structured like a TF2-CP map; capture points must be captured in order, and once capturing the final point, the capturing team wins. There are 5 points in the map; one inside the tunnel where the Special Forces spawn, one in each warehouse, one in the loading bay at the main cliff entrance, and one in the rear of the cliff base.

Special Forces start out with one CP, within a tunnel. After a 10-second prep period, they must fight their way and capture the Large Warehouse CP, Small Warehouse CP, Loading Bay CP, and Reactor CP. They spawn within the tunnel, near the Large Warehouse CP.

Terrorists start out holding all the CP's except for the Special Forces APC CP, which on capture will win them the match.
They, however, spawn deep within the cliffside, making a quick attack on the Special Forces spawn unlikely and unfeasible. Their proximity to the Loading Bay CP and Reactor CP put them at an advantage in defense, though.

Each team has classes (listed below), each which correspond to its counterpart on the other team. The weapons aren't exactly the same, to spice things up.

The team with the most points by the end of the round win, if neither team captures the last CP. Each CP captured wins the capturing team 5 points. Kills are worth 1 point.



Classes:
Terrorists:Special Forces:
Guard: Bullpup, Classic Machine Pistol, Conc' Grenade (3), Stick Grenade (2), SyringeAssault: Compact Bullpup, Modern Machine Pistol, Conc' Grenade (3), Stick Grenade (2), Syringe
Sharpshooter: Classic Sniper Rifle, Modern SMG, Molotov (1), SyringeSniper: Sniper Rifle, Silenced SMG, Stick Grenade (2), Syringe
Suppressor: Blocky LMG, Snubnose, Stick Grenade (2), SyringeClose Quarters: Combat Shotgun, Magnum, Stick Grenade (2), Syringe
Explosives: RPG (1 spare rocket), Conc' Grenade (3), Retro Pistol, SyringeDemolitions: Grenade Launcher (1 spare rocket), Conc' Grenade (3), Modern Pistol, Syringe
Engineer: Pump Shotgun, Micro SMG, Toolkit - MG, Welder, ControllerSupport: Riot Shotgun, Modern SMG, Toolkit - Rifle, Welder, Controller















Credits:

poo/Paraplegic (20307)
Badger
I have not
Kinko
Phillip (24585)
Tlp3000 (7367)

If I left your name out and used your builds, let me know and I'll credit you.

198
Forum Games / The Community-Run Adventure - Mall Escapade
« on: November 27, 2012, 12:33:33 AM »
probably won't live long but eh.

How this works is by reversing the role of the adventurer controller (now me), and the storymaker (you)

I will quote the post I am responding to and post actions. Players are left to make up events and environmental descriptions. Pictures are allowed (if you want to take the time to make them)

If nothing happens for a while or nobody posts something reasonable then I'll make up something for the environment and we'll switch roles for two pages.

Any derailing posts or just stupid stuff will be ignored :)


Your name is Forrest McGee. Where are you located, and what happened to you?

199

Topic Title courtesy of Tammy; thanks!






This is a (permanently paused) work in progress. Help on the Modular Terrain will be appreciated. PM if you wish to contribute.






Introduction
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This guide is a collection of my own opinions and methods regarding built terrain, and is not intended to be an authoritative manual on what terrain is good or not, though it may end up sounding (or becoming) like one. This guide is aimed to both beginner terrainers as well as experienced ones looking to expand their skills. Builds used here as examples are here by permission and have their sources credited. You can find out who built the build by hovering your mouse over the picture. Anything that doesn't have an associated abbreviation text box is built by me.

If you have techniques, pictures, or tips you believe is worth including, please leave a post or send me a PM and I'll put it in. Any and all help is appreciated, and will recieve credit.




Terrain Types
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In order to make terrain convincingly and effectively, brown townysis of "good" terrain must start in real life. Most, if not all, terrain can be grouped into the following categories.







  • Flat - Generally flat, or gradually sloped terrain. Note that flat terrain is rarely perfectly flat, and may have shallow dips, rises, and steps.





  • Sloped - Hillsides, cliff paths, anything with a consistent positive slope and is steeper than what we would call flat.







  • Steep - Cliff or mountain faces, such as the ones that border the Grand Canyon. Too steep to traverse easily, but are rarely perfectly flat and perpendicular to the ground.

Most terrain rarely fit into just one of these categories, as the pictures I've included shows. Each have portions of steep, sloped, and flat terrain. To retain a sense of realism, you should also consider your terrain overall before you build. Taking some time to do a little image searching can give you ideas and help solidify the design in your mind. I usually map out more than I mean to build, then select a portion of that map and use it. Considering how the terrain continues on outside of the build keeps you from accidentally designing terrain that is improbable in real life.

Due to the nature of geologic forces, inverted slopes are rarely found naturally. However, when they do exist, it is usually out of reach at the top of "Steep" type terrain, thus making it ideal for dramatic cliff faces or waterfalls. More on this is covered in the Specific Formations section.





Overview
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Built terrain can be grouped into two main categories: "Cubescaping" and "Brickscaping" (ie not-cubescaping). Each have their own advantages and disadvantages, which is covered in their respective overviews, and can be subdivided into more specific fields. Most of what's described in this guide fit in one field or the other, but with some thought you can apply them to other terrain techniques.




Cubescaping
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Cubescaping is a quick, easy, and brick-conservative method of terraining, making it ideal for large-scale builds and background terrain. It also functions well as a foundation for more detailed terrain. Downsides include high detail-to-size ratio, uneven heights which make building on top with normal bricks difficult, and hindered maneuverability without additional detailing.

Required Bricks: Default Baseplate Cubes
Suggested Bricks: Butler's Filler Cubes, [GSF]Ghost's Modular Terrain Bricks, Jaxx's 2x Cube

Before beginning cubescaping, though, you will want to decide whether or not you want to cover the terrain with plates that act as grass, which I call "Plating." The difference between plated terrain and non-plated terrain is quite distinct.


More on this can be found in the Plating section found at the end of this section.




Basic Cubescaping
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This form of cubescaping is easy to do with the help of Super Shift (default toggle key: Left Alt). The result is predictable, grid-bound terrain that is brick-efficient as long as you aren't sloppy while building. If you use the 2x Cube in tandem with this style to create walkable slopes, much of the hindered maneuverability characteric of cubescape terrain can be countered, but at the cost of extra bricks.

A really easy way to learn "good cubescaping" if you have visual brown townytical skill is to go play a few hours of Minecraft in creative mode and examine the terrain formations that you recognize, such as cliffs, hills, riverbeds, mountains, etc.




Flat Terrain
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Most of the Flat-class terrain in cubescaping that exists so far is sadly, almost inevitably perfectly flat, resulting in boring fields punctuated by the occasional hill or cliff.


Since cube placement is gridded in Basic Cubescaping , not much can be done about this. A limited attempt can be done to punctuate the land with dips or elevation changes, but it still lacks as an effective representation of gradually sloped terrain.


Coupling these terrain attempts with 2x cube can result in some better results, but may be brick heavy. A simple brick conservation technique for cubes is outlined in the next section.





Sloped Terrain
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Ideally, hills should have gradually smoothed slopes at their top and bottom that border a medium-high angle in between. However, due to the fact that cubes have fixed heights, gradual sloping is rather difficult.


However, with some design considerations, you can get past this problem for the larger hills. The basic idea is to gradually decrease the distance between the old and new levels, increasing the "angle" the cubescape is creating gradually.


A problem with this method is that done over large areas, the cubes, and brickcount, can really add up.


An easy way to resolve this problem (if the whole section is consistent in height) is to use a method I call cube-baseplate alignment, as shown. It's just using normal blocks, coupled with a large baseplate, to cover a large area at the same height as the cube level you're trying to cover a large area with.


If used to support a 64x64 baseplate, it can save over 250 bricks. Don't forget to align the baseplate to the cube grid; it can cause problems later. The support alignment shouldn't matter, unless you're planning to add tunnels underneath.




Steep Terrain
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Steep Terrain for grid-aligned cubescaping is difficult to pull off nicely, to say the least. The requirement to fit within the cube grid makes having terraced walls and 1-brick-wide ledges impossible to do without a combination of terrain styles. Usually people end up with flat walls of a sort, but most end up ugly.


The only way I've found to combat this problem is to make the cliffs very tall before terracing them in, and including a large vertical gap and jagged terrace edge.


Plating is quite nice when used with this, but isn't necessary.




Plating is simply the process of placing plates on top of basic cubescape. This can also be used for Uneven Cubescaping, but it's much more brick intensive and laborious.

There are two methods to do plating, one which is very brick intensive, but easy to do, and the other a more time-consuming method, but lower in brickcount and simpler in design.


Duplicated


The first method is simply building cubescape with a duplicated 4x4 cube that has a plate on top. However, there are some design considerations you should note.







  • Do you plan to place upper level cubes on top of the plating, or remove the plate when stacking cubes on top of each other?






  • Will you go back afterwards to reduce brickcount, or leave it? This can result in a doubling, if not more, of the brickcount of the cubescape itself.






  • Is the height consistency of the cubes essential to your build, or discardable?



Manual

The color differences are to show the difference in bricks, not how you should color them.

The second method is plating over the terrain once it is done, meaning that you can't auto-plate the terrain as you build. However, this saves brickcount significantly (if you don't like redoing the plating), and allows for easy cubescape adjustments when you need them. It also saves you the trouble of hammering every 4x4 plate you placed beforehand.



There really isn't that many differences between the two; its more of a work preference.






Uneven Cubescaping
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The main difference between uneven cubescaping and basic cubescaping is the conservation of the cube grid. In uneven cubescaping, we scrap almost the whole grid, keeping only the constant cube height difference between every level. This is highly integratable with brickscaping and is one of the best methods to do a cliff.

Butler's Filler Cubes is almost essential for this method, since running into alignment snags is almost inevitable. It also allows you to add another level of detail and achieve level outlines impossible to make with just cubes. Yes, you can use normal bricks and plates instead, but Filler cubes come out much more nicely and blend in better.

Since this style really only applies to Steep terrain, I'll skip over the Flat and Sloped types. I don't feel that using this style is necessary for either of those, but building uneven flat and sloped cubescapes with this style is simply just exiting Super Shift and working from there.




Steep Terrain
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Simply put, cliffs using this style do not have to be completely flat vertically, and can have high slopes, overhangs, and less predictable shape. There are two different methods to do this.



Aligned

This style is named so due to the aligned cube structure, keeping the whole of the cliff section within a defined width. This is the easiest method, construction and design-wise, and can be duplicated en-masse.

Here are more example pictures of where/how it can be used.


Using the Filler Cubes, you can achieve a higher level of detail, adding some inconsistencies between layers, blurring the line and making the cubescape more realistic. Depending on the usage, it may or may not be more aesthetically pleasing.


   

Offset

Having the stacked cubes offset from the standard width of the lower cube allows you to create contiguous one-block ledges, and remove the flat boundaries caused by duplicating stacks of blocks. A snag that you'll run into is the issue of large gaps or overhanging blocks, when you're trying to do sharp terrain turns.


Filler Cubes are the only way to fix this problem, so be sure to have it enabled whenever you attempt this style.


They also break up the evenness of the cubes, if used correctly, and add a second level of detail to the terrain. It's a subtle difference, but is quite significant when used over large areas.





Smoothing out the top and bottom is more difficult than with standard cubescaping due to the unevenness. I advise combining this cliff style with Brickscaping for good sloping.

200
I dunno if you guys in creativity take requests from OP but w/e, trying my luck.



basically I'm working on a Terrain How-To guide and i'll need an appropriate title image that looks decent/good, has the words "Terrain: How-To Guide" (or some form of it), and has a blockland terrain theme. After that, I don't really care.

for those who have no imagination here's some ideas

  • Transition from Slopes to brick terrain, all behind text
  • Brick terrain foreground with text behind it
  • Title set up like HOLLYWOOD sign (but not brick made) with brick supports behind it, placed on map editor terrain like slopes

if you need brick terrain for this I can throw some saves at you, or build per request. Credits will be given in OP, either through an [abbreviation] or in normal-size text underneath. And if you have any terrain build requests I can try to fulfill those as payment.


No real deadline, maybe by next week wednesday?

inb4nobodydoesanything

201
Forum Games / Praestigiae - Text-Based Adventure
« on: May 07, 2012, 11:28:07 PM »
locked cause i dont have the time anymore
Fancy title sometime later...


"Well hello there, how are you?"

You wake up to find yourself in a hallway. It's lit, but not very well. At least you can see clearly.

"Feeling like you've been blacked out for a while? That should dissapate in a bit."

Both sides of the hallway has a single door with a solid handle. Both are closed, and do not have windows. They seem to be made of a metallic substance.

You look up to see a speaker built into the wall. Accompanying it is a dome-shaped camera, similar to those security cameras you remember seeing outside a factory. A lock-manufacturing facility?

"Well, hopefully you're fully conscious. Wouldn't do to have a half-insane man rescue me."

Rescue...?

"By the way, I'm Rube. And you should get going. Something's approaching your hallway. I'll try to contact you later." The speaker clicks off.



All you have on you is a pair of glasses and a pen.

202
Gallery / Althur [Medieval Environment Build]
« on: April 19, 2012, 08:04:59 PM »

http://forum.blockland.us/index.php?topic=151292.0 - good texture pack to use with this



News:
4-19-12: New topic
4-19-12: Treed Valley Save Release
4-30-12: Reference & Plan Section Posted
5-10-12: Port Town [Part 1 WIP] Save Release
5-22-12: Temporary hiatus, expect restart in a few weeks.
6-20-12: Official indefinite halt on project.



Download the latest save and addon pack here! Last updated 5-10-12
~101k bricks


4-19-12 Tree Release
Please use the included Althur_Trueno's Colorset for correct green and brown colors



Hosting times: Every weekday, 3:20 to 5:00 PM Pacific Standard Time



Synopsis

January 22, 2012: Mythology Build posted in Gallery

The Mythology Build was originally a terrain build meant to cover the entirety of the Bedroom, a concept not original to the build. However, it was the first attempt that actually produced some impressive work.

Taking this idea, I brought it to the Kitchen and enlisted the help of some of my friends, and a specific passerby by the name of Phantom Knight. Although I had never previously before undertaken such a large project, much less finish one, I vowed to finish this build, as a self-test to define my limits of dedication.

Febuaray 2, 2012: Althur was born

The first problem I had was with naming the build. I noted the lack of good names for many previous large-scale works, which didn't fit well with the theme or quality of build. Luckily, I quickly found a good title, specifically from a misspell of my now-dead community adventure Altum. Thus, Althur was born.

 

The current amount of work would have never been achievable if it wasn't for my friends Phantom Knight and Kinko. Phantom's initial dedication and skill in building, as well as a source of ideas, set up the basis for the style this build uses. Kinko is basically the only reason this build still survives.


Pictures















Credits

Phantom Knight: 16558
Kinko: 5961
Fanta: 15412
I have not: 6138
Nurgle: 15728
Joxus: 3977
Pear: 14710
Phflack: 6887
The Brighter Dark: 31783
Tally: 15154
Captain Thomas: 6804
Kilser: 13176

Wehrmacht: 8890 - Reminding me to do credits
JazZ: 5019 - Dedicated Server Keys revoked



Please rate and criticize, and suggest things for us to make!

203
Gallery / Althur - Terrain Build [Old topic]
« on: February 02, 2012, 07:23:08 PM »
Valley will have a dense forest and river.

Possible future castle design


(old) RELEASED WIP SAVE










Comments
Excelent work, I really like this whole "side of a cliff" shebang. -Captain Thomas
Me gusta this build -SD5
And yet I can't make a simple house -Skyra
I approve -Kenshi


Current Status:
Valley


Chests: 26?

Hosting times: Every weekday, 3:20 to 5:00 PM Pacific Standard Time


placeholder for my own server status image... maybe





What is this build?

This build's original aim was to create decent landscaping to cover the kitchen, including rivers, caves, and buildings, as well as a countryside to explore in. This hadn't been done before, and we had progressed rather well.



However, after the Shadows and Shaders update was announced, we transferred our work to Slate, and have begun to expand beyond the small boundaries of the kitchen.



Is there a theme or a time period to this?

Yes, we are trying to keep a medieval/countryside theme to this. However, it does not mean we are permanently cutting out modern things; countrysides still exist in the present day. We do want to keep the amount of modern things down though.

Will you make this into an RP/DM/TDM/zombie campaign?

Possibly, but that isn't the main purpose of the project. It is suited to it, though, but is rather brick intensive for most players.





Helping is easy!
Just come by the server and we'll have something for you to do.

Approved Builders: (builds automatically accepted based on previous work)
Phantom Knight
Kinko
Fanta
I have not
JazZ
Nurgle
SirLancelot
Pear
Phflack
The Brighter Dark





All updated pictures will be put in the OP.
Also, now that there's a dedi, you should go visit the server yourself.






















Feel free to rate.



Credits:

Phantom Knight: 16558
Kinko: 5961
Fanta: 15412
I have not: 6138
Nurgle: 15728
Joxus: 3977
Pear: 14710
Phflack: 6887
The Brighter Dark: 31783

Wehrmacht: 8890 - Reminding me to do credits
JazZ: 5019 - Dedicated Server Keys revoked

204
Games / Wonderputt
« on: January 24, 2012, 10:22:40 PM »
Only found it in the last five minutes but holy stuff is it amazing

http://www.dampgnat.com/wonderputt

post score

205
Gallery / Baseplate DMs
« on: January 24, 2012, 07:29:29 PM »
After seeing this post I decided to host a server and give it a go. Currently the server has three finished DM's and two in progress.

Baseplate DM's are basically DMs built on one baseplate. So far all the DMs are made to fit on a 64x64 baseplate.


dm_mansion - by I have not, BLID 6138
2-4 Players

     



dm_green - by Conan, BLID 4928

 



dm_glasshouse - by Conan, BLID 4928

   



Work in progress







Rating is allowed. Suggestions will be taken.

206
Forum Games / Altum - ASCII Adventure [Back with a vengeance]
« on: January 18, 2012, 11:42:20 PM »

BEFORE reading and posting anything note that this is a semi-serious adventure. richarding around a bit is okay but don't go overboard or you will be ignored. Make decisions wisely, as it can mean life or death.

Commands
LOOK
MOVE
EXAMINE
GRAB
USE
INVENTORY
TALK
ATTACK
  MELEE
  THROW
  SHOOT

Important notes for users who like detail:
Stamina is required for all actions (when in combat/action sequences or areas)

Movement requires at least 10 stamina. Fast movement (when not using a vehicle) drains stamina, with running at 2 stamina per turn.

Health affects the maximum stamina your player has, determined by [player health/2] + 50. It also begins to reduce movement speed when at 30 health or lower.

Melee takes up stamina but results in relatively high damage depending on the weapon sharpness, weapon weight, and your stamina level.

Ranged does a consistent amount of damage at proportionally low stamina cost but lack of skill with the weapon as well as the class of weapon determines damage and accuracy. Accuracy, determined by gun barrel length and your stamina, also plays a role in weapon damage for firearms. Thrown items aren't affected by this; however whether or not they will hit is determined by accuracy.

Don't fight if you have low HP as that affects your max stamina and therefore how much damage you can do/how accurate you are.

For full specifications, see here



The knock on my door made me look up. Through the window, I saw a man dressed formally, as if a businessman, although I never met any that promised to meet me at my house. I put the final piece of my pistol back in it's place and slipped it in my pocket, along with a magazine. Paranoid as I am, I left the clip out. I answered the door.



"Good morning sir," said the man immediately. "I am a lawyer here to obtain a vital piece of evidence needed to defend my client, Mr...?"

What's your name?

207
Creativity / random vector stuff
« on: January 16, 2012, 06:04:29 PM »
NOW OFFICIALLY my topic for all the random stuff I make with Adobe Illustrator, hence the title














C-14B Impaler Variant



As a variant of the C-14 Impaler, this weapon boasts improved accuracy and bullet entry, at the cost of increased recoil and reduction of the rounds per second to 25, albeit improving the fire rate slightly. It is designed mainly as a heavy troop weapon, and the compartment under the main barrel can hold a modified mortar round.

Made entirely using Adobe Illustrator. The blue section in the rear part of the rifle should be the same color as the background (ie it's hollow).


C-14C Concussor



Although tagged as a variant of the C-14 Impaler, this weapon differs in significant ways from its predecessor. The weapon designers chose to focus more on the weapon accuracy and entry, giving it a built-in targeting adjustment holoscope as well as a liquid coolant system to allow for sustained fire. The rounds per second was cut to 15, and a dampener system installed in the back to compensate for the excessive recoil produced by the shells, which even the CMC armor could not withstand. The entry ability of the bullets, however, was increased to 9 inches of solid steel, making it a valuable weapon for heavily armored targets. Its basic design is quite decieving, causing some doubt in soldiers when it comes to usage.


Comments, suggestions, and criticism is welcome.

208
Gallery / Desert Town TDM/CP - by Rusty
« on: January 11, 2012, 06:24:03 PM »
BEFORE you look at these pictures please understand that I found this build in my downloads folder in my documents and found this. Apparantly it uses the old TDM mod, not slayer, and a person who came by my server said he saw it in v19. The aim of this topic is to find the original owner and restore him/her the save, if they lost it.












209
Gallery / ElecTRONica [Preview]
« on: January 04, 2012, 06:18:20 PM »


Rate. Note that its only 30% done.

210
Off Topic / Big-ass moth
« on: August 23, 2011, 10:02:32 PM »


Was on our doorstep. About the size of my hand (4-6 inches) and when we caught it in a jar it excreted this yellow fluid.

Dumped it across the street on a sidewalk, resumed just sitting there. It was on our doorstep for about 2 hrs. My mom wanted to kill it but I asked her what would we do with the body.


Discuss big bugs. Also if anyone knows what this bug (suspected a type of moth) is please post.

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