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Topics - Pliny

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46
Gallery / KOTH_Roadvalley- For all your chokey needs
« on: November 07, 2010, 08:38:13 AM »
A TDM that took me way too long to finish. It is a King of the Hill in which two teams must fight to capture a single CP, located between two opposite sides of a highway, on which they have created bases. Both teams have access to a small range of equipment, including Sentries, which they are not allowed to upgrade. The CP cap time is 4 minutes.

Weapons:
Classic SMG
Classic Rifle
Toolkit- MG (Level 1 at all times)

Equpiment:  (optional)
Stick Grenade
Concussion Grenade
Medkit

Screenshots!


Blue Base.


Red Base


An interior shot from Blue Base. It is exactly the same in Red Base.


Each Sniper Tower leads onto a ledge where people can pile sentries and do stuff.


The view into the KOTH CP tunnel. More routes into it may be added later.


A general view of a base. Red looks exactly the same.


The overview. The gigantic flares are for the 'fake highways' behind each base.








Combat








Update 11.10.10: Flanking tunnels


It may not look like it, but this KOTH is surprisingly fun and chaotic. The choke point is a massive combat zone, with sentries piled everywhere, and bullets a-flying in their general direction. The Welder is disallowed because ALL of the players with L3 sentries would be a complete mad laghouse, which was bad enough when being hosted on a crappy Mac Mini. Expect Updates, as new routes and features are added to the TDM.

Problems/Complaints
Lack of needed strategy
Weapons (sport rifles)
Too many turrets
Map size
Lack of flanking routes
The choke point (the only one on the map) is very chokey.


47
Creativity / Blockhead Doodle
« on: October 22, 2010, 06:49:48 PM »
A doodle I did in class while bored. Note that I'm a horrible artist, and that this was originally tiny.

                                 

48
Help / Squideey's Negative Lights?
« on: October 03, 2010, 06:46:32 AM »
I once saw in the RTB holding tank a pack of lights labeled something like "Multiple Dark Lights". Does anyone have a link, or some other functioning negative light that isn't ZSNO's?

49
Gallery / Truck (Second Vehicle)
« on: July 11, 2010, 10:30:58 AM »
My second vehicle build.













My first.

Criticism welcomed.

50
Suggestions & Requests / Above: Dark
« on: May 13, 2010, 03:26:49 PM »
Since Squideey's Above is a pretty useful map and all, I thought it would be a good idea to have a Dark version for night-like floaty builds or such. It could easily be used for stuff like mines, dark floating islands, and spaceship builds without the suns. Clever people could make the effect of there being stars outside the ship using transparent color and faraway lights.

51
Gallery / Pickup Truck
« on: May 01, 2010, 10:43:32 AM »
My first attempt at a vehicle. It also features a rather ugly rear.









Criticism welcomed.

52
Suggestions & Requests / Heavy-Duty Light Weapon
« on: March 31, 2010, 08:09:36 AM »
Note that "Torch" can be used to refer to a flashlight.

After fiddling with Pole Bricks to make a sort of torch prop, I came across an idea: Why not have a sort of heavy-duty flashlight weapon? This sort of item would emit its own light, but be capable of use as a weapon. For those who would not want to put it away, there could be an event trigger for it, such as "onTorchHit". It could also have RTB preferences to see whether or not it can be used as a weapon (if not it's held and used like a normal light), whether or not the light can be toggled with the light key as an item, or whether or not it can be used as a damaging weapon.



The brick model of the "torch" I was fiddling with.

Suggestions or criticism welcome.

53
Suggestions & Requests / Muffinmix's old emitters?
« on: February 26, 2010, 07:51:41 PM »
Does anyone have a link to all of Muffinmix's old emitters? They may be useful for a build I'm working on.

54
Suggestions & Requests / Fence/Mesh emitters
« on: February 26, 2010, 01:22:30 PM »
I've found that brick fences or fences made up of fence bricks can be time consuming and sometimes spammy if not done right. Emitters could be used instead. The emitters would appear to be mesh, barbed wire, or chain links. These could be used for fences, cover, hazards, etc.

A problem could arise form emitters turning to face the player.

55
Suggestions & Requests / Better Item Positioning
« on: February 03, 2010, 06:33:28 PM »
If possible, this would be a modification that allows players to change how an item spawns, and would let them appear as if it were on it's side, upside-down, etc, on a brick.

Items in Blockland point upwards when spawned from bricks or from events. This mod would allow them to look better in areas such as  on tables, lying on the ground, or somehow stuck to ceilings. Normally, items would only look like they were on their side if programmed to look as such when spawned. This mod would allow this to be selectable for items.

Potential problems could arise from items that are wide or have parts that can protrude very easily (ex. Rocket Launcher). This could be bypassed by crating a pile of bricks that support the item from the otherwise unsupported side. Anther problem would be that it isn't possible in the game's engine, or would be too buggy.

Edit: Item angles could also be set, potentially eliminating some of the above problems.
        Suggested by Yuki.

Your thoughts/ideas?


56
Help / v6 Variables not functioning?
« on: November 14, 2009, 03:08:57 PM »
This is a rather annoying problem I'm having with Variable events. Any score variable will always function anyways, even if the player does not have the required score.

[onActivate] -> [Client] -> [<var:client:score>] -> >= [] [20]

If I want the player to activate something with 20 points or more, it will activate "onVariabletrue" at all times even if the player doesn't have 20 points, or if the value is set to something that isn't a number. I'm probably doing something wrong (probably >=), but I would still like an explanation. Thanks.

57
Suggestions & Requests / Multiple Prompts
« on: November 14, 2009, 10:27:36 AM »
This is a suggestion for multiple prompts to be used. In this suggestion, a single prompt would be listed as "prompt1", and the input for acceptance/denial would be an event such as "prompt1accept/prompt1decline". This could be used for multiple options and prompt windows. This could be useful for challenges (quizzes?), TDMs, DMs, and areas where multiple prompts could be used.

Any ideas, opinions, or useful facts added are appreciated.

58
Help / Closing/Editing a Dedicated Server?
« on: October 29, 2009, 04:29:32 PM »
This was a question of mine ever since I learned about dedicated servers. How do you close one? While I haven't opened one myself, I'm still asking for future reasons. Also, is there a way to edit the Add-Ons currently enabled on a Dedicated Server? I've tried search, nothing worked. Thanks.

59
Help / Missing Default Decals/Faces?
« on: October 20, 2009, 06:02:58 AM »
Does anyone have some copies of the default decals? My copy of Blockland appears to be missing some.
If anyone has a link to all the current default decals and faces, it would be appreciated.

Thanks.

60
Suggestions & Requests / Link to Bushido's Flamethrower?
« on: October 15, 2009, 06:01:28 AM »
Does anyone have a link to Bushido's old flamethrower? The old one's broken.  If so, could you PM me one or post it here?

 Thanks.

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