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Messages - Megaguy2

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31
It'd also break up having everyone rush for weapons and not stick together to form alibis. This is how most murderers get away with it, so if they decide to block everyone off they're worse for it. The use case is area denial and traps. I imagine if people slip they just go into the dead animation and slide forward uncontrollably, so if you put it in a doorway and people slide in, as a murderer is hiding around the corner to eliminate them, they get some time to commit the deed and do what they have to.

However as the water would eventually dry and because it's only active on the floor, you can just crouch jump over it if the ceiling is high enough. This limits its effectiveness. Perhaps if water coats a player it could also blind them for a little bit, as to make the floor actually slippery it'd have to have some soap in it too.

Also you really need to get a script that auto empties the server if an admin isn't active for a round (give em time to reconnect)because people absolutely do not play properly with no admins on. It is pretty incredible how people cannot be trusted not to play this like a death match if there isn't the threat of being banned.

32
It was pretty dope.

Can I suggest water buckets that can be emptied while holding and pressing jet instead of throwing them? This would empty out thewater they carry, creating slip hazards that can knock people out if they run (or walk, though running could be more servers) over the wet floor. This could be used by a murderer to both create a trap and effectively deny people from entering an area, as well as effectively clean bloodstains.

It'd also be cool if when you picked up a weapon a little info about the weapon appeared in a off centre centreprint, letting you know about if the weapon's capabilities.

33
This is really really cool. It all flows together what with its soundcues and design sensibility in a way that reminds me of Pload's prison escape, though that could just be the presence of buckets and the overall way the build looks.

34
Add-Ons / Re: Drop Down Search 1.1
« on: January 29, 2016, 10:29:29 AM »
This is the kind of usability blockland's serviceable ui has lacked since release. Nice work.

35
Game Modes / Re: The SuperKart Gamemode
« on: January 29, 2016, 07:04:21 AM »
The trees are actually fairly easy to avoid if you're a good pilot, and if you can't, it's always possible to fly over them and avoid the issue entirely.  It's just a matter of if you're able to fly through them, you can get up to much faster speeds and thus complete laps faster.
I would just prefer if you got some time beforehand to get used to the plane controls again given that it's the only plane map. Some simple turns and straightaways. That way when you have to deal with the trees it's a nice difficulty ramp up instead of being a constant course element the entire way through. It also makes the trees more unique, and more thought can be put into their placement if they are delegated to one specific area. This also serves to make the course itself more memorable and exciting; it feels like a journey that ramps up with its own obstacles at each section.



Also, while the superkarts actual speed is fine the lapped design of the courses is unfortunately a little boring. Each course seems to overstay it's welcome quite a bit. I'm not too sure what the cause of it is but something should be done to help with the overall flow of the races. The biggest offender of this was the (very impressive build wise) snow track. The courses just feel like they drag on a bit as there's not really much that's very challenging. Racing games (specifically the cartoony kart racing games this is trying to evoke) use powerups to help break up the flow of the track, but I'm not too sure that's a solution as those racing games also offer things to compliment those as a design element, which this gamemode lacks such as areas of courses that slow you down or speed you up.

As it is if you get into first place and know what you're doing then there's really not that much stopping you from winning, much like the original speedkart. This can be compared to Trackmania, but Trackmania is built around time trial based gameplay that demands perfection with quick resets to keep the game flowing, with no collisions on other players cars and simple point to point races.

Superkart seems to be deliberately aping a kart racer, but unfortunately doesn't bring much to the table besides the cool kart customisation, well built tracks (although built around a rather barebones design) and a original soundtrack. To be fair, that's already better than speedkart has ever been, so as a sequel to that, it's definitely an improvement.
Perhaps it is my own fault for thinking this would be anything else and getting my hopes up. It's worth considering how many of the negatives I listed can also be found in the speedkart gamemode, too. As it stands I would probably rather play superkart because as long as someone finishes the race then you progress as opposed to speedkart where people can just sit around until they run out of time, holding everyone up.

Edit: sorry if this doesn't read great. I just wanted to keep adding onto this post with stuff that reflects my time with the gamemode so it's kind of ramble.

36
Game Modes / Re: The SuperKart Gamemode
« on: January 29, 2016, 03:51:53 AM »
The jungle map isn't actually that hard it's just a bit jarring to go from karts that control pretty well to a plane that controls completely different. The real issue is the checkpoints screwing you over when you try to reset, but that's being worked on. There are some layout issues with areohead though and I would resolve that it's course gimmicks (flying through trees) begins a little too fast. Maybe the trees should be delegated just to the one section and not be right at the start as they're a little ruthless.

37
Creativity / Re: BROCKRAND COMICS: ARG - brown town RECTUM GAY
« on: January 22, 2016, 05:02:20 PM »


Made a comic about Deadfall07's (click) Speedkart videos. (click again)

original here

38
Game Modes / Re: The SuperKart Gamemode
« on: January 19, 2016, 06:28:11 PM »

Did you mean Brakes?  :cookieMonster:

39
Gallery / Re: [VIDEO] Blockland Speedkart VIII - Speedkart Anomaly
« on: December 08, 2015, 06:52:26 PM »
I'm biased but I loved this one.

40
Gallery / Re: Medeival build on top of the tutorial
« on: December 06, 2015, 09:45:08 PM »
I really love this.

41
Games / Re: Psychonauts 2 (!!!!)
« on: December 04, 2015, 12:15:58 PM »
Why the forget does he need 3.3 million dollars anyway? It's a platformer. Hell Yooka Laylee's asking price was only £175,000. I don't think most of the money is going to go to the game. Schafers probably going to keep it for himself.
https://www.youtube.com/watch?v=DI8sGrNhItQ
Yooka has a publisher. Games are expensive. Shenmue 3 was 2mill as its base goal and even then it has heavy backing from Sony anyway.

I hope this makes it. I love psychonauts...

42
Gallery / Re: anime
« on: November 23, 2015, 08:11:13 PM »

43
its under appreciated because it is a massive pain in the ass to do it
its not as easy as just putting something in a file and then releasing it
I didn't say it was easy! I just said it was a good way to put out content. I'm not disputing it being kind of annoying to do, it sucks, but it's a good method.

44
Yeah, this is a good tip. The slayer intergration to minigames is actually super easy and I'm surprised more people don't make use of it. The gamemode system is actually a really clever way to distribute content in bundles. It's a shame that the primary way provided to make use of putting stuff out there for people to use is so under appreciated.

Release your things! I've tooted this horn a million times! I don't care!

45
Gallery / Re: Map "The Lower Room" (Includes Save!)
« on: November 18, 2015, 02:11:54 PM »
I really like this! You should make more.

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