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Messages - rkynick

Pages: 1 ... 182 183 184 185 186 [187] 188 189 190 191 192 ... 411
2791
Suggestions & Requests / Re: moving bricks
« on: June 08, 2009, 03:35:28 PM »
This is 100% possible, and we have had private moving brick mods throughout all versions of blockland.

I have an event driven mod that works very effectively, using the method that Dy mar describes.

2792
Games / Re: Battle Forge F2P
« on: June 08, 2009, 03:00:14 AM »
Sweet. More free stuff.

I'm left to wonder how exactly they are going to make money off this now, though.
Or do you still have to pay for, say, booster packs? Or what?

2793
Modification Help / Re: Rky's Wild West Shootout!
« on: June 08, 2009, 02:52:00 AM »
I'm glad to announce that a new build is finished, Boom Town!

Boom Town is a capture the flag map that takes place in a mining boom town. The Bandits have two choices: 1) kill all of the vigs or 2) capture the flag(represents stealing the town's riches)

You still only have one life, so use it wisely. The vigs start up in the hills above the mines, whereas the bandits start up in the hills above the city. I will update the main post with images tomorrow.

Also I should note that I had to edit the Gamemode CTF scripts to do so, so if I release this(something I plan to do, or at least I plan to release the weapons), I'll need to sort that out.

2794
Modification Help / Re: Rky's Wild West Shootout!
« on: June 07, 2009, 08:31:16 PM »
Need something with a railroad eventually.
Definitely.

2795
Modification Help / Re: Rky's Wild West Shootout!
« on: June 07, 2009, 07:33:54 PM »
Played it, really fun. More builds please :D
Will do. Plan for the next one is a battle in a boom town. It will likely involve robbing a bank.

Capture the flag, where only bandits can pick up the flag, maybe? Well, whatever, I have some ideas ready.

2796
Modification Help / Rky's Wild West Shootout!
« on: June 07, 2009, 07:21:59 PM »

I've been hosting a Wild-West themed TDM recently, here's the details on what I've done.


Rky's Wild West Shootout!

YEE HAW; The rules of battle
There are two teams, bandits and vigilantes. The TDM is played with 1 life only, so you have to be careful. Bandits (generally, not always) win by capturing an objective or by killing everyone, whereas vigs must kill all the bandits(they have no objective besides killing)
As such, the vigilantes are usually on defense. I plan to have some builds break this standard though.
The result is fast-paced, risky combat. Carefully planned attacks have great results, and carefully planned defenses combat those results.

Pillagin' time!; The locales
Currently I have only made one build for this gamemode, that is mining skirmish.

Mining Skirmish
The bandits fight to capture a mine outside of town, the vigilantes have to stop them from capturing the point.
Features many destructible objects and plays well.

Bandit strategy: Hide in the caves and other areas, slowly flank and destroy the vigilantes one at a time.
Vigilante strategy: separate into 2 or 3 large groups, one defending the point, and the others flushing out the bandits.





Fastest shooter in the whole wide west!; The weapons
Two weapons are completed so far:
Western Shotgun
Blast away your foes!
Damage: medium-high
Reload: moderate-slow
Recoil: Heavy
Accuracy: Very accurate(when standing still only)
Purpose: Your standard weapon. Use this as often as possible as it will deal the most damage.

Western Revolver
Pick 'em off one at a time!
Damage: low
Reload: moderate
Ammo: 6 bullets
Reload type: all 6 bullets at once
Recoil: Light
Accuracy: Very accurate(when standing still, eventually heats up and becomes less accurate)
Purpose:When they're too far away for your shootgun.

Sandvich
Heal up, pardner!
Heals: 100 hp
Health type: temporary(about a 10 second "bliss" period, then it wears off 2 HP per second
Uses: 1
Purpose: Fight a little longer
Note: this is not my item, nor is the model, I added my own script onto it though. All credits to the original creators.




Server is up now. More updates a'coming.


2797
Gallery / Re: My App for TGB - WIP
« on: June 07, 2009, 02:46:36 PM »
Tree looks out of place, but I like how it reminds me of RTS games I've played.

2798
Drama / Re: Inb4SlickSilver.
« on: June 07, 2009, 02:44:36 PM »
Hah, I actually did laugh at that, But why so expensive. I say this is overpriced no one will buy. For such a drama topic.
Well our return customer plan enables you to save up to 75% on your next drama topic with each ticket purchase.

Or, alternatively, we can give you a back row seat for $14.95

2799
Suggestions & Requests / Re: Blocko Bar
« on: June 07, 2009, 02:39:46 PM »
What the crap...
...

He wants bloko ice cream.

2800
Games / Re: Pirates, Vikings and Knights II - A free mod for HL2.
« on: June 07, 2009, 02:20:04 PM »
last time I got on all the servers were surf map only, which defeated the point of playing the mod.

2801
Drama / Re: How high is a high ID?
« on: June 07, 2009, 01:49:05 PM »
<-6622

I think mine is high but, could be far worse.

How high does an ID have to be to earn an instant ban on your servers? Or do you allow any ID so long as they don't act like an asshat?
I allow any ID as long as they don't act like an asshat.

2802
Off Topic / Re: Happy burfday snot :D
« on: June 07, 2009, 01:36:07 PM »
Snot! :D

2803
Suggestions & Requests / Wrench option: portal
« on: June 07, 2009, 04:17:43 AM »
(Posters note: I believe the correct term is portal but I haven't dealt with this stuff in a while so I could be off)

I'd like a checkbox added to the wrench GUI for bricks, called "Portal"

When this is checked, nothing past this brick on the player's screen is rendered. (I.e. what's used in interiors and such to heighten FPS)

Also for cool effects.

2804
Gallery / Re: My valley deatchmatch
« on: June 06, 2009, 07:42:22 PM »
Increbiblely Simple, which is some times needed in death matches, however. Little tips to help.

One, this is no man's land, front of battle. Yea sure, I can imgaine cows grazing here. Put up smokeing craters and hide grass in corners where not much battle happens.

Two, more props, in battle there are thousands of little things, burnt trees, bunkers, caves, trenches etc... this adding of props can help with the 'warfield' look.

Three, though extremely practical, the maps does not hold enough detail. Excample those ramps just don't work.

Four, Houses, duplicated and undamaged.

Five, spice up your build with emitters and lights. (Maybe Events unsure)

Other wise I like where your going, (Not where your at) with deathmatch builds. Maybe next time make a capture the flag, or siege TDM.

Enjoy yourself building.
These can't salvage a flawed build. You need a better battlefield before you add better detail.

2805
Gallery / Re: My valley deatchmatch
« on: June 06, 2009, 07:13:54 PM »
Eh.

Cylinder spam and some mediocre terrain work.
Its not a completely flat, tree spam 64x64 plate "DM" though, so I'll give you that.

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