Author Topic: Where have all the dogfights gone?  (Read 1370 times)

I find it a shame that nowadays it's hard as hell to find a decent dogfight on Blockland.
There have been everything from the greatest and the most popular, to those just getting started,
But even before the Shadows/Shaders update, they seemed to be a slowly dying race.

I remember some of the better ones like Kinex's/Wizzard's, which wasn't exactly realistic or fancy, but was quite a bit of fun all the way to Stratofortress' which had an amazing set of vehicles for the time (and even for now), and a very fun style of gameplay.

There are countless more that have come and gone, and some are more memorable than others.
But my main question, is why?
Why are there no more dogfights in Blockland?

Has everyone just given up?
I've seen amazing builds with GSF Ghost's Terrain Bricks, so I know the build isn't the issue.
And now we have interactive vehicles, CrossPick, speedometers, cruise controls, HUDs, and all sorts of things for vehicular warfare.
There have been thousands of weapons made, for any style, realistic or cartoonish alike!

So why?

I've seen amazing builds with GSF Ghost's Terrain Bricks, so I know the build isn't the issue.
No, it's the builds
« Last Edit: October 27, 2012, 11:14:50 PM by Treynolds416 »

Its the time it takes to build a massive scale terrain map whereas before you could just load up a map in 2 seconds. Too much effort...

Space dogfight with two ships wouldn't need all that terrain, just some medium-size ships.

Its the time it takes to build a massive scale terrain map whereas before you could just load up a map in 2 seconds. Too much effort...
its too much of a pain to make a terrain map. mission editor terrain was much easier. now you have to place a bunch of support bricks all over just to make a steep cliff, and the only way for map boundaries is:

water
awkward sudden ending of the terrain
awkward huge cliffs

cant loop bricks

Mold and his friend had one, but then planned to do another which I helped on, which they later abandoned.

you know i'm really okay with this development. maybe we'll get smaller-scale TDMs that don't rely on the 'every location is 30 miles apart in order to break flow' schtick


The build would have to be:
>surrounded by either water or lava
>in space
>inside a map built with bricks (like bedroom or kitchen)
>a small ring where 2 dogs fight each other


all you people think that the dogfights need to be detailed down. it doesn't, make some spawns, and weapon bricks, vehicle spawns, defenses, and you're done, with the bases, then set down a very very wide open amount of terrain using the largest brick you know, if you have any bricks left over that doesn't cause a latency issue with most users, add some extroadinary terrain besides a plain.

Its the time it takes to build a massive scale terrain map whereas before you could just load up a map in 2 seconds. Too much effort...
Challenge accepted.

i'm just about to make a Space dogfight tdm, i've made one little ship so far...


I've been building a dogfight for a while. Capture points are (going to be) in a ruined tower in the center of the map, while the two teams spawn on oil rigs on either side of the tower. Because I don't want the travel time to be too long between the rigs and the tower, I've placed the the tower about halfway to the edge of the max render distance from each rig. (This is pretty close in a plane/helicopter) However, you can still see one rig from the other. How do I prevent players from attacking the rigs instead of the tower? Should I allow them to attack the other rig after the tower control point is captured?

Challenge accepted.
Terraaaaaiiinnn geeeennneeeeraaaattttiooonnnn n