Poll

What do you think about adding power-ups such as invisibility, health restore, infinite energy, invincibility, and more? These power-ups will last from 15-40 seconds.

Great idea! It'll add more complexity(and fun) to playing.
Good idea. This will mostly make the server more fun.
I don't know. The fun and overpowering of players will cancel out.
Bad idea. Players will have an unfair advantage at times.
Horrible plan of crap. Players will be way too OP, on average.

Author Topic: Hammereditor's Platform Hyperwars [Build changes!]  (Read 7568 times)

Hammereditor's Platform Hyperwars

New bricks which 'catch' you if you fall off a platform!






Current weapons: (custom, 15/15 complete, not all shown)




In Platform Hyperwars, there are 3 teams: Xenon (red), Zorg (orange), and Argon (green). These teams fight each other by not only killing each other, but also capturing each team's base.
There is a generator in the center of the map, and the teams try to capture the generator's point. Once captured, the capturing team gets 50% more energy (needed to fire most weapons), until another team takes the generator.



Story:
It is the year 2519 on a distant planet known only as planet 051. For two centuries, three alien factions have been fighting to gain control of the planet. The Xenon, Zorg, and Argon nations have been competing for both land and power.
In 2508, a new energy source was invented by the Zorg. By fusing nitrogen and plutonium together, the Zorg were able to create cores of energy, which resemble bright blue cylinders. This new power source is extremely efficient, and not costly for its energy output. The blue cores have been used in weaponry, vehicles, and power plants.
By 2510, a Xenon spy successfully obtains blueprints of how the energy cores are manufactured. They then sell this secret to the Argon for q75,000,000,000,000 (75 trillion quadrons). Now all 3 nations have the energy of the blue core.
With this massive power source, the fighting got intense. A handheld photon rifle could now fire 600 photon beams a second instead of just 1.
All sides took losses so quickly that in 2518, they came to a solution to end the fighting. They would hold a year-long war game to see which side was the most powerful. The winner, after a year, would be the team with the most kills. The winning nation would rule all of planet 051.
The competition has been going on for 11 months. There is only 1 week left, and no faction is winning yet.
If you choose to play, the fate of the planet lies in your hands.

Progress on development:
The server is now finished.
  • Total: 100% (not including GUI)
  • Gamemode: 100%
  • Build: 100%
  • Weapons: 100%
  • GUI: 0% (Will not need to be completed to launch the server)

Admins
There will be no applying for the time being, but I'm sure more admins will be needed soon.

  • Pacnet2013
  • Faden10
  • Crythor
  • BlockoBlocko



Jobs:
A lot of people have spent their time to create the server.

  • Pacnet2013 (25% of building)
  • Redconer (12.5% of building)
  • BlockoBlocko (music finder/maker)

[/size]
GUI maker: 0/1 slots taken
Your job is to make a client-sided GUI for the server. I will give you the names of all of the server commands you need to know in order to make it. As for the level of detail, you are expected to make it in 2-3.5 weeks.
There is also another requirement for applying. You need recommendations (and proof of them) from 2 people on Blockland, saying that you are good at making GUIs and scripting in general. You must also give the recommenders' in-game names and BL_IDs. This is the best job out of all of them for getting super admin/admin.


Gameplay:
This is a complete guide on the aspects of the server.

Classes
There are 6 regular classes to choose from when you spawn. Their names and weapons are listed below:

Soldier: Photon assault rifle, plasma pistol, laser SMG
Heavy soldier: Photon machine gun, laser shotgun, laser SMG
Ion master: Ion cloud thrower, kamikaze pulser, laser SMG
Sniper: Gamma rifle, plasma pistol, laser SMG
Engineer: Laser sentry, sentry welder, laser SMG
Explodonator: Antimatter rocket launcher, Z4 explosive, laser SMG

The health, speed, and jump height of the classes are not listed here, but they do vary. You will have an opportunity to see those attributes before you use the class.
In addition, there are 4 "premium" classes which can be rented from the store. But we'll talk about renting later.

Übergineer: Photon sentry, sentry welder, Z4 explosive, laser SMG
Hyper soldier: Photon assault rifle, laser shotgun, kamikaze pulser, laser SMG
Super heavy: Photon MG, laser shotgun, plasma pistol, laser SMG
Zorg the Exterminator: Ion cloud thrower, gamma rifle, kamikaze pulser, laser SMG



You need to pick a class before entering the map. If you do not have a class, you will be respawned in 10 seconds.
The playertype itself and the set of weapons is given to you once you enter the map.

The store
The store is where you can rent classes and weapons for score points.
If you rent a class, you have to use it until your rental period has expired. For example, say you rent "Hyper soldier" for 10 minutes. Until those 10 minutes are up, you are forced to use it.
You can only rent 1 class at a time. You can only use it
As for weapons, you can rent as many as you want at the same time. You can use them with any class. They are given to you every time you enter the map.


You can rent items in the store for 10, 30, and 60 minutes. It adds onto what you already have. For example, if you have 17 minutes left on the gamma rifle, and choose a 10-minute rental, you will have 27 minutes left.
The usage depends on when you are on the server, not when the server is running. Let's say you rent the Übergineer class for 60 minutes today. You play for 40 minutes, then leave. Once you come back tomorrow, you have 20 minutes remaining.
There is an "inflation multiplier" in the gamemode. If players earn less or more points than my estimate, this multiplier will adjust the prices of everything so players don't use store classes/weapons too much or too little.


Energy
Most weapons in Platform Hyperwars require energy points to fire them. There are exceptions, like the laser SMG and turret sentries.
Each class has a unique amount of max energy. It also determines the recovery rate. Over time, your energy slowly recovers until it hits the max.


The generator
Remember the whole thing about blue energy cores in the story? There is a giant one in the middle of the map. The platform's theme is bright, light blue.
If your team captures the point, every player gets 50% more energy. This increases your max as well as the recovery rate.



Earning points
There are 4 ways to earn points:

  • Killing a player (75 points)
  • Damaging a player (1 point for every point of damage)
  • Capturing another team's base (50-500 points; depends on player count)
  • Capturing the generator (100-1000 points; depends on player count)

The system is designed so that you get, on average, twice as much points from damaging than killing.
Your score and other stats are always saved and loaded, so don't worry about having 0 points the next time you rejoin.
The reason the amount of points for capturing depends on the player count is because it is easier to cap with less players. The algorithm for calculating capture points for both teams and the generator is as follows:
Code: [Select]
function phw_calcCPCpts(%max)
{
    %pct = $server::playercount;
    %base = %max / 10;
    %pts = %base + (%pct * 20);
    if (%pts > %max)
    {
        %pts = %max;
    }
    return %pts;
}
For example, %max would be entered as "50" for team capture points. %base is the lowest amount you can get.


"Energy beams"
In Platform Hyperwars, almost all of the projectiles are 'laser beams', except in different colors. This is a list of them:
  • Laser: Red energy beam, low damage
  • Photon: Green energy beam, modest damage
  • Ion: Blue cloud particles, medium damage
  • Plasma: Light blue energy beam, high damage
  • Gamma: Violet energy beam, very high damage

« Last Edit: June 25, 2013, 08:06:10 AM by hammereditor² »

the weapons look interesting, though probably could be improved. i think they'll fit as they are now, though.

in terms of build: it looks way too cramped/thin and not futuristic at all. If you're going for an arena-style build, you can still make platforms larger and expand things instead of force people to fight on thin platforms. It would also allow for more build variety; right now it looks way too bland/repetitive, almost like you duplicated parts together (which you kinda did).

Where there are tubes there should be rectangles, maybe except for the tip of the barrel.

This looks interesting enough to help

Your in-game name: Redconer

Your BL_ID: 33688

The name of the job you want: Builder

Previous experience with that job: I've done this multiple times with a 24/7 host, Visolator AKA Advanced Bot. I had experienced building for at least a year now, but not only I build, but I also event as well. I help by building buildings, exteriors, interiors, props, and more.

Flatshade those models pls

So basically what is made of the build is adapted from that DM you did a few months ago?

Flatshade those models pls
They are flatshaded. You just can't see it in the dim light.
Where there are tubes there should be rectangles, maybe except for the tip of the barrel.
Well, I know that my MG pack in october was a complete failure for being way too round, but I don't like the idea of being square. Instead, I tried to use octagons. Like I said before, the models appear round because of the dim light, and I also have shaders at the "max" setting.

As for you, Redconer, I will update the topic...

in terms of build: it looks way too cramped/thin and not futuristic at all. If you're going for an arena-style build, you can still make platforms larger and expand things instead of force people to fight on thin platforms. It would also allow for more build variety; right now it looks way too bland/repetitive, almost like you duplicated parts together (which you kinda did).
Rebuilding the platforms to widen them would take too much effort and time. But I have another solution: reducing the player scales to 0.7 or something. That will make the platforms appear larger, although they are the same size.
Is that a good solution for making it less cramped?
« Last Edit: May 25, 2013, 09:45:48 AM by hammereditor² »

I think weapon models need a little more work

So basically what is made of the build is adapted from that DM you did a few months ago?
It's from Platform Wars, apparently.
I think that the weapons still look a little too round for comfort but they are still pretty good and fitting.

When are you gonna host

Rebuilding the platforms to widen them would take too much effort and time. But I have another solution: reducing the player scales to 0.7 or something. That will make the platforms appear larger, although they are the same size.
Is that a good solution for making it less cramped?
that's not really a solution. honestly if you want this really to succeed you're going to need to put in effort in building appropriate things rather than repurposing older builds.

the "platforms on pillars" design is 100% unfuturistic and really the current design altogether is extremely basic and bland. think about how combat would go. maybe in the first five minutes people start learning about the map and having fun using cover/ambushing people/whatever but after that its repetitive as hell. really the only difference i see between the platforms you have in the picture is color.

i honestly suggest you scrap your current design and go for an interior-only build, utilizing "thrusters" as visual support of platforms and a more open playing field. or make something completely new, which nobody has done yet: make a no-gravity combat room, with cubes/blocks as midair cover, and a custom weapon like grapple hook or a high-kickback weapon so players can move around the room.

You can "rent" classes and weapons, so it's not as boring as you think.
What do you mean by an "interior-only" build? I was also planning to add cover, such as barrels and futuristic crates.

Looks cool!

Your in-game name: BlockoBlocko
Your BL_ID: 34206
The name of the job you want: Music Finder/Maker
Previous experience with that job: http://forum.blockland.us/index.php?topic=217835.0

Tons of other music, but they are kept for myself.
« Last Edit: May 25, 2013, 09:22:09 PM by BlockoBlocko »

You can "rent" classes and weapons, so it's not as boring as you think.
What do you mean by an "interior-only" build? I was also planning to add cover, such as barrels and futuristic crates.
as in you can only see the interior of a build, say, a house.

as a result you don't have to carefully design the outside to make it look not-ugly, instead you can focus on just the inside.

and when i mean boring i don't mean by classes, i mean by map itself. Each map has a sort of "lifetime of novelty" which basically dictates how fun can a map be. things that make a map more fun is the ability to "run" or "do" different attack/defend strategies. with the current build you have there's only a limited amount of strategies you can do on the map, and as a result the map itself will get boring fast.

It's the same with the Quake-style DM by Electrk - after 15 minutes or so the DM gets pretty bland.

Looks cool!

Your in-game name: BlockoBlocko
Your BL_ID: 34206
The name of the job you want: Music Finder/Maker
Previous experience with that job: http://forum.blockland.us/index.php?topic=217835.0

Tons of other music, but they are kept for myself.
You're now in!
Your job is to give me 12 popular songs on Blockland, and give links to the .ogg files. I would like them PM'd to my forum account.