Author Topic: Sniff's Aircraft Carrier - SNEAK PEAK  (Read 13901 times)

i know i just felt a serge of importance for a minute

I just successfully duplicated the 17500 brick ship, rotated it 180 degrees a few 100 bricks to the side. Can anyone say epic modern warfare ship and air battles? :cookieMonster:

Surprisingly I didn't even notice an fps drop, this is awesome news. If I can wrap up the interiors (as I keep saying I will) and smooth over the entire design at maybe 25k bricks per ship, this will be a god damn fun team deathmatch. Can you imagine it? This is like Battlefield Blockland. :D

« Last Edit: January 28, 2008, 11:18:43 PM by Sniff »

sweet sniff!

btw how exactly do you get the turrets to work with wrench events...like what order of triggers/wait for etc?

My standard turrets work something like this:

Trigger Brick
Group Name - RG1Trig        (RG stood for right guns)
Triggered - RG1

Gun bricks
Group Name - RG1            (Used this name for anything going to be effected by above switch)
Wait For - Triggered
Shoot - Rocket Launcher   (north, 90deg, 1 shot per second)


That's the very basics of it. They also have another rocket on the gun under the same turret group name, that fires down, this makes the cannon "boom" and emit the rocket explosion entity. Problem with this is that with brick damage on, it will blow up the turret.

Also this event order means that anyone can spam click the trigger and every second the gun would shoot a rocket. You can hinder this by adding in wait events throughout the flow list.

Put a bunch of the small boats between them :D

Looks potentially loveual.

Epic modern warfare ship and air battles.

Notice how the cannons actually fire.

This is going to rock my socks off.

The ships rear end has been smashed up now so I could build an open boat pen. The whole interior is being worked on more now and is looking rather promising. This means there is now two main entrances for strategic play.

Here is a siege idea I'm playing with, and should have operational within a few days as long as my building spree keeps up...

Terrorists or Spec Op Attackers have to raid the carrier and hold the Bridge.
Navy Crew or SEAL Defenders spawn on the carrier in the crew cabins and armory and have to prevent this.

The terrorists/spec ops team can either enter via the hangar lift using an inflatable emergency slide or via the rear boat pen. The boat pen is harder to defend as the once inside the ship there is a lot of space to hide, and several doors to run through to gain access to the rest of the ship. The downside to this, is that it's further away than the hangar door, so attackers may opt not to use it as much. On the other side, we have the hangar lift. It is nearer than the boat pen, but there is only the inflatable slide to climb, a thin suspended walkway and a very open hangar. Easy to get to, but easy to get killed before you even make it inside the ship.

Once at the ship, due to the size, there is plenty of options for assault. The attackers can either risk taking the suspended walkway which leads directly to the deck or enter the hangar. The problems that could arrise taking the walkway route, is that the walkway itself is only 3 blocks wide, so no room to strafe, and it's one long straight. The enemy would need only place one guard at the end of the walkway to funnel machine gun fire down the path to kill anyone coming. Alternatively, the defenders could position one man on the turret controls. The walkway reaches the deck directly between guns three and four, if the defender spots an attacker in between the guns, he needs only fire the guns. If the blast doesnt kill the attacker, the shockwave would send them flying back into the ocean. The benefits to this route is that as it leads straight to the deck, you only have to enter the control tower and climb a few floors to reach the goal.

Alternatively, if the attackers took the Hangar or Boat Pen route, they would enter the ship interior. There are several type of rooms inside, and plenty of staircases. If you opt for the hangar, and open spaces such as large corridors, you're more likely to make it to the bridge quicker, but you'd be more exposed. If you opt for the cramped corridors or small rooms, you're less likely to be seen, but the journey would take longer, and it's easier for the defenders to hide.

Using either route, once at the control tower, the attackers would have to climb the various stairs to get to the very top. There will be a lot of places to hide, and the defenders spawn well below the bridge, so it would be wise to keep a defender or two here. If the attackers make it to the bridge there is a purple panel (siege marker) on the floor behind one of the control panels. They need to hold their ground there for a short amount of time to win.

Once won or lost, the teams switch sides to play alternate roles.

Sorry for that mass of reading, but if you're as excited as I am, you probably didn't mind. :)

The only problem with all this, is that the build itself will require a pretty competant system to run it smoothly. There is 20k bricks as it is, and with all the rooms finished it's likely to rise to 25 to 30 thousand. I'd also be looking for a faster host, because my 2mb tends to make people moan.

Here Is a quick diagram of the walkway route, and the various chokepoints that could cause problems for either side.

« Last Edit: January 29, 2008, 07:44:56 PM by Sniff »

Sniff, if this attempt at an amazing mini-game is successful, you'll probably be one of the more famous people in the Blockland community's history.

Good luck!

Yay! I'm hoping to walk and fly planes off it! (I've always wanted someone to build it cause I can't XD)

This thing just keeps getting better and better, cant wait for it!
« Last Edit: January 29, 2008, 08:19:05 PM by Destroyer »

Another note to add to strategy is that I'm adding air vents you can crawl through. ftw! :D

8/10 it could use some more symbols on the side and the interior needs work but other than that keep trying!

There's no point rating an unfinished product, especially when I didn't ask for a rating.

On a brighter note, here is a pic of one of the air duct entrances which has collisions off so you can crawl through. There will be several of these throughout the ship, just to make gameplay more interesting and the explorability of the ship higher. :)

« Last Edit: January 29, 2008, 09:58:50 PM by Sniff »

Rex

Dear Lord, this is far better than my MotE application. You should get in solely based on that.