• Ace of Spades - Minecraft with less mining and crafting, but more guns
    4,999 replies, posted
Whenever I connect theres a huge black chunk of the map missing. :(
[QUOTE=sami-elite;29224190]frups[/QUOTE]I'm assuming that's not a misspelling, and is a separate program from fraps? If so, do you have a link to it?
Can't connect to Venn's server, :C
[QUOTE=Sgt Doom;29224661]I'm assuming that's not a misspelling, and is a separate program from fraps? If so, do you have a link to it?[/QUOTE] I think he means fraps.
[QUOTE=Jax Strife;29224694]Can't connect to Venn's server, :C[/QUOTE] Me neither. Balls. :frown:
Can't even connect to my own server. [B]Edit:[/B] Yet, it allows me to connect to servers from Europe. [B] Edit:[/B] Nevermind.
[QUOTE=MadPro119;29224696]I think he means fraps.[/QUOTE]Meh :/ There was this one good program, that took screenshots and even had an option to automatically upload them to a site, but I cannot remember it's name at all :c
[QUOTE=Sgt Doom;29224527]The fog gives it away easier than it should. A good idea would be to not make it too deep, and to cover the entrance to the bunker with a U-turn, so there's a wall between the rest of the tunnel and the bunker.[/QUOTE] The way I design my pillboxes is so that there's a two block wide area of movement with available level cover; that way I can shoot at anybody at the same level or above me (because idiots running on the peaks of hills are easy targets with little to no cover and typically EVERYBODY runs along the peaks). That way anybody who IS level has a hard time making out what's what; it looks too scattered to really tell plus they typically ignore it because it isn't an immediately threatening landmark (as opposed to the huge tower in the distance with a massive flag saying ATTACK ME IMMEDIATELY) The two-block long wall leads in to a two-block wide hall. At the end of the hall is a 3x3 block array with a hole at the ground level; behind that hole is a stepped-down position and then the hall curves. That way if anybody DOES make it in to the bunker and they walk in to the hallway, they've got a hard way to get back out and the gunman will be way below where they are aiming; they'll go crosseyed before they know what's up. And of course after that I have a fallback position if that one fails which works the same way. Oh, there's also a spot that goes out a little bit further past the pillbox gun array setup that lets me shoot down at targets. It's easy to get in to but it circles around and if anybody breaks in to it they're perfectly exposed from equal opportunity fire. A lot of effort for such a little area but the results of having it, even with one person operating it, is absolutely devastating for the opposing team.
everyone connects to profans server crashes within 10 seconds
Sorry for suddenly stopping my server, it auto restarts perfectly now!
[QUOTE=Profanwolf;29224793]Sorry for suddenly stopping my server, it auto restarts perfectly now![/QUOTE] Can I get a link? :unsmith:
[QUOTE=Hypershadsy;29224232]The new logo reminds me of Metal Slug.[/QUOTE] I used the Metal Slug logo text as a reference when making it. Don't worry though none of it's a cut'n'paste job, it's all hand made in photoshop. Oh, and if anyone wonders, I go by the name 'Saxon' ingame.
[QUOTE=U-Lander;29224814]Can I get a link? :unsmith:[/QUOTE] [url]aos://1266053845[/url]
The camera movement is trippy.
I managed to connect to Profan's as well, but then something happened and I d/c'd. I've fixed my name now though. I am Duce no longer.
[QUOTE=69105;29224386][img_thumb]http://i.imgur.com/4SYK2.jpg[/img_thumb] [img_thumb]http://i.imgur.com/s4Pnn.jpg[/img_thumb] the trick is to cover immediate wall sections and ceilings with the mountain/grass flora as stated before. makes spotting bunker positions REALLY hard unless the opfor just kind of stumbles upon it. obviously you get noticed right away if they find you firing at them but it provides enough cover where if they DO manage to get inside, you can have forward positions to waste them as they pop inside. I'll get further in to detail on this in another picture series. [editline]16th April 2011[/editline] also the whole "place green block/place blue block to make it look like a soldier" concept is just about pointless. everybody can see the diversion.[/QUOTE] I always try to keep steps away from where you want to shoot. I hate getting stuck while you're trying to shoot someone. So imo it should always be 2 deep. Also for cover. [editline]16th April 2011[/editline] [QUOTE=Sgt Doom;29224661]I'm assuming that's not a misspelling, and is a separate program from fraps? If so, do you have a link to it?[/QUOTE] Sorry no, i meant Fraps. The shitty video thing that's better used just for taking screenshots.
fuck I hate it when you get kicked for CHECK LATEST EDITION bullshit [editline]17th April 2011[/editline] fucking happens every 20 fucking minutes
[QUOTE=Sgt Doom;29224778]Meh :/ There was this one good program, that took screenshots and even had an option to automatically upload them to a site, but I cannot remember it's name at all :c[/QUOTE] [url]http://code.google.com/p/zscreen/[/url]
[QUOTE=Hypershadsy;29225447][url]http://code.google.com/p/zscreen/[/url][/QUOTE]That's the bastard! Thanks <3 The one i've found is suitable, but I prefer Zscreen. [editline]17th April 2011[/editline] So, the first part of my series on camouflage and deception; my little quick guide on sniper holes. [b]Reminder:[/b] You are a day-glo blue/green soldier. You are always the most visible thing on the battlefield. Expose as little of you for the shortest amount of time possible. The best defence against being seen is not being somewhere interesting looking, so the enemy doesn't look in your direction. Failing that, build near something [i]really[/i] interesting, so they focus there instead. I [i]think[/i] blues might be harder to see due to the fog, but I cannot confirm that at this time. First off, try and spot my hole. [media]http://filesmelt.com/dl/Screen003.png [url]http://filesmelt.com/dl/Screen004.png[/url] [url]http://filesmelt.com/dl/Screen005.png[/url][/media] How about now? [media]http://filesmelt.com/dl/Screen006.png[/media] The top layer of the hill is completely artificial, but natural looking, no? If you're building close to water level and you haven't enough vertical room in your desired location, this might be necessary. The actual hole is 3 blocks deep, 2 blocks long, 1 block wide. There's a u-turn so as to cover the tunnel entrance, preventing fog from giving away your location. What follows are pictures from inside (i'm crouched in some of the pictures because I forgot to change the hotkey for taking screenshots) [media] [url]http://filesmelt.com/dl/Screen008.png[/url] [url]http://filesmelt.com/dl/Screen009.png[/url] [url]http://filesmelt.com/dl/Screen010.png[/url] [url]http://filesmelt.com/dl/Screen011.png[/url] [url]http://filesmelt.com/dl/Screen012.png[/url] [url]http://filesmelt.com/dl/Screen017.png[/url][/media] You may notice I got lazy, and didn't change the colour of the walls at the back of the tunnel. I'd recommend doing that, so nobody happens upon the entrance. If not, at least do not skimp on the floor AT ALL; it's critical to not being seen via minimap. [b]Important notes:[/b] [list][*]Match the terrain colour as close as possible. Blocks underneath other blocks (e.g. inside tunnels) are darker, so to compensate you may need to use a lighter hue. Use arrow keys to change block colour, or sample a lighter piece of terrain. [*]Keep it natural looking, in hue and shape. This makes it more difficult to see in person, and impossible to see on the minimap. The second point makes it far more difficult for enemies to tell their teammates where the hole is. [*]Do not stand right next to the window; parts of you will stick out from it. Mine is 2 blocks long for that reason. [*]Don't expose yourself for too long, but conversely do not jump up and down rapidly. Both draw unwanted attention. [*]Do a better job of camouflaging the tunnel entrance than I did. Being shot in the back of the head is just as bad as being shot in the face. [*]Consider making many holes, and connecting them via tunnels. Allows you to change position if the enemy is getting suspicious, or allows many teammates to deliver a deadly volley of fire on invaders. [*]For holes higher up, you may have difficulty seeing enemies in about a 30 degree angle below you. You might need to make the front floor higher, or remove one of the front wall blocks. Keep in mind either makes you much more exposed. [/list] [QUOTE=sami-elite;29225221]Sorry no, i meant Fraps. The shitty video thing that's better used just for taking screenshots.[/QUOTE]It's alright, I found another program. [editline]17th April 2011[/editline] I apologise for the half-arsed nature of the guide. I'll do a better one at some point later on. [editline]17th April 2011[/editline] [QUOTE=69105;29224779]The way I design my pillboxes is so that there's a two block wide area of movement with available level cover; that way I can shoot at anybody at the same level or above me (because idiots running on the peaks of hills are easy targets with little to no cover and typically EVERYBODY runs along the peaks). That way anybody who IS level has a hard time making out what's what; it looks too scattered to really tell plus they typically ignore it because it isn't an immediately threatening landmark (as opposed to the huge tower in the distance with a massive flag saying ATTACK ME IMMEDIATELY) The two-block long wall leads in to a two-block wide hall. At the end of the hall is a 3x3 block array with a hole at the ground level; behind that hole is a stepped-down position and then the hall curves. That way if anybody DOES make it in to the bunker and they walk in to the hallway, they've got a hard way to get back out and the gunman will be way below where they are aiming; they'll go crosseyed before they know what's up. And of course after that I have a fallback position if that one fails which works the same way. Oh, there's also a spot that goes out a little bit further past the pillbox gun array setup that lets me shoot down at targets. It's easy to get in to but it circles around and if anybody breaks in to it they're perfectly exposed from equal opportunity fire. A lot of effort for such a little area but the results of having it, even with one person operating it, is absolutely devastating for the opposing team.[/QUOTE] EDIT: My bad, misread; I thought the one on the right was yours :doh:
I think the best way to do "upgrades" for the game is to have it be semi-permanent, based on the only quantifiable "contribution to team" rate, kills. As in, during a round of play, if I get 5 kills, then every time I spawn afterwards I am rewarded a package of C4 in my loadout (you could also have the person be forced to go to the tent to receive his reward every time he spawns, although that may be a bit much). If I get 10 kills, I receive both C4 and, let's say, a ladder, or a different gun (although I don't know how that would work), or anything when I spawn. This rewards continuous play without putting a lot of stress on the creator to make the game keep track of hard-to-quantify variables (he only has to keep track of kills, which the game already does), and doesn't put a lot of stress on the server to keep those extra variables logged. Since kills are mainly gained by a player through his input of time (in Ace of Spades, at least), it does not create a giant gap where only the most skilled players get the best rewards (such as Call of Duty). A new player can simply play normally for a while, and get new toys to play with at a continuous and satisfactory rate. It would be semi-permanent in that the upgrades work like Enemy Territory, where the rewards only last until the end of the round, or when the player disconnects. As said above, this rewards continuous play on the same server, as no player wants to re-earn his favorite reward. I think the high end rewards could be things like the one-time ability to place a new medical tent, which would be different from the original in that it does not accept flags, but is similar in all other respects. Things like a medipack (whether AoE heal or otherwise), binoculars, artillery, recon planes (over parts of the map, as a form of mini-intel), and bipod deploy-only machine guns would also be in the lineup, high end or not. Later on, classes could (emphasis on could) be made available, if a strictly minimalist approach was taken to them, because you have to reinforce the feeling of balance, and not just the possibility of balance. That's my take on what could be done for the game as far as the player equipment and interactivity goes.
Nevermind!
Blue Team has become Master Race on Profans server. Trapped the Greens on their little island.
[QUOTE=BadderSanta;29226862]Blue Team has become Master Race on Profans server. Trapped the Greens on their little island.[/QUOTE] oh fuck its you
[QUOTE=venom;29226878]oh fuck its you[/QUOTE] Sup bro.
nuthin got bored so im playing JA2 now gl with your master racing and shit, you're still like four captures behind when i left
[img]http://img809.imageshack.us/img809/7178/mydreams.png[/img] Fucking cunts, switched from blue to green to destroy the fort I was making. FP server.
lol typical blue
[QUOTE=Caragolpe;29227072][img_thumb]http://img809.imageshack.us/img809/7178/mydreams.png[/img_thumb] Fucking cunts, switched from blue to green to destroy the fort I was making. FP server.[/QUOTE] Were those the griefers?
Fucking voxel, my eyes are bleeding
I feel like playing on a server with a semi small team using actual tactics and such, Preferably with some sort of voice chat for maximum tactical shit.
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