• Ace of Spades - Minecraft with less mining and crafting, but more guns
    4,999 replies, posted
[QUOTE=Noodle Ninja;29209007]I'ma try setting up a server. [editline]16th April 2011[/editline] It's up. Named FACEPUNCH HERE WE GOOOOO[/QUOTE] Where is it hosted?
[QUOTE=Tark;29209060]Where is it hosted?[/QUOTE] Asia. Realized, most of you guys are in America. Damn it. The current FP server is full. I wanna play with fellow FPers :C
Before I go to bed, I'll restart my server and make it 32-player.
[IMG]http://filesmelt.com/dl/4213.PNG[/IMG] [img]http://filesmelt.com/dl/untitled217.PNG[/img] ...Ok i did not just spend 5:30 AM to 6:20 AM doing that.... :/ going to bed now :(
Okay guys restarting it now under the name of "Facepunch US East by venn177" [editline]16th April 2011[/editline] [url=aos://829663405]Alternatively, join through here.[/url].
[img]http://s3.amazonaws.com/data.tumblr.com/tumblr_ljlt1krnPo1qilwtso1_1280.png?AWSAccessKeyId=AKIAJ6IHWSU3BX3X7X3Q&Expires=1303017586&Signature=WeuGPjM4yE9Gylvdz5eckIGB8gY%3D[/img]
[QUOTE=venn177;29209308]Okay guys restarting it now under the name of "Facepunch US East by venn177" [editline]16th April 2011[/editline] [url=aos://829663405]Alternatively, join through here.[/url].[/QUOTE] Fuuuuuuuuck. It's full.
[QUOTE=Valdor;29209332][img_thumb]http://s3.amazonaws.com/data.tumblr.com/tumblr_ljlt1krnPo1qilwtso1_1280.png?AWSAccessKeyId=AKIAJ6IHWSU3BX3X7X3Q&Expires=1303017586&Signature=WeuGPjM4yE9Gylvdz5eckIGB8gY%3D[/img_thumb][/QUOTE] more like green says HEY LET'S CROSS THE RAVINE AND DIG STRAIGHT TO ENEMY BASE meanwhile blue hijacks the route tunnels and creates a huge fucking array of pillboxes and trenches all along the ravine walls to fortify forward positions
[QUOTE=Noodle Ninja;29209350]Fuuuuuuuuck. It's full.[/QUOTE] God damnit. I would really enjoy this game if I could, you know, play it.
[QUOTE=69105;29209358]more like green says HEY LET'S CROSS THE RAVINE AND DIG STRAIGHT TO ENEMY BASE meanwhile blue hijacks the route tunnels and creates a huge fucking array of pillboxes and trenches all along the ravine walls to fortify forward positions[/QUOTE] Damn right. Blue4lyfe.
Why must this game be so fun yet extremely hard to get into?
Guys, I need some confirmation of this: I was told it is possible to change the model of the tent to whatever I want, unlike other things which I can only recolor else the game starts flipping out. Is this true?
I believe you can. Some guy made a hollow tent.
[QUOTE=Noodle Ninja;29209745]I believe you can. Some guy made a hollow tent.[/QUOTE] Good.
Gigantic fucking wall of text inbound. [quote]Ok, I get bored in my classes and during this week I spent some time brainstorming about the gameplay mechanics of stuff that could be implemented. ---------------- If there are going to be new weapons, some kind of class-based system will have to be implemented. So I made jotted down some classes based around enhancing a player's playstyle. Rifleman - pretty much like it is now, but the rifle headshot damage will ramp down over long distances, starting at midrange. However, to compensate the rifleman will be the only one with grenades (starts with three instead of two), and can throw them quite further than currently. Engineer - "builder" class, he starts with 40 blocks and the rest only get 15. And his pickaxe returns two blocks with each break rather than one. He's also got an SMG and a satchel charge. Satchel charges are placed like a regular block and will detonate in 15 seconds time unless it is destroyed. When it detonates it has a special effect on nearby blocks, it causes them to fall down if unsupported from directly below like, say, sand blocks in Minecraft, for collapsing tunnels or buildings. The charge also, of course, kills anyone in the immediate vicinity. The charge would even cause sinkholes at the surface when you collapse a tunnel with it. Trencher - this is your tunneler, He's equipped with a devastating shotgun and can dig faster than anyone. Because he's so lightly equipped he moves faster and can jump-crouch three blocks high, this class is excellent for stealing intel. Sniper - Pretty self explanatory, he's totally silent when moving and carries a scoped bolt-action rifle, which can instakill with a headshot at any range. Machinegunner - He carries the immense firepower of a heavy MG, but he moves slower and the MG is terribly inaccurate if fired while moving. He also lacks basic construction and digging tools, so he relies on his comrade to build the bunkers for him to lay down fire from. His MG can destroy terrain and any enemies trying to approach him. So yeah, that's what I think classes should be like. But don't think I'm done yet, because I'm nowhere near done. ---------------- Day/Night system - this'll be necessary for dynamic, ebb and flow gameplay. The darkness allows players to rebuild their fortifications and for the enemy to attempt to sabotage. It'll cause player's more difficulty spotting targets in the dark. The sun should rise and set in the east to west positions, respectively. This'll give players of each teams different opportunities to attack. Blue players can move up as the sun is setting and take advantage of the fact the Greens will have trouble spotting as the sun will be in their eyes, and Greens can do the same as the sun is rising. ---------------- "Shallower" maps - the one thing I don't like about this game is that the map is just so deep, enemy tunnels can go the entire game without being happened upon. The tunnels in WWI only went at most 50 feet below. Make the terrain a bit flatter and you'll get more of that sense of No-Mans-Land and that interesting moment of busting into an enemy tunnel while digging your own will become more common. ---------------- Tanks - You heard me. Tanks would be a very interesting addition to the battlefield, being both a form of mobile direct artillery and a bulwark that'd become the spearhead of any advance and a beacon to attract both allies and enemies. I've king of figured a way for the tanks to operated in Ace of Spades's blocky landscape. It's sort of difficult to communicate this with just text so bear with me. The tank could inhibit a 3x3x3 cube. It's treads are two 1x3 strips on each side of the bottom of the vehicle. The tank moves orthogonally and can only move or turn so long as two squares of each tread are on a surface, and it cannot turn in a way that would run off a tread off the edge of a surface. This way the tank would be able to cross over narrow trenches easily. If a few of the blocks under the tank's treads are destroyed it will cause the tank to become stuck and cannot move until someone comes along and fixes it. The tank can ascend terrain, but not very easily. in order to drive up a level, the tank needs a formation like a big stair step 3 blocks wide and enough room over it for the tank to drive up it. This'll require quite a big of terraforming to get your tank from your base to their's and your roads will make a juicy target for your enemies saboteurs. Ok, that's out of the way, hopefully you understand it. Actually getting the tank to work in sense of the gameplay will take more explaining however. Maps would require to add a new building to each team, the Depot. It's a 3x3 square platform of indestructible blocks in size and will always be spawn at the edges of each side, connected to the blocks outside the playing field and therefore impossible to collapse. One tank will spawn there at the start of the game, it'll be large useless however, until it gets a road to drive around on, but can prevent early pressure while stuck at base. Additionally, when intel get captured, another tank will spawn at the depot. The capturer gets the option to immediately respawn in the tank as soon as it appears, to encourage capping intel and preventing people from camping the Depot. Tanks have one major flaw, it's driver is exposed directly from the rear. Stupid for tank design but it'll make sense in terms of gameplay. For one, tanks simply are indestructible and this gives players a way to disable one. Two, lone tankers can be easily flanked and dealt with, where as one supported is much less so. When the driver is killed the tank is rendered neutral. Anyone can enter and capture it. Also, when a tank falls into a river while on a collapsing bridge, it'll respawn at the team's Depot of the last person to drive it. Tank drivers cannot move and shoot at once, rather can switch between the two modes. This gives tanks a more slow, ponderous and predictable movement, which is appropriate. It's turning rate is also capped. The tank can only switch to firing mode when it's on even terrain, it cannot be on an incline. The tank's cannon is it's only weapon and it moves slowly, making tracking nearby enemies difficult. It's cannon has about the same effect as a grenade explosion and the fire rate is what you'd expect. Tank drivers cannot exit the vehicle, ever. The only way to exit is by death. ---------------- now im done.[/quote] There goes the better part of my evening. Yep.
Gah, fuck. I was working on a tunnel with a guy covering my rear and out of nowhere a blue breaks in our tunnel by digging into it, my dumbass parter throws a gernade, that bounces of a wall and kills him and a main support, and the entire section of the damn tunnel collapses. Oh and the god damn blue got away. :bravo:
Most of it is too complicated. The day-night system is the only thing I can fully agree on that the game needs.
I want him to fix the connectivity issues before adding huge gameplay features.
Yeah, I'm not expecting anything like the above I suggested for at least a six months to a year.
[QUOTE=No_0ne;29209788]Gigantic fucking wall of text inbound. There goes the better part of my evening. Yep.[/QUOTE] [quote]Tanks have one major flaw, it's driver is exposed directly from the rear. Stupid for tank design but it'll make sense in terms of gameplay[/quote] [media] [url]http://www.achtungpanzer.com/images/mar2_6.jpg[/url] [url]http://farm5.static.flickr.com/4074/4788017130_1200d336a3.jpg[/url] [/media] Ehh.. it's not that far-fetched. :v:
I'm sure it's been answered but what's up with the Fresnel lens look when you look down
[QUOTE=Xen Tricks;29210081]I'm sure it's been answered but what's up with the Fresnel lens look when you look down[/QUOTE] its not fresnel its the engine no it wont be fixed soon unless he redoes the entire way the voxels are rendered on the screen which would be very hard considering they're unbound voxels, not cubes why is it such a big deal anyway? I may be a filthy blue but I never find the need to near-straight down or near-straight up
Ok guys, I just made another pack - I present to you: The soviet pack. The intel has been replaced with a bottle of vodka, and the healing tent has been replaced with vodka storage boxes: [media]http://uppix.net/1/9/8/87a5ae0ebe6d996cd39ca717cdb77.png[/media] [media]http://uppix.net/f/8/0/8da5f7db0e63bf5797811921bc007.png[/media] Here is a fellow blue comrade standing near me, holding a glorious motherland-made rifle: [media]http://uppix.net/6/4/8/84a3e85dbe13b76342547e005aa02.png[/media] And here is a dead green scumbag, breathing his last breath: [media]http://uppix.net/c/6/f/739991b0fa11927d071dcb83c0eff.png[/media] You can also see in the following images a bloody shovel, and what appears to be a RGD-33 Grenade. Oh, and the rifle is an SVT-40. Best damn Soviet semi-automatic rifle back in WW2. Do I release? Y/N
[QUOTE=Tark;29210091]its not fresnel its the engine no it wont be fixed soon unless he redoes the entire way the voxels are rendered on the screen which would be very hard considering they're unbound voxels, not cubes why is it such a big deal anyway? I may be a filthy blue but I never find the need to near-straight down or near-straight up[/QUOTE] I said look, it looks like a fresnel lens.
[QUOTE=Teh Zip File;29209993][media] [url]http://www.achtungpanzer.com/images/mar2_6.jpg[/url] [url]http://farm5.static.flickr.com/4074/4788017130_1200d336a3.jpg[/url] [/media] Ehh.. it's not that far-fetched. :v:[/QUOTE] Something we [i]could[/i] use... [img]http://cdn.gajitz.com/wp-content/uploads/2010/04/russian-winged-tank.jpg[/img] More likely than you think...
Facepunch server. Y U NO WORK?!
[QUOTE=loled;29210134] Do I release? Y/N[/QUOTE] RELEASE THAT RIGHT NOW. /caps
[QUOTE=No_0ne;29209788]Gigantic fucking wall of text inbound. There goes the better part of my evening. Yep.[/QUOTE] Snipers would be terrible, the default rifle works just as well. The heavy machine gunner should only be able to deploy it as a static, mountable position, not fire while moving. Submachine guns don't fit, they'd ruin the static nature of gameplay and it'd turn into quake 3. If there were going to be tanks, which there shouldn't, it'd be best if they looked like FT-17s.
MadPro119: [url]http://www.solidfiles.com/d/401f/[/url] That's the Type 99.
WEBSITES DOWN =[ oh Noes
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