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879779 Posts in 33005 Topics- by 24379 Members - Latest Member: alisiahl87

May 24, 2013, 11:15:27 PM
TIGSource ForumsPlayerGamesAce of Spades - Build it then battle
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Author Topic: Ace of Spades - Build it then battle  (Read 9057 times)
GeoffBorchers
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« Reply #45 on: May 05, 2011, 03:02:32 PM »

And by for everyone, you mean the autists that built the large hill-dildo, or hilldo as such? :/
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speeder
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« Reply #46 on: May 05, 2011, 03:35:07 PM »

Again: Everyone means EVERYONE!

Green team, because they took a pounding.

And blue team, because it is boring to just shoot without resistance.


And I am part of the autistic spectrum disorder btw.
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Vanguard
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« Reply #47 on: May 05, 2011, 08:49:49 PM »

I wish that there weren't 5 builders for every one player who fights in this game.
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speeder
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« Reply #48 on: May 06, 2011, 05:54:31 AM »

That ratio is actually good.

Building is very slow, fighting is not.

Also builders are very vulnerable (as they are usually not looking to you, and take a while to figure who is shooting them in case you fail to headshot them...)
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Rumrusher
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« Reply #49 on: May 06, 2011, 06:38:47 AM »

there also the satisfaction of destroying their hard work as an opposite team member.
Dunce12 - Omg GRIEFER
Nameuser - no it's not Griefing if the person on the other team.
Dunce12 - but he destroy my replica of Steve riding a creeper : (
Nameuser - who cares
[server kicks Dunce12 due to Dunces have no rights]
and repeat as necessary.
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Chris Pavia
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teknobabel42 aquamanscg
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« Reply #50 on: May 06, 2011, 08:00:22 AM »

New update just released, comes with a map editor and you can also save maps that you are currently playing in. The editor leaves much to be desired, but its better than nothing! Ben (the dev) responded to a post of mine saying that he will probably be adding an indestructible block type in the future.

You can also edit the ironsights png now if you don't want the gun in the way.
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_Madk
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« Reply #51 on: May 06, 2011, 01:30:23 PM »

there also the satisfaction of destroying their hard work as an opposite team member.
Dunce12 - Omg GRIEFER
Nameuser - no it's not Griefing if the person on the other team.
Dunce12 - but he destroy my replica of Steve riding a creeper : (
Nameuser - who cares
[server kicks Dunce12 due to Dunces have no rights]
and repeat as necessary.


You sir are a horrible person. I never destroy buildings belonging to the enemy that don't give them a specific combat-related advantage. In fact, if at all possible, I only destroy the part of it that does offer the advantage and leave any parts that can be used by my own team.  Sad
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speeder
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« Reply #52 on: May 06, 2011, 08:14:34 PM »

I only take down enemy buildings when I know it will annoy them, and when it is a actual military asset.

In one particular server, the GREEN team flattened their land, and built a HUUUUUGE castle.

My team, sneaked on the GREEN team, and allowed them to go fetch our intel, then we demolished their castle XD

Destroying the bridge, and the keep (that was also the tallest tower) was particularly easy and particularly striking and demoralizing.

It was hilarious to see GREEN returning to their lands with our intel, to stumble upon a destroyed base and a group of BLUES bunkered in the wreck to snipe them. We of course, lost a point, but we then gained several in a row.
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Vanguard
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« Reply #53 on: May 06, 2011, 11:40:22 PM »

there also the satisfaction of destroying their hard work as an opposite team member.

This is by far the best part of playing Ace of Spades.
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_Madk
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« Reply #54 on: May 07, 2011, 12:28:29 AM »

there also the satisfaction of destroying their hard work as an opposite team member.

This is by far the best part of playing Ace of Spades.

You people are evil  Lips Sealed
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thatshelby
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« Reply #55 on: May 07, 2011, 11:58:00 AM »

I gotta give this a try. I wonder if it will run faster than minecraft.
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Zulaan
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« Reply #56 on: May 07, 2011, 02:29:57 PM »

this game's graphics give me a headache for some reason
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Triplefox
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« Reply #57 on: May 07, 2011, 11:14:11 PM »

Mapping with voxed alone is terrible - it has a lot of "polygon editing" type stuff that isn't useful for AoS terrain. But after spending a few hours investigating the options, I think I've figured out a viable mapping strategy:

1. Model the bulk of the terrain as a heightmap-esque model in slab6 and export a vox/kvx (not kv6, voxed reads those as "sprites.")
2. Open voxed and paste in the kvx. Knock out caves and add lighting, additional terrain, etc. to taste.

Will trial this strategy soonish. The most likely problem is in getting floor alignment right but I think that can be taken care of with the slice editor in slab6.
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Chris Pavia
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« Reply #58 on: May 08, 2011, 06:58:53 AM »

Let us know how it goes, Triplefox!
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Triplefox
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« Reply #59 on: May 08, 2011, 02:40:16 PM »

   

I just made a desert map this morning. It turned out to be more of an "arizona/nevada canyon" than a "oasis" type map. I already posted about it on the AoS forum and hopefully it'll get hosted(right now it's not tested).

http://dl.dropbox.com/u/254701/aosmaps/triplefox_desert.zip

These are the "raw materials" that went into its creation:

http://dl.dropbox.com/u/254701/aosmaps/ocean.zip
http://dl.dropbox.com/u/254701/aosmaps/desert_v1.kv6

How I did it:

1. I modelled 1/4th of the landscape in slab6. Slab has better controls for landscaping than voxed.
1a. I started by filling out the maximum x/y extents of a slab6 model(256x256).
1b. Then I started filling in the slices along z, from the bottom upwards. I had to be careful and save often when doing this as it crashed sometimes.
1c. Finally, I carved out a bit of terrain and some caves and saved the result as "desert_export.vxl" (I used vx6 as the source but importing a vx6 into voxed gives you a sprite, not terrain.)
2. Now I entered voxed, picked an ocean color with the color picker and then did a lot of repetition of of E, Shift+E, Shift+E to color the ground.
3. (After filling the ocean I signed my handle at the top left. Dunno if it will stay there when you try mining it down in-game.)
4. Now I import desert_export using the U key. I point the cursor as far to each corner of the map as possible, then I flip the result using np7 and np8. This is why the map looks symmetrical; because I couldn't model a full 512x512, this was the next best thing.
5. I saved this as "desert_raw" and then did a lighting pass and a light-blending pass.

The "final" map is what I've got after step 5.

Additional note: I discovered that the server won't load names with an underscore in them so the map has to be renamed from triplefox_desert.vxl to desert.vxl - but I still haven't seen the map in-game yet since my router isn't set up for hosting.
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