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#Post#: 3560--------------------------------------------------
Trenchland
By: b-ong Date: July 13, 2015, 1:07 pm
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Recently, bla and i discussed some ideas for other
battlegrounds. mine was this: king of the hill
basically, both teams start on opposite sides of the zone. in
the middle is a timer/countdown thing. items from a chest on top
is going to a chest on the bottom. your goal is to get as many
items in the bottom chest. to do this, you switch your lever off
so items can transfwer below. you can also turn the opposite
team's lever on to slow them. there would be no block placing or
anything of the sort so the redstone doesnt break. since right
now there is no progress shown on the outside, i suggest battles
would be ~10 minutes long. below is a design of my timer thing.
HTML http://i.imgur.com/sFnhQkk.png
HTML http://i.imgur.com/Ho2t4fT.png
i still don't have a place to set this up though. heh.
#Post#: 3564--------------------------------------------------
Re: Possible future battleground
By: Bla Date: July 14, 2015, 8:15 am
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I think it'd be good if the two levers were next to each other.
But nice work on the ideas.
Also any ideas for where the new battle areas could be? At first
it'd probably be just one rather linear zone like 20 m wide and
50-100 m long for testing the gameplay, but if the rules/battles
work well and seem to be fun, the overall layout of the region
could be something like this:
HTML http://i.imgur.com/C5OGrcf.png
With spawn bases (blue) as nodes and red as objectives between
the spawns. Controlling an objective could then allow you to use
either spawn that it's connected to.
Also from irc:
[code]
(16:21:09)<blotz>i love battleground zones after they've been
warred
(16:22:25)<BlaBla44>Kol
(16:24:27)<BlaBla44>Oh yes I wrote down some notes before
sleeping one of the recent nights. I had an idea for a BG-like
system, but instead of all the complications in the BG, there's
be just like a slice of land, with two bases on each side, where
each team spawns. Digging, TNT and so on is forbidden, so you
only have sword, bow, armor, and use the terrain during the
battle. You try to push the enemy team as far back as possible,
and if you push them back far enough (maybe beyond some line, or
beyond some area where you manage to e.g. replace a flag), you
win their base.
- 7 min, 17 sec
(16:31:44)<blotz>YES i think i just killed a hacker
(16:31:46)<blotz>ok readin
(16:32:19)<blotz>hm
(16:36:03)<blotz>what do you mean by push back?
(16:36:08)<blotz>if they like respawn
(16:39:57)<blotz>or like
- 6 min, 55 sec
(16:46:52)<BlaBla44>Like |A - a - - - - - b - B| where | is
limit of zone, A is team A players, B is team B players, a is
where B is trying to reach, and b is where A is trying to reach.
Then they might go like this
(16:47:14)<BlaBla44>|- - a - - AB - - b - - |
(16:47:28)<BlaBla44>| - - a - AB - - - b - - |
(16:47:47)<BlaBla44>|- - a AB - - - - b - -|
(16:47:59)<BlaBla44>|- - a - AB - - - b - -|
(16:48:12)<BlaBla44>|- - a - - - AB - b - -|
(16:48:28)<BlaBla44>|- - a - - - - AB b - -|
(16:48:39)<BlaBla44>|- - a - - - - - AB - -|
(16:48:42)<blotz>gg
(16:48:42)<BlaBla44>And then A wins
(16:49:04)<blotz>but i feel like it'd go really fast if all you
have to do is cross a line
(16:49:17)<blotz>cuz you could jjust like tank a few hits and
have someone chase you
(16:51:35)<BlaBla44>True, but I think it'd depend on the
settings. Maybe you could say you're not allowed to run a lot
past the enemy team, or something.
(16:53:29)<blotz>good idea hmm
- 10 min, 43 sec
(17:04:12)<BlaBla44>One of the good th
(17:06:55)<blotz>where would this battleground be
(17:07:52)<blotz>i was thinking about a domination type game,
where there's a thing at the middle that you want to control
(17:08:20)<blotz>in the middle would be a small zone where you
couldn't place blocks or anything
(17:08:35)<blotz>and eaach team would have a lever, hopper, and
chest
(17:09:05)<blotz>at the beginning, the levers are powered. if
you get to mid, all you can do is adjust the levers
(17:09:14)<blotz>so you would turn your lever off so items can
go into the chests
(17:09:37)<blotz>and if you lost control, then the other team
would switch your lever on and theirs off. and whoever has the
most items'd win
(17:09:56)<Stowaway>"The ordeal of the cross was apparently
introduced in the Early Middle Ages by the church in an attempt
to discourage judicial duels among the Germanic peoples. As with
judicial duels, and unlike most other ordeals, the accuser had
to undergo the ordeal together with the accused. They stood on
either side of a cross and stretched out their hands
horizontally. The one to first lower
(17:09:56)<Stowaway>his arms lost."
(17:10:01)<BlaBla44>That's actually a good idea too, like king
of the hill, and each team tries to use the levers to maybe do a
countdown when in an on state, so if they control them long
enough it'll give some sound or something saying they win
(17:10:02)<Stowaway>That's not a train that's a fucking game
(17:10:08)<Stowaway>trial*
(17:10:30)<blotz>yeah i got the idea from some server game i
forgot which
(17:10:35)<blotz> oc.tc i think
(17:14:26)<Stowaway>
HTML https://twitter.com/DinkMagic/status/620612127351422976
(17:14:58)<blotz>idk how would you do a once you control it for
x minutes a gong sounds b/c it would require some tricky
comparator stuff
(17:15:05)<Stowaway>
HTML http://chemistry.beloit.edu/Stars/images/orbitals.jpg<br
/>they're mind boggling but cool
(17:15:20)<BlaBla44>Kol Matty that trial
(17:16:13)<Stowaway>It's like thsoe things where a bunch of
people have to keep a touch of a car or something and the last
person to be touching it wins the car
(17:16:19)<BlaBla44>Bong but if there's one for each team, you
could say you have to activate your own lever and deactivate
your enemy's, to stop their countdown and start your own. Then
you'd just need a hopper timer
(17:16:43)<BlaBla44>for each team and a gong for each team
(17:18:21)<BlaBla44>Kol Matty we learned about those in quantum
mechanics, they're plots of probability of where to find
electrons you get from squaring the electrons' wave functions
(17:19:58)<blotz>oh i see
(17:21:16)<Stowaway>ye tehre was a video on that youtube channel
with the german name
(17:21:21)<Stowaway>i forget what it's called
(17:21:44)<BlaBla44>NEBELWEFER?
(17:21:49)<BlaBla44>*NEBELWERFER
(17:21:58)<Stowaway>kol
(17:24:21)<blotz>bla something like this right
HTML http://i.imgur.com/9gRIQFj.png
(17:25:57)<BlaBla44>I imagined separate clocks for each team
actually but nvm can be thought out in detail later
(17:26:34)<Stowaway>
HTML http://www.boll.co/
(17:27:17)<blotz>problem: what if they dont hear the sound?
(17:27:21)<blotz>solution: ad lights
(17:27:39)<blotz>
HTML http://i.imgur.com/1I8akfm.jpg
(17:27:56)<blotz>problem: cannot see progress
(17:28:06)<blotz>solution: hmm
(17:28:18)<BlaBla44>Kol, yes there's a lot of things you could
do
(17:28:36)<BlaBla44>How about a fucking giganttic fireworks show
of doom once a team wins
(17:28:41)<blotz>kol
(17:29:19)<blotz>problem: if you wait like another few minutes
the "win" lights would switch off
(17:29:27)<blotz>solution: idk what happened but mine stayed on
so yay
(17:29:33)<blotz>solution 2: use non-sticky pistons
(17:29:49)<blotz>problem: can only do for like 4 minutes ish
(17:31:49)<BlaBla44>Problem: Anything
(17:31:56)<BlaBla44>Solution: SEBASTIAN CASTRO
(17:32:35)<blotz>kol
(17:32:45)<blotz>problem: too complicated
(17:32:49)<blotz>solution: use comparators[/code]
#Post#: 3565--------------------------------------------------
Re: Possible future battleground
By: b-ong Date: July 14, 2015, 9:29 am
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not sure what you mean with either spawn, as you'd have to go to
that bed right? and i put the levers on opposite sides so it'd
be more fair then having it on the right or left
#Post#: 3566--------------------------------------------------
Re: Possible future battleground
By: Bla Date: July 14, 2015, 3:22 pm
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For example, if there were a battle between the famous Green
Front and Yellow Front, where Green Front used spawn 1 and
Yellow Front used spawn 2, trying to capture B. Green Front won,
so they control B, this means they can organize a battle where
they use either spawn 1 to fight for objective A or spawn 2 to
to fight for objective C or D, because B lies between 1 and 2.
As for the levers, I think the whole redstone stuff could be
underground, and just have the only above-ground thing be a
small area with 2 levers close to each other, maybe. Having them
left or right isn't really any less fair than either side, as
long as there's the same distance to the levers from each spawn
(or the distances balance out if there are two).
HTML http://i.imgur.com/wqTw7ho.png
#Post#: 3567--------------------------------------------------
Re: Trenchland
By: Bla Date: July 15, 2015, 4:59 pm
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So we built a test zone in an area I've called "Trenchland"
(built a nether horse road to it in the west direction from
spawn). Tested the gameplay: Blotz built a clock which counts
down from 20 minutes (or rather ~20:20), and after that it gives
a sound signal to say the defenders won. However, another hopper
clock counts down from 10 minutes (~10:08), but only when the
lever in the center points in one direction (which it would make
sense was the direction of the attackers). I and TMC played
attackers vs Fiah and Yqt as defenders and they won, where we
had controlled the center around 8:30 according to the hopper
timer.
The zone can be seen below:
[img width=800]
HTML http://i.imgur.com/WQmYFdf.jpg[/img]
It seemed like people were satisfied with the concept, so the
plan is to make more spawn bases with more objectives between,
like in the sketch above, in the area. When there are enough
spawns and objectives, the region could work similar to the
Battleground, with teams being able to own the objectives.
Of course areas like these could also be built in other
locations if you want desert themes and so on, but that would be
independently of this project.
Now there are 3 things to do:
1: Everyone can contribute to the region by suggesting locations
of new objectives and spawns, and once approved, build the
battle zone areas by landscaping etc. so that the zone is
balanced for both teams. Just type here if you want to sign up
for designing a zone.
2: The spawns will have to be approved a bit and should be
standardized (but until that's finished we can easily work on 1
just by marking the spawn areas). I'm considering a circular
design so that the spawns can be connected with zones/objectives
in any direction without having your route out blocked (although
there'd probably be a few pillars to hold the roof).
3: The timer system in the center could probably be improved a
bit, so it's simpler. I think we should refine this design
before installing it in a lot of zones. But for our test it
worked well.
Here's an overview of the area and the current things have been
built here west of Ninjahworld:
[img width=800]
HTML http://i.imgur.com/E3lAVKt.jpg[/img]
#Post#: 3569--------------------------------------------------
Re: Trenchland
By: b-ong Date: July 15, 2015, 8:14 pm
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p.s. you can't go under the trapdoor
edit: also this should be more interesting in 1.9 with shields
and suc
#Post#: 3570--------------------------------------------------
Re: Trenchland
By: Bla Date: July 18, 2015, 7:53 am
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What do people think of this spawn base style? It has 4 large
chests, 8 workbenches in the ceiling, an anvil and bed where you
spawn. Spawn is elevated a bit so that, combined with the
shell-shape of the roof, shooting arrows into the spawn is made
harder. The overall-shape is roundish and as symmetric as
possible so you can fight in any direction from it.
My biggest issue with it is probably that it's pretty ugly. That
may be the cobble, but it's cheap to make which it should be so
Idk.
[img width=800]
HTML http://i.imgur.com/FtUk4ej.png[/img]
[img
width=500]
HTML http://i.imgur.com/7AoSvSF.png[/img]
#Post#: 3571--------------------------------------------------
Re: Trenchland
By: b-ong Date: July 18, 2015, 10:00 am
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hmm, we need to get a master builder in here. jk ill just like
mess around in single player so it doesnt look like a hat.
#Post#: 3572--------------------------------------------------
Re: Trenchland
By: Bla Date: July 19, 2015, 2:35 pm
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I've tested a new clock design based on Atomic's idea to have
the lamp lights count down until you win.
Lights on: Items in chest = Time [min:s]
9/9: 000-000 = 0:00
8/9: 001-255 = 1:42
7/9: 256-370 = 2:28
6/9: 371-493 = 3:17
5/9: 494-617 = 4:07
4/9: 618-740 = 4:56
3/9: 741-863 = 5:45
2/9: 864-987 = 6:35
1/9: Never
0/9: 988-1500 = 10:00
Where 9/9 means 8 lamps are lit up and the 4 lamp arrow at the
end indicating victory.
Basically the 1500 = 10:00 could be replaced by any amount above
987.
1/9 is never lit up because a signal likes to light up lamps
diagonally and I couldn't yet make a design that can lit up just
the first lamp (the redstone is getting tight in there).
It would've been cooler if one lamp corresponded to e.g. 2
minutes but I guess this way it's ok, even though the intervals
don't make perfect sense. I don't see a way to make it more
sensical atm.
Having as much as 8 countdown lights might also be a bit
excessive as now the objective requires about 27 meters of long
flat land. Maybe reducing it to 6 would be better so they start
when there's around 5 mins left (4:56) to control for winning.
Thoughts?
Edit: I've reduced the design from 8 to 6 countdown lamps with
the first two counting down when there's 4:56 left. Actually 5
since the 2 first used to light up at the same time, so I
removed one of them.
[img width=1000]
HTML http://i.imgur.com/bpYqpZJ.png[/img]
[img width=1000]
HTML http://i.imgur.com/cTte9yx.png[/img]
[img width=1000]
HTML http://i.imgur.com/aEL0tOn.png[/img]
#Post#: 3585--------------------------------------------------
Re: Trenchland
By: Bla Date: July 30, 2015, 7:34 am
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There hasn't been any complaints on the designs so I'm
implementing them in the first battle area now.
Here are some screenshots from Blotz's redstone designs of the
clock just so we don't lose them:
HTML http://imgur.com/PdGexMv,igm726r,p15Qc5W,FOplN8J,XQRIwFi
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