GFM Labyrinth Tower 24/7
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ponce
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- Joined: Wed Apr 24, 2013 8:39 pm
- Fixed a crash related with the /FLOOR command
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ponce
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Worked a bit on map post-processing:
- implement a bit of color bleed
- trying to reverse client Ambient Occlusion (but any block will become black eventually so not always possible)
- implement short-scale additional AO, pre-computed with the map

- implement a bit of color bleed
- trying to reverse client Ambient Occlusion (but any block will become black eventually so not always possible)
- implement short-scale additional AO, pre-computed with the map

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learn_more
Coder
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- Joined: Sun Mar 24, 2013 9:59 pm
did you think about colorizing the walls differently according to how close a stairs is?
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ponce
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@learn-more: I saw your post so I did something like that.

Update:

Update:
- floor and walls touching a stair will take the color theme of the above level
- tweaked colors a bit
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Jdrew
Mapper
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- Joined: Tue Oct 30, 2012 10:48 pm
Sure have put a lot of work into it, you should make it where they have to go in it though
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ponce
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What I did is make the intel spawn in any floor so that you have to discover the labyrinth anyway (and people race to the same area).
TBH I don't think the labyrinth should be mandatory. I'm not a big fan of _forcing_ people to play in a particular way, so I'm not sure if I should disable building/destroying. For me Aos is all about liberty and variety of gameplay.

Update:
TBH I don't think the labyrinth should be mandatory. I'm not a big fan of _forcing_ people to play in a particular way, so I'm not sure if I should disable building/destroying. For me Aos is all about liberty and variety of gameplay.

Update:
- Terrain generation from simplex noise
- fixing the /FLOOR bug for good (?)
- water is now blue
Last edited by ponce on Sun Aug 18, 2013 12:30 pm, edited 1 time in total.
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ponce
Deuced Up - Posts: 50
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ponce
Deuced Up - Posts: 50
- Joined: Wed Apr 24, 2013 8:39 pm
- Fixed ill-placed intel on intel drop
- Fixed disappearing intel which might block the game
- red water on floor -1
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Venator
League Participant
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- Joined: Wed Nov 07, 2012 8:32 pm
fucking brilliant mate :D
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learn_more
Coder
- Posts: 891
- Joined: Sun Mar 24, 2013 9:59 pm
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Venator
League Participant
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- Joined: Wed Nov 07, 2012 8:32 pm
I can only critizize 3 points.
1.The first floor gets destroyed too soon
2.The tower is still fucking big (but thats probs because I tested it with only 5 people on it)
3.I dont konw if thats grief or planned but there are chunks of floor missing even in untouched parts of the tower
1.The first floor gets destroyed too soon
2.The tower is still fucking big (but thats probs because I tested it with only 5 people on it)
3.I dont konw if thats grief or planned but there are chunks of floor missing even in untouched parts of the tower
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ratcut
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ponce
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Thanks all for feedback.
UPDATE:
I can only critizize 3 points.This is true that there is more or less always a direct way tunneled to the other base. Maybe floor 0 should be more compact.
1.The first floor gets destroyed too soon
2.The tower is still fucking big (but thats probs because I tested it with only 5 people on it)I have long-term plans for less monolithic towers but it will take time, also more variable in dimensions. With 32 players it is definately less lonely.
3.I dont know if thats grief or planned but there are chunks of floor missing even in untouched parts of the towerThis is by design but this one hole type is too much there and most importantly lacks variation. Plenty of room for improvement :|
UPDATE:
- unused entrance halls north and south deleted
- bigger team entrance halls
- spawn tent is now in the entrance hall to reduce spawn-killing
- (ADMIN) I felt like a /mban and /yban command were needed against hackers
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ponce
Deuced Up - Posts: 50
- Joined: Wed Apr 24, 2013 8:39 pm
- Tower dimensions is now variable
- hopefully fixed wall spawning
- hopefully fixed intel spawn
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ponce
Deuced Up - Posts: 50
- Joined: Wed Apr 24, 2013 8:39 pm
- hopefully fixed votekick (more than 2 votes should be necessary now)
- unbanned everyone
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