Author Topic: Trenchland  (Read 384 times)

b-ong

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Trenchland
« on: 2015 07 13, 18:07:01 »
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.



i still don't have a place to set this up though. heh.
« Last Edit: 2015 07 15, 21:48:49 by Bla »

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Bla

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Re: Possible future battleground
« Reply #1 on: 2015 07 14, 13:15:10 »
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:



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: [Select]
(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 **** 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>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>http://chemistry.beloit.edu/Stars/images/orbitals.jpg 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 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>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>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 **** 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
« Last Edit: 2015 07 14, 13:17:05 by Bla »

b-ong

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Re: Possible future battleground
« Reply #2 on: 2015 07 14, 14:29:52 »
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

Bla

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Re: Possible future battleground
« Reply #3 on: 2015 07 14, 20:22:28 »
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).


Bla

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Re: Trenchland
« Reply #4 on: 2015 07 15, 21:59:00 »
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:



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:

« Last Edit: 2015 07 15, 22:27:05 by Bla »

b-ong

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Re: Trenchland
« Reply #5 on: 2015 07 16, 01:14:28 »
p.s. you can't go under the trapdoor

edit: also this should be more interesting in 1.9 with shields and suc
« Last Edit: 2015 07 16, 02:44:40 by b-ong »

Bla

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Re: Trenchland
« Reply #6 on: 2015 07 18, 12:53:19 »
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.


b-ong

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Re: Trenchland
« Reply #7 on: 2015 07 18, 15:00:57 »
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.

Bla

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Re: Trenchland
« Reply #8 on: 2015 07 19, 19:35:08 »
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.





« Last Edit: 2015 08 03, 17:09:47 by Bla »

Bla

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Re: Trenchland
« Reply #9 on: 2015 07 30, 12:34:04 »
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:
http://imgur.com/PdGexMv,igm726r,p15Qc5W,FOplN8J,XQRIwFi

b-ong

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Re: Trenchland
« Reply #10 on: 2015 07 31, 01:49:56 »
@image number four, 1 non-stackable tool goes into the hopper and the number of pulses you want it to go (3), you put that number of items in the dropper. wow my wording^ actually it's either 4 or 3 i'll test

Bla

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Re: Trenchland
« Reply #11 on: 2015 09 13, 01:01:22 »
Second Trenchland battle:



And third:

« Last Edit: 2015 09 13, 11:50:37 by Bla »

b-ong

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Re: Trenchland
« Reply #12 on: 2016 07 27, 00:07:31 »
hmm looks like kal and tuto want a trenchland... maybe we can have a double event?

Bla

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Re: Trenchland
« Reply #13 on: 2016 08 03, 16:10:11 »
Idea for how one Trenchland arena could be