Drafted by Henper / Edited by Juxta and izzyTable of contents:
- Happy Second Birthday, Build and Shoot
- LINESPQR Signature Competition Winner
- LINESPQR Challenges YOU
- aloha.pk Halloween BuildCon Event
- TIE! German Spades Event
- New Maps
- Important Bug Fixes For Servers
- VoxelWar Interview
Happy Second Birthday, Build and Shoot
Happy birthday to you, happy birthday to you, happy birthday dear Build and Shoot, happy birthday to you! (and many more, on channel four...)
Build and Shoot officially turned a big two years old on November 5. Happy birthday everyone!
LINESPQR Signature Competition Winner
After a long voting process, the winner of the signature competition is: MushieWarden [1, 2, 3]
...winning him a prize worth £20.00 (GBP) for Steam games.
Good job to all participants!
LINESPQR Challenges YOU
LINESPQR is hosting open challenges to any team/clan that wishes to compete against them. Sign up at the link below to show them who's boss!
aloha.pk Halloween BuildCon Event
aloha.pk hosted a spooOOooky build-only competition for Halloween and the votes are in! Henper's group won first place, FerrariFlunker took second, and crumpet got third. There were many interesting creations - thanks to all who participated!
Henper's group's creations:
More photos and information available at http://aloha.pk/index.php?topic=5892.0
TIE! German Spades Event
It's a tie! Even though it was their night, the Zombies couldn't defeat the Humans during The German Spades' Halloween event.
Coco, ZeroXy, IAmYourFriend, and others made this island map using the build game mode at http://hosting.buildandshoot.com. It was designed for the Arena game mode and offers a nice balance of structural cover and open-air combat areas, which encourages hide-and-seek-like gameplay.
Capt_G33k3's first map! The castle and pillboxes serve as the main points of defense and offense. The team that holds the castle has an offensive advantage. Recommended for babel or CTF.
Important Bug Fixes For Servers
izzy officialized some important bug fixes for all pyspades/PySnip servers to prevent abuse by malicious players. For more information and how-to install instructions, please click here.
Jdrew's interview with LeCom:
Jdrew wrote:1. How long have you been working on VoxelWar?
LeCom wrote:<LeCom> Well, I wrote the very first line at the end of summer 2013, then quickly gave it up because I had problems making it connect. Later found an old post on BnS which allowed me to fix it; at the end of winter 2014 I had a program that could connect to PySnip, display the minimap and players and show/send chat. Around summer 2014, I made Voxlap render the map and in mid-August, I implemented the first VoxelWar server modifications. I started developing VoxelWar at one of these dates.
Jdrew wrote:2. What do you personally think VoxelWar should become?
LeCom wrote:<LeCom> A strategic shooter with engineering, less emphasis on run/gun and more on strategy,tactics, and building in terms of engineering. Maybe a bit in the direction of Red Orchestra. Also, it should have this atmosphere of a real war
Jdrew wrote:3. Are you going to try and monetize VoxelWar in any way other then donations?
LeCom wrote:<LeCom> It will be definitely free2play. I can imagine making money with advertisements, maybe small things in-game that don't really make a big difference but the basic game will not be commercial in any case.
Jdrew wrote:4. How open will the game be to community changes? Will there be server-side mods similar to Gmod's system?
LeCom wrote:I will probably depend on the community. The client is pretty flexible right now, you can script new weapons, and a lot of new stuff. The modding possibilities are likely to be purely decided by the community. I don't mind any changes by the community, as long as the gameplay will stay as it is. But if I see that the players like the game concept as it is, I will slowly give more and more possibilities to change the game.
Jdrew wrote:5. What will be done about the mapping and modding scene? Will a platform similar to the steam workshop ever be implemented?
LeCom wrote:Well, if VoxelWar has success and many modders/mappers, I am likely to open a special website for that. A big database, maybe with a system to rate how good a mod/map/script is. But in any case, it will show all stuff either with or without sorting. Maybe there will be a system to automatically install mods. I'll just implement community ideas into such a mod/map/script database basically.
VoxelWar is a new AoS-inspired voxel FPS being developed by LeCom. It's based on the Voxlap engine and relies on PySnip as the server software. The game supports .kv6 and .vxl files for mods and maps, so it's compatible with existing modding software that's commonly used for AoS. Although it's not as polished as OpenSpades or even the current Voxlap versions, it does have some interesting changes and improvements, such as:
-Fully different weapon behaviour and balanced weapons
-Smooth gun models
-Voxlap tilting also known as "Drunken camera", and different scoping
-A maximum of 64 players (can be increased later)
-Binoculars for mortars
-Airstrikes aren't improvised grenades dropping from the sky any more. Now there are actual bombers dropping bombs!
video by frocs - a bit outdated, the latest version of the game has sound