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Everything posted by Flexoo
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[Issue 54] [Contest] Newspaper Distribution
Flexoo replied to Flexoo in [Issue 54] [Contest] Newspaper Distribution Newspaper Archive
Credit to for the drawing. Hello dear readers and potential contestants out there! Summer is in full swing and our enhanced Newspaper returns back to business, offering you another shot at contest prizes. You already know we try to regularly deliver the Newspaper to our readers. However, we feel the need for a fresh new approach with a pinch of innovation, which is the reason we’re turning to you. Your task is to create a picture (either hand-drawn or software-made) that will display a unique and superb idea of ‘newspaper distribution’. To explain, we expect you to pick a process of delivery, distribution or selling of newspapers. Once you have done so, incorporate it with TO-related stuff (e.g. maps, turrets, hulls, Newspaper team). Make your pictures as much visually appealing as possible. You can as well insert a bit of humor to make your entry more amusing. Your concept will be judged on originality, quality, humor and creativity. Rules 1. Your entry must clearly show a process related to the distribution of newspapers and must be somehow related to Tanki Online. 2. Multiple entries per player are allowed. However, note that only your best entry will be judged (in other words, only one prize per player) 3. Plagiarism is strictly prohibited! Any and all attempts to enter with stolen pictures will lead to immediate disqualification and may negatively affect your reputation in future contests. 4. Reserving posts are not allowed and will result in immediate disqualification. 5. Your pictures must be posted in this topic. Prizes 1st place: 30 000 crystals 2nd place: 20 000 crystals 3rd place: 15 000 crystals Other worthy entries may be rewarded with 5 000 crystal consolation prizes. Deadline for posting entries is 20. July 2016, 20:00 UTC +0. Good luck!- 75 replies
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To cat haven.
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Number of Likes is not the most accurate indicator of the quality.
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Bulldozer je dobrý tak 2 až 3 ranky po kúpe, potom sa budeš musieť vysporiadať s takým množstvom ochranných farieb (emerald, Rustle, Cedar prakticky všade) až to nebude pekné :D
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Thanks Darren and multcat!
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Another one in XP/BP :ph34r:
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Probably my first XP/BP gold .... (high quality pic intended)
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Don´t you dare use hands, you can get some ugly muscle inflammation from that. Dictionary will hopefully do the work.
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[Issue 54] [Review] Revolutionary Map Changes
Flexoo replied to Flexoo in [Issue 54] [Review] Revolutionary Map Changes Newspaper Archive
Life is always changing, that’s why we love it. Who could not love life? It brings so much joy and worry at the same time. Change is a movement. If nothing changes, nothing moves; it remains in uniform motion as Mr. Newton would say. Change gives things a new direction and Tanki Online is not an exception. Just as everything around us, even in Tanki Online you can find things that constantly undergo the change. This time, I will throw some light on changes implemented in the maps. Interested? Then read about it below! POLYGON Implemented change: Barriers around the perimeter. Reason: Prevention of the frequent self-destruction. Honestly, it would be pretty cheeky not to mention Polygon as the most popular map in the context of changes. Polygon is the enduring classic - it's so overly played that most of us already neglected the fact it was retouched. Although the implemented change seems negligible, it greatly improved and enhanced the gameplay. Back in the old days, destroying an enemy was far more complicated. Polygon, like many other maps, lacked the borderlines that would prevent players from constant jumps to emptiness. In the past, players were not punished by point loss when they self-destructed. Therefore, they often self-destructed whenever they felt threatened. The developers quickly cracked the enigma behind the complaints and introduced the penalty for self-destruction. Polygon, that was getting more and more popular with players, received a proper improvement in the form of barriers. Nowadays, a player must sacrifice a fraction of his points when he chooses to self-destruct. Also, it became harder to avoid the unfortunate end by "deserting the map's area" as barriers cover the majority of Polygon's perimeter. YEAR 2042 Implemented change: Parkour ramp, other Parkour features. Reason: Satisfying demand after removal of the Canyon map. Formerly known to us by the plain number "2042", Year 2042 is a particularly interesting map that you will hardly spot in today’s server battle list. Year 2042 is usually created for the sole purpose of parkour. Even before the implementations that slightly amended the layout, the map was quite popular with the general parkour public. Players have often climbed the walls with Ricochet's recoil to practice one-man parkour. After the rebalance, this way of parkouring ended and map started to slowly die out. However, a reversal of fortunes was about to happen. Tanki development sealed the destiny of three unique maps. In May 2014, Canyon, Deck-9 and Magadan were permanently removed. It was a rather shocking and controversial decision that brought along a lot of critical reviews, but even unceasing requests to rethink the decision have not changed the outcome. The parkouring ramp you can see and use these days in Year 2042 is the sole memento of the once beloved map called Canyon. The ramp in Year 2042 can be considered as the first embedded element that helped this map to partly recover from its demise. The developers also inserted a pedestal near the ramp, which increased the parkouring possibilities. SILENCE Implemented changes: Underground pass (1), paths near the watchtower (2,3), enclosed blue base (4), upper route in blue base (5), elevated path in red base (6), elevated platform in the red base (7). Reason: Increasing the number of attacking routes, balancing the teams. If there were ever a poll about the map that was tweaked the most, I would definitely give my vote to Silence. The initial look of Silence changed so much that it hardly resembles the map from my early Recruit days. I am not complaining, though. The gameplay is accurately balanced and a lot more dynamic now. I find the new attack routes to be the most positive turning point that Silence could ever receive. Those who retain the memories of the olden times will understand that playing the old Silence often led to stalemate. Assaults were predictable, and sometimes all you could do was to force your way to the base using a large amount of supplies. That quickly transformed with the addition of new attacking routes. Another installation that radically changed the landscape of Silence is displayed under the numbers 4, 5, 6 and 7. Various echoes from players signaled that red base is set too low, what gave the players on the other side a significant height advantage. Thus, Tanki developers introduced the elevated half-covered upper path and the elevated platform in the red base, which reduced height inequality. On the other hand, the blue base changed to a more closed circuit in the upper level and gained the path over the entrance to the tunnel, which I consider to be a great spot for sniper shots directly into the heart of the red base. SERPUHOV Implemented changes: Restrictive barriers. Reason: Need for limitation of the access to the perimeter wall. Have you hardly spotted any difference while playing? That makes two of us! But, I can reassure you that this is a vital change. Closely examine the picture with the path blocked by barriers. You will see that the path starts from barrier B placed between the houses in the blue base, and continues around the perimeter deep into the red base where it is bordered by barrier A, placed behind the L-shaped building. How could something like this affect the gameplay in Serpuhov? The answer is evident. You can clearly see that the path has no big strategic use: it is impractical, it exposes you to the enemy, and simply put, most of the attempts to use it for any purpose often end in failure. Still, for some tankers, it was a magnet which pulled them forcefully. Some players spent half the playing time just conquering the walls. Since the path is narrow for even Wasp or Hornet, the player was forced to fully concentrate on the act of climbing, which drastically lowered his ability to evade enemy attacks or to help the team. Once the player passed the narrow path, he found himself in an opened area. Indeed, it was elevated with decent insight into the enemy base, but at the cost of limited chance to dodge enemy fire. In practice, tankers got to that desired position just to face inevitable destruction. Once they respawned, they repeated the whole procedure. These type of tankers frequently acted as a burden to the team. Therefore, we have barriers in Serpuhov that force players to concentrate on the main objectives of the battle. The changes influenced even the annoying yet popular camping spot behind the building. Campers there became harder to take down, but their field of vision was constrained. Overall, it is a positive change that improved the quality of the gameplay in Serpuhov. ISLAND Implemented changes: Expansion of the area, palm trees. Reason: Better maneuvering, looks. I'll spare you and make this last one rather quick to read. Island is another map that received subtle tweaks. The old Island map was a tight fit for three tanks on each team, to the level that the battles looked like sidestepping ballet. Thus, after the expansion of the Island's area, moving around the map became far better. Maneuvering the tank is easier, and the bothersome collisions are manageable. Oh, and I can't forget to mention the palm trees – those made for a real Island-ish atmosphere! That’s all for this instalment, fellow tankers. Curtains must be drawn at some point. However, feel free to share your opinions of changes that happened in the maps – our natural habitats - and suggest other maps that have been changed in the past and are worth to be talked about. Till next time, Flexoo.- 13 replies
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5k + premium for 3 hours? - Not half bad.
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Titan has better speed, pushing power and height advantage over Mammoth. Mammoth has superior armor, and weights more. I prefer Titan.
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Poor Zenith, how unfortunate not having the chance to test the deadly combo of spacebar and brick.
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Wow, that sounds interesting, can´t wait to newly made Newspaper. Congrats Your Highness Goldy on your promotion :). (I had to edit it, I don´t want to face the consequences from Evil Ruler)
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To be perfectly honest, I usually don´t read map guides, as it is less interesting theme for me to read. But I must praise author´s willingness and endurance when it comes to writing this well-structured and extensive article that provides a lot of useful data.
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I hope you have a good property insurance :D.
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Wow, guinea pig, that is certainly an interesting innovation :D
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D4T's & PDoX's Opinion Column: The Tanki Online Wiki
Flexoo replied to Darren4Turbo in Writers' Corner
I must sincerely say that this is really a great article. I like the analysis of the points stated. -
Not sure, but I encourage you to test it out :p.
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User Guide - Twins Author's motto: „Brick will do the trick!“ Twins is the most dynamic turret in Tanki Online, made for all the professionals out there that strive to achieve the complete control over the battle flow. It took months of the terrain research, but we've finally approved and are happy to present you this comprehensive guide to Twins; 1. Get a brick. 2. Place the brick on the spacebar button. 3. You are welcome! If it's hard for you to obtain a brick, fear not, we listed few very effective substitutes; Sub. 1 Coconut Everyone has those coconuts! Without coco your household ain't complete. Sub. 2 Pepsi bottle (preferably filled with Cola) It's practical, safe and tested! Here you are! Use Twins like a professional, scatter the seeds of dread and despair and definitely, don't ever use the devilish buttons X and Z. Disclaimer!
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Great, I thought I am late but I made it :), congrats to other winning entrants.
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