Kitabatake Presents:
A fast-paced sword fighting game for 1-12 players
Map Summary
Features
A sequel to the original, Blades 'n Gore II leaves it's predecessor in the dust by improving all the strengths,
removing all the weak parts and by introducing new features that add new dimensions to the gameplay.
BnG II is a fast paced sword fighting game that is fast to learn and hard to master.
It supports a variety of game modes & team configurations and more features are added with future updates.
The map supports 1-12 players.
Currently available game modes:
Boss Mode
Recommended for: 1-4 players
Players are all in the same team
You must cooperatively survive through all stages by defeating the AI enemies.
The final level is a boss battle
Battle Zone
Recommended for: 6-12 players
Players are evenly divided into 2 teams
The team to reach the score limit set by the host wins
The game area has 5 control points
The team that controls the majority of these points gains points periodically
Killing enemy players also give points
This game mode fully supports leveling up and buying new equipment
Deathmatch / Team Deathmatch
Recommended for: 2-12 players
Supports a variety of team configurations
The team (player in FFA) to reach kill limit set by the host wins
Supports InstaKill setting
All players spawn with a sword that kills with one hit.
Make good use of defend and evasive movements!
Duel Arena
Recommended for: 2-5 players
The player to reach kill limit set by the host wins
2 players are chosen to duel against each other
The winner gets the kill and the loser is replaced with a random other player
The randomization only picks people that have played the least amount of duels so far
Supports InstaKill setting
Smooth and versatile Combat systems
The smoothest melee combat system seen on Warcraft III
Fast to learn & hard to master
More details further down!
Team systems
The host is presented with all possible balanced and almost balanced team configurations
In the case of unbalanced team configuration, host will always be the one with less teammates
Players are always divided to the teams in order starting from the top of game lobby
The system works for any amount of players
Examples
Example: 5 players in game will give the following options
FFA (1 vs 1 vs 1 vs 1 vs 1)
2 Teams (2 vs 3) [Unbalanced]
3 Teams (1 vs 2 vs 2) [Unbalanced]
4 Teams (1 vs 1 vs 1 vs 2) [Unbalanced]
Example: 6 players in game will give the following options
FFA (1 vs 1 vs 1 vs 1 vs 1 vs 1)
2 Teams (3 vs 3) [Balanced]
3 Teams (2 vs 2 vs 2) [Balanced]
4 Teams (1 vs 1 vs 2 vs 2) [Unbalanced]
5 Teams (1 vs 1 vs 1 vs 1 vs 2) [Unbalanced]
Immersive environment
Carefully picked sounds and soundscape
Most other maps have completely ignored the importance of sound effects
Blades 'n Gore II features:
Environmental sounds at appropriate places
Combat sound effects
Miscellaneous system sound effects on various occasions
Detailed and varying terrain
The terrain is improved by many doodad models exclusively made for this map
Custom trees, flower patches, structures and various other environmental doodads
Loads of custom models
Save/Load Systems
You can save your rank & score and continue from where you left on the next game
Note that your code is case-sensitive AND bound to your username
Also note that playing single player will not earn you score
Advanced damage modeling
Being kicked or interrupted during a strike can throw you off balance and cause you to stumble
Getting critically low on health will make you limp and bleed, reducing your movement speed
Beautiful gore effects upon death
Bloody limbs and body parts fly in arcs through the air leaving momentary blood trails behind
Arrows and throwing weapons stick to their targets
A feature you may have seen in games like Oblivion or Mount&Blade
You can disembowel enemies by slashing them while they are stumbling!
You can impale enemies by lunging through them while they are stumbling!
AI enemies
They are capable of kicking you, throwing stuff at you, using power slam, shooting at you...
Some of them will also limp when their health is low enough
Only present in the Boss Mode for now
Bots
Blades 'n Gore II supports AI controlled bot players.
During setting selection the host can select a bot threshold, which is basically a player count number.
If the actual player count is less than the selected number, bots will fill the missing slots.
Also, if a player leaves the game and bot threshold has been set, a bot will take over the leaving player to keep the player count in the defined amount.
The bots are currently available for deathmatch, team deathmatch, and boss mode.
Character Customization
Players can customize their character's gender, face and hairstyle
You can earn customization unlocks by reaching the required ranks!
The systems are complex and there are many nuances and subtleties that will easily go unnoticed at first.
However, you will only have to play the game for 5 minutes to grasp the concept and to understand the basics.
Defend [Q]
- Protects you from incoming damage. You must be facing the damage source to block the damage.
Lunge [W]
- A long range strike.
Slash [E]
- A wide area strike.
Drink [R]
- Heals you gradually. However, you are vulnerable to attacks while drinking.
Sprint [A]
- Temporary speed bonus suited for fast long range travelling.
Power Slam [S]
- Deals tremendous damage, even pushing half of it through defend. Slow to cast though.
Kick [D]
- Completely ignores defend and sends the target stumbling backwards.
Tumble [F]
- A quick evasive move. Can also be used to boost other abilities with extra movement.
Defend, Lunge, Slash, Drink
Sprint, Power Slam, Kick, Tumble
The trick to winning the battles lies in knowing how to conserve and use your stamina
Note: Depending on the game mode and settings, you may be able to level up your abilities!
Gameplay Video Footage
Screenshots
Thanks to xorkatoss for recording and uploading!
Map version 0.96m was played in the video
Be sure to watch in full screen and in 1080p HD!
More Gameplay Videos
Recorded by xorkatoss (map version 0.93m)
Recorded by xorkatoss (map version 0.93m)
Recorded by xorkatoss (map version 0.93f)
Recorded by ironymon1 (map version 0.57c)
Recorded by ironymon1 (map version 0.57c)
Recorded by ironymon1 (map version 0.57c)
Terrain Screenshots
Tropical Island
The default game area for deathmatch and team deathmatch
Gameplay Screenshots
Boss Mode
Boss Mode
An eager beta tester (xorkatoss) has managed to catch a kunai, 2 shurikens and an arrow with his body.
Gotta catch 'em all but try not to bleed to death!
In-Game
In-Game
Screenshot of actual gameplay with small number of players.
Interested in testing? Contact Kitabatake on Garena or Hive.
The games are mostly played through Garena.
The map is currently in beta, which means that bugs will be fixed and more features added in later versions.
The map is also kept protected during beta-stage development.
Found a bug?
Got an idea to suggest?
Interested in helping out with the map?
Interested in testing?
You must have Garena Plus installed to be able to join groups.
The old Garena client does not support groups.
If you have problems joining, contact Kitabatake via garena.
The map is often hosted in one of the EU RPG rooms.
The room is announced in the group when the map is hosted.
Note: When you join the group, say something in the chat!
If you say nothing, you will show up inactive in member list
Inactive members are removed whenever group gets full.
You might want to say something at least once every month.
A single "hi" is enough, your activity status is then updated to current day.
NOTE: If you find yourself kicked from the group, it doesn't mean you've "done something wrong".
It just means that there has been no space for new members and a couple of the most inactive members have been removed to make space for them.
Feel free to rejoin the group at any time!
The fightingsystem is brilliant, if you play it a few times you learn how to make effective combos and the game will speed up. Simple example is to charge forward and roll back after hitting the enemy.
The character is cool too. He bleeds, he drinks, he stumbles, he's starts limping.
You made a nice map, wich is not that ... warcraftish. Good job.
Cool Map . Advice - Make the playing area bigger and keep working on it ! - We want more weapons more armor tipes and use some Ruined Castel Theme i believe it would be alot better then that tropical shit . One In all the map is very cool ! Great Work ! 5/5
not much to comment on the combat, since it's pretty fuckin perfect. the only thing that i remotely disliked was autoattacking; i just feel that it doesn't belong in a dodge-centric game. also i'm pretty sure you can't evade the autoattack even when tumbling, which kinda sucks
also tumble seems infinitely better than sprint to me. the "downside" of tumble is that you lose some health upon use, but really, it's a pretty damn trivial amount of hp that can be recovered quick anyway
(pardon me if everything i just said was bullshit, this is all based on me playing this game for like 20 minutes lol)
Damage, Stamina, Range, Defence, Flexibility and Mobility values changed for all weapons and armor
Rune armor replaced with Field armor and added a helmet
Quote:
Originally Posted by Psychosocial
-Deathmatch-Fun for the whole family-
Tried it out with some friends. Result: Fun²+8.
The fightingsystem is brilliant, if you play it a few times you learn how to make effective combos and the game will speed up. Simple example is to charge forward and roll back after hitting the enemy.
The character is cool too. He bleeds, he drinks, he stumbles, he's starts limping.
You made a nice map, wich is not that ... warcraftish. Good job.
Rating: 5/5 and +rep as bonus.
Thanks, nice to hear that!
Quote:
Originally Posted by switchtotems
Cool Map . Advice - Make the playing area bigger and keep working on it ! - We want more weapons more armor tipes and use some Ruined Castel Theme i believe it would be alot better then that tropical shit . One In all the map is very cool ! Great Work ! 5/5
More weapon and armor types are coming but first I aim to balance the existing weapons and armor.
And yes, more game areas are planned for future updates.
Quote:
Originally Posted by xorkatoss
i tested this alone and it was pretty good 5/5
would you mind adding AI bots? newbies like me could use bots for trainning...
This has been suggested and it has been under consideration but I don't think I'll focus on it for a while since there are higher priority stuff to do at the moment.
However, I'm quite sure you'll learn the game by playing deathmatch once or twice.
not much to comment on the combat, since it's pretty fuckin perfect. the only thing that i remotely disliked was autoattacking; i just feel that it doesn't belong in a dodge-centric game. also i'm pretty sure you can't evade the autoattack even when tumbling, which kinda sucks
also tumble seems infinitely better than sprint to me. the "downside" of tumble is that you lose some health upon use, but really, it's a pretty damn trivial amount of hp that can be recovered quick anyway
(pardon me if everything i just said was bullshit, this is all based on me playing this game for like 20 minutes lol)
Good points!
In the start autoattack was not a part of the combat system but was later added since it worked perfectly with the defend system and made the combat look smoother by adding regular attacks in between abilities.
I have, however, noticed that some times the autoattack may overlap with an ability and cause some serious extra damage. That needs some looking into...
Also, tumble has now been fixed.
Quote:
Originally Posted by Drunken_Jackal
The combat system was epic, the terrain was nice, the gameplay was awesome.
Also, maybe you could make some abilities like slash, power slam, kick, etc. to No Target instead of Point Target to make it easier to play.
5/5
The thing is, if they are set to no target, you can't aim them.
As the system is now, it is possible to for example run away from an enemy and then immediately start performing a power slam targeting backwards, causing your character to turn and slam fast and smoothly.
If the spells were "No Target", it would require you to actually order the unit to move towards the direction you want to cast the abilities, before being able to cast the ability at the desired direction.
Oh, and apparently you misclicked your map rating.
__________________
Easy to learn & hard to master, fast-paced sword fighting map.
OUH! you made Number TOUH!
Ok, singleplayed it and i can say, even though i fought absolutely nobody, 'twas very fun to play around with combinations, my current favorite is kick tumble power slam, i hope it's killer when my friend hosts this. :)
This has been suggested and it has been under consideration but I don't think I'll focus on it for a while since there are higher priority stuff to do at the moment.
However, I'm quite sure you'll learn the game by playing deathmatch once or twice.
i see...the problem is in b.net nobody hosts this and i can't host games-___-
but if you have 1 more slot free for me to join in your garena games ill be really happy!!
The thing is, if they are set to no target, you can't aim them.
As the system is now, it is possible to for example run away from an enemy and then immediately start performing a power slam targeting backwards, causing your character to turn and slam fast and smoothly.
If the spells were "No Target", it would require you to actually order the unit to move towards the direction you want to cast the abilities, before being able to cast the ability at the desired direction.
Oh, and apparently you misclicked your map rating.
Well I was also thinking about that before I posted. But yeah, it makes you fight better.
Also about the map rating, I already changed it.