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Blades 'n Gore II v0.99h

This bundle is marked as high quality. It exceeds standards and is highly desirable.
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124756-albums5391-picture65030.png
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Kitabatake Presents:
BnG_BnG.png

A fast-paced sword fighting game for 1-12 players
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Map Summary

Features

[TD]

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

[/TD]
[TD]
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
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!

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[TD] Forum [/TD]

[ Blades 'n Gore II Forum ]



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[TD] Gameplay in more detail [/TD]

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.

[tr][td]
Lunge [W] [/td][td] - A long range strike.[/td][/tr]
[tr][td]
Slash [E] [/td][td] - A wide area strike.[/td][/tr]
[tr][td]
Drink [R] [/td][td] - Heals you gradually. However, you are vulnerable to attacks while drinking.[/td][/tr]
[tr][td]
Sprint [A] [/td][td] - Temporary speed bonus suited for fast long range travelling.[/td][/tr]
[tr][td]
Power Slam [/td][td] - Deals tremendous damage, even pushing half of it through defend. Slow to cast though.[/td][/tr]
[tr][td]
Kick [D][/td][td] - Completely ignores defend and sends the target stumbling backwards.[/td][/tr]
[tr][td]
Tumble [F][/td][td] - A quick evasive move. Can also be used to boost other abilities with extra movement.[/td][/tr]

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124756-albums5391-picture56141.png
Defend, Lunge, Slash, Drink
Sprint, Power Slam, Kick, Tumble
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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!



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Gameplay Video Footage

Screenshots

[TD]
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!

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)

[/TD]
[TD]


124756-albums5386-picture55359.jpg

Tropical Island
The default game area for deathmatch and team deathmatch





124756-albums5386-picture56981.jpg

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!


124756-albums5386-picture55411.jpg

In-Game
Screenshot of actual gameplay with small number of players.


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Credits

Notes

[TD]
Imported models, interface, icons, etc... - Kitabatake Notable Contributors:
  • Sheep100
Notable Beta Testers:
  • ironymon1
  • xorkatoss
  • Playcanon
  • masterrub10
  • The_Optimizer
Interested in testing? Contact Kitabatake on Garena or Hive.
The games are mostly played through Garena.

[/TD]
[TD]

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?

--> Let me know!

[/TD]
[/TD][tr][TD][/TD][/tr][TD]

[TD] Want to play the map online? [/TD]

Join the Garena group
31617



    1. Start garena plus
    2. Press
      124756-albums5391-picture56662.png
      and select Join Group
    3. type in 31617 and press Next

  • 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!
[TD]
  • 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.
[/TD]


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!


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[TD] Version changes [/TD]

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[/TD]


Keywords:
Blades 'n Gore, II, fast, paced, sword, fighting, team, deathmatch
Contents

Blades 'n Gore II v0.99h (Map)

Reviews
Date: 14:09:12 31-Jan-12 Map Moderator: -Kobas- Map Status: Approved 5/5 Contact map moderator: Visitor Message / Private Message! Comment: Awesome ideas. Good job :thumbs_up:
Level 4
Joined
Nov 26, 2011
Messages
34
This game is fun and easy to play, I'm play it once in single player for about 2 minutes and I already understand it.

5/5
 
Update!

Version 0.64c
[TD]
  • Custom font imported
    • You'll be reading those tooltips again just because the text is so sexy!
  • "-name" command implemented
    • type "-name newname" to set your name to newname
  • Lunge and Tumble are now less affected by the heaviest armor
    • Range penalties reduced
    • Self damage from tumble is no reduced if armor mobility is low
  • Hit markers are now located slightly lower for improved accuracy
[/TD]



nice i like it, nice idea to decrease the tumble with more armor, but if i take most defensive armor, the tumble is useless, dont decrease it like that, thats just a tip
Been planning to revise BnG1 for a long time; but never seems to get it to work; anyway, awesome work Kita! 5/5.

But; there's always room to improvements:

- You should lower the damage AOE indicator circle to about... 20 or 25; because right now it is right above the "hero" making it a bit off compared to the actual AOE (which is on the ground).
- Tumble on heavy armor feels weird. Although armor should lower speed and it's working as intended, since we spent energy to tumble and lunge it should be less affected than normal walking, say... only 50%.

That's it for now. I'll be hosting tonight and get some more feedback; didn't try 12p FFA DM yet.
Thanks for the suggestions and feedback!
The problems have now been addressed in the newest version.

This map is cool, we play it with Ken-E. I'll create my full review if I have time :cgrin:
I'll be looking forward to the review then!
 
Level 3
Joined
May 20, 2008
Messages
66
Glad I can be of help!

Looking forward to CTF mode and equipment purchasing system.

Oh btw; the Kick doesn't have level-up text as of 63h (the "Lower energy cost" or "Increase damage" text); I didn't try new version yet but if it still doesn't you should add it next patch.
 
Big Update!

Version 0.65g
[TD]
  • New Game Mode - Battle Zone
    • New massive terrain area
    • Fixed spawn locations for both teams
    • Players can buy new equipment at the circles north from their spawn
    • There are 5 control point locations
      • Team that controls more locations gains points over time
      • Kills also give points
      • The team that reaches score limit first wins
    • You can purchase new weapons and armor
  • One new armor added
  • Recommended game mode is now automatically set at game start
    • 2 players - Duel Arena
    • 3-5 players - Deathmatch
    • 6-12 players - Battle Zone
    • The host can still of course change the game mode.
[/TD]

The terrain will be improved in future versions.
If you notice any bugs in the new game mode (or the previous ones), let me know!




Glad I can be of help!

Looking forward to CTF mode and equipment purchasing system.

Oh btw; the Kick doesn't have level-up text as of 63h (the "Lower energy cost" or "Increase damage" text); I didn't try new version yet but if it still doesn't you should add it next patch.

The kick level up descriptions have now been fixed, thanks for pointing it out!
 
Another Big Update!

Version 0.66i
[TD]
  • Battle Zone fixes
    • Point income from control points significantly slowed down
    • Control points now regenerate faster
    • Capturing a control point now gives gold that is divided amongst the capturing team
    • Merchants moved closer to spawn
    • Merchants actually visible in terrain now
  • New weapons and armor added to the game
    • Greatsword, Claymore, Steel Plate Armor
  • Players will now have a default weapon that functions similar to default armor.
    You always have it, and equipping another weapon will cause it to "disappear".
    Unequipping a weapon will automatically equip you with the default weapon.
  • Abuse fix: You can no longer queue tumble ability to launch yourself at light speed across the map
  • Knockback system max index doubled from 50 to 100. Knockback should no longer randomly "not happen".
  • "You have slain X" - texts now appear correctly in deathmatch / team deathmatch modes
  • Being the last player / team alive (enemies have left the game) will now end the game correctly.
[/TD]




Luv dis map looks fun is fun 5/5... Anyhow i think u should add some ranged skills, like knife trowing or shuriken trowing... Depends which style u made this map like japanese,chinese etc :) since u got katanas and japanese armors
Throwing/ranged weapons are in consideration and may appear in later versions

I prefered the models from vers 0.59

the combat system was great
but it becomes boring when u get used to (in normal deathmatch mode)

Go play the Battle Zone mode. There's more room for actual teamplay, character development and buying new weapons & armor.
However, that game mode is best played with 6-12 players.
 
Last edited:
Update!

Version 0.67g
[TD]
  • Fixed a bug that caused all players to end up in the same team
  • Battle Zone fixes
    • Control Points are now captured by channeling instead of attacking
      (right click a hostile/neutral point to start capturing it)
      (you can heal a friendly point by right clicking it)
    • The amount of health a freshly captured point has depends on how many points the team already controls
      • More points already controlled => weaker new points
    • Player kill messages are now team coloured
  • Game start is slightly smoother now
    • Battle Zone start no longer spams a wall of text and pings
  • Weapons and armor are now automatically equipped after purchase
[/TD]
Things are getting smoother!

I am thinking of changing the game font to something better but I can't seem to find a good one. I'm open for suggestions!






Good map...my rate 5/5.....
Why this map update fast ???
Because I have interest in developing the map and I also have good beta testers.

If you want to join the tester group, contact me on Garena or directly join the garena group 31617.
This invitation applies to everyone interested.
 
Level 2
Joined
Feb 4, 2010
Messages
22
bug when players die in 2V2 deathmatch

they revive in the battle zone map
 
bug when players die in 2V2 deathmatch

they revive in the battle zone map

Hmh I thought I had fixed that already.





Update!

Version 0.69b
[TD]
  • More fixes to Battle Zone mode
    • Control points now have a new model
    • Capture range is shorter now (you must be closer to capture)
    • Capturing a point now gives the correct gold bonuses
  • Units will no longer respawn in a wrong game area
[/TD]



Let me know if you encounter more bugs!


EDIT: After some testing it appears that the respawn regions are still bugged in team deathmatch.
I'll have them fixed for the next update.
 
Last edited:
Level 2
Joined
Feb 4, 2010
Messages
22
i think the normal attack should be disable.

cus sometimes I use E or W to attack someone, and I end up death by the auto-normal attack.

u can add one skill for normal attack instead of right-mouse clicking.
 
Level 2
Joined
Feb 4, 2010
Messages
22
and the bug of respawning in wrong place still alive

but anyway, this is a awosome map!!!
 
Level 2
Joined
Feb 4, 2010
Messages
22
some projection weapon can be added in the game, ex crossbow bows, with longer casting time and more mp cost, for catching the runner.
 
Big Update!

Version 0.71f
[TD]
  • The entire knockback system has been fully remade
    • The new system is 100% reliable; knockback effects will no longer "occasionally not happen"
    • The new system is far more optimized; Even if you are playing the map on an ancient toaster it should not lag.
  • All swords now have correct ranges (previously all swords incorrectly had the default 100 range)
  • Claymore has a new passive ability
  • Bastard Sword model shortened to match it's range
  • Hero model fixed
    • Holds sword more upright; longer blades no longer clip into terrain
    • Weapon ribbon effect is now grayish and less flashy
  • You can no longer accidentally sell your default weapon
  • Autoattack is slower now
  • Score limit dialog for battle zone mode is now titled score limit instead of kill limit.
  • Items now have descriptions in the merchant menu.
  • Fixed minor glitches in host game settings dialog that could happen if host switched options in certain ways.
[/TD]

You may have noticed in earlier versions that if you played full house, sometimes lunge or tumble might not have worked (no knockback).
Well that shouldn't happen again since the whole system has been redone in a much better way.






some projection weapon can be added in the game, ex crossbow bows, with longer casting time and more mp cost, for catching the runner.
Projectile weapons are planned.
My plan is to add throwing weapons to the map in the near future.
However, they will serve a support role. Melee weapons will remain as the main tool for killing, but throwing weapons will be used to distract and disrupt the enemy.
 
Level 2
Joined
Feb 4, 2010
Messages
22
sometimes the mana doesnet regen

in duel mode

if u be killed after using F skill in duel mode

the next duel will trigger this bug
 
sometimes the mana doesnet regen

in duel mode

if u be killed after using F skill in duel mode

the next duel will trigger this bug

There's this bug where you don't respawn in deathmatch, please fix it.

Ah, thanks for the bug reports.
I'll have them fixed for the next update.



Edit: Update!



Version 0.72f
[TD]
  • Duel mode
    • Mana regeneration is now fixed at the start of duels
  • Deathmatch
    • Respawning is now fixed
  • Battle Zone
    • Respawning is now fixed
    • Short intro cinematic has been added, Players can skip it by pressing ESC.
    • No-Rush time has been added.
      • Players cannot leave their spawn for the first ~10 seconds of the game (after the cinematic).
      • Use that time to browse the weapons and armor!
[/TD]

As a side note, there's been progress with doodad models and throwing weapon systems.
Throwing weapons will probably start appearing in the game after a few updates.
 
Last edited:
I love this map <3<3<3 It features realistic combat and has great systems :D Gameplay is grat, terrain is detailed...
But where can I play it? Is there a room on garena where people play this?

Join the garena group 31617, which was made for beta testing and playing the map. The map is usually hosted at a random eu rpg room.

If you have problems joining the group, contact me on garena.


Edit: This info is now updated to the map description as well
 
BnG II now supports SINGLE PLAYER!

How to join a garena group? o_O

  1. Start garena plus
  2. Press
    124756-albums5391-picture56662.png
    and select Join Group
  3. type in 31617 and press Next


Also, there has been a lot of progress with the map.
I'll make an update as soon as I have fixed some nasty bugs.



Edit: Massive Update!



Version 0.73o
[TD]
  • An entire new game mode! - Boss Mode
    • Recommended for 1-4 players
    • All players are on the same side and must cooperatively survive through all the stages of hostile AI units.
    • Final stage (stage 5 at the moment) is a boss battle
    • The difficulty is scaled according to the amount of players
    • With the introduction of this new mode, BnG II now also supports single player!
  • Battle Zone start cinematic fixed
  • Defend ability fixed (there was a bug that caused autoattacks to bypass defence completely)
  • Fixed a major glitch that caused AoE abilities to only hit one target
  • Fixed a bug that caused Neutral Hostile to steal kill credit sometimes
  • Fixed a bug of attack sounds not playing properly at times
  • Duel mode now picks participants in a more fair manner
  • Plenty of minor fixes around the map
[/TD]

The new mode might contain some bugs. If you find any, let me know!
Also, do not buy Blood Lotus or Eclipe Cuirass in the new mode.
Those will just get you killed easily.
 
Last edited:
Level 4
Joined
Nov 11, 2009
Messages
92
had a lot of fun playing this game. there were times where i would just go on a 5 kill streak and then a 5 death streak but it was a lot of fun! ill be watching for updates. 5/5
 
Mass Bug Fixes - Update!

Version 0.74e
[TD]
  • Duel mode fixes
    • Fixed a bug that allowed people to move too early on the first duel round
    • Fixed player score colors on the leaderboard
    • Adjusted the player pick system further
  • Boss Mode fixed and balanced further
    • Boss has more health
    • Player count now affects minion health more
    • Fixed a bug that sometimes caused players to respawn as invulnerable
    • Resetting the game will no longer cause the old waves to continue and mess up the game
    • Difficulty can now be chosen
      • Casual
        • Players will respawn during a round in a short while if at least one player is alive
      • Normal
        • The recommended setting
      • Hard
        • A bit of extra toughness added to the enemies
        • Enemies have spawn protection
        • Players start with only Defend, Slash and Kick
          Other abilities must be unlocked with ability points
  • Combat Systems improved
    • Projectile system improved
      • None of the projectiles pass through walls or pillars now
      • Fixed a bug that sometimes caused enemy projectiles to not deal any damage
    • Fixed a bug that caused Lunge ability to never deal damage to a unit that has already been hit with it
    • Improved lunge damage slightly
[/TD]




Hey I played the map and you should check the landing point of normal attacks.
Landing point? What?
Also I feel like the normal attack should deal more damage. I like to use it when I'm going to kill a near dead target.
Hmm, I need to consider that. +rep for the suggestions!
 
Update!

Version 0.75c
[TD]
  • Lag issues from the Boss Mode are now fixed
    • Fixed a major bug from the projectile system that prevented the system from deleting old projectiles.
      This resulted in massive lag if ranged enemies were not killed quickly.
  • Boss Mode balance adjusted slightly
    • Casual difficulty setting adjusted
      • Weaker enemies.
      • Mid-stage respawning removed,
        players respawn the normal way between stages
    • Difficulty setting now affects how often enemies use certain abilities
    • Tumble ability no longer drains health in Boss Mode
    • Tumble ability can now also be casted when having low HP in Boss Mode
  • Minor fixes around the map
[/TD]

The map should once again be perfectly playable even for those playing on ancient toasters.




I think these:

Animation Backswing Point
Animation Damage Point
Yeah those have also been adjusted now.
 
Update!

Version 0.76c
[TD]
  • Fixed power slam - character will now always turn to face the casting direction
  • Fixed bug that allowed people to buy multiple ability upgrades for one point
  • Fixed claymore - it's special feature works properly now
  • Switching observe target while only one player is alive no longer sets you to observe nothing
  • New sword implemented - Nodachi
  • New armor - Mercenary Armor
  • Difficulty setting affects the AI more now
[/TD]
 
Level 1
Joined
Feb 1, 2012
Messages
4
i think it would be great, if u can add some other weapon type, ex. bow like the one used by archer in boss mode, or sword shield, dagger, etc
other type need another set of skill
 
i think it would be great, if u can add some other weapon type, ex. bow like the one used by archer in boss mode, or sword shield, dagger, etc
other type need another set of skill
Yeah I have been thinking of that.
I'm starting to run low on animation names on the player character model but maybe I can squeeze in one or two sets of attack types...

AI attacks players aswell as enemies
Huh? What do you mean? I have never seen that happen.
and only seems to work for boss mode..
Just like it reads in the map description.
AI is currently implemented only for Boss Mode. After I have improved it a bit I might add it for other modes as well.
also in battlegrounds mode shops don't work,
Huh? Shops work fine in Battle Zone gamemode.
If you are referring to Deathmatch or Duel Arena then yes, shops are disabled since the modes are too fast paced for shopping.
and Ai doesn't start for battlegrounds or dueling arena or the like...
Just like said in the map description.

Also, make the boss arena bigger.
I need more space to move around.
Yes, I'm planning to add more boss arena terrains in later updates​



Thanks for the feedback!
 
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