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Bleach Kidou Wars 5.00

Bleach Kidou Wars is a project still under work.. Choose a Shinigami/Arancar model then get straight into the action. Purchase spells which you shoot at your enemies, there are no target spells in this game, and trees and rocks can block your spells. Use tactics and cunning to better your opponent, in one of four game modes, Arena, Big Arena, Fort Wars, and All Out War.

The Aim of Arena is to be the first team to score 50 kills, but be wary, accidently kill an ally with a spell and you will lose a point.

The Aim of Fortwars is to defend your flag in your fort, whilst trying to seize your opponents flag. Each team has a Kidou Cannon, capable of firing an extremely powerful blast with a huge range, but can be stopped.




-This is barely an update. It merely contains the spell Geki which holds enemies
-I removed Sokatsui for the time being, till I manage to work out how to code it lol. Replaced it with Byakurai and made spells faster.
-Added Bakudo 99: Bankin and Hadou 90: Kurohitsugi
-Fixed Kurohitsugi and added Sajo Sabaku
-Replaced `Kidou Library` with Bakudo Library and Hadou Library
-Added Cero to Hadou Library
-Added Keikatsu (healing) to Bakudo Library
-Added Ulquiorra as a Hero
-A few Bugfixes
-Refunds fixed, Cero and Kurohitsugi Fixed[/Color]

Version 1.0
-Sorted the powers out so they should be virtually bugless
-Gave the game a facelift, powers look better and stronger now!


Version 1 .1
-Added Tozansho (Inverse Mountain Crystal)
-Changed Blink effect in Shunpo/Sonido
-Added Urahara to Kidou Caster shop (Thanks Gothar_Esp for the model)

Version 1.2
-Added Neliel, Toushiro and updated Byakuya's model
-Increased damage of Raikouhou
-Started making items to enhance spells (like Minazuke which increases the amount healed by Keikatsu)
-Reduced Reiatsu cost of Teleport to Base

Version 1.4
-Fixed model for Danku
-Added Gokuu Tenkan (quintlet of iron pillars)
-Added `Big Arena` mode
-New arena, `Big Arena`
-Decreased Shinigami Tabi cost
-Added Incantation Mastery, True Incantation Mastery and Hollowfication
-Made danku stronger so it is worth the money

Version 1.5
-Made Danku so much cooler
-Danku surrounds the caster
-Can absorb huge amounts of damage

Version 1.6
-Added Tenran
-Fixed Danku
-Cleaned up spells slightly
-changed several effects

Version 1.7
-Fixed Big Arena spawn bug
-Increased Tenran AoE
-Fixed Ability ID's
-Changed income to 5 gold every minute
-Increased starting amount of gold by 5
-Corrected Danku from Bakudo 82 to Bakudo 81

Version 1.75
-increased cost of cero by 1
-Removed +Health system for the time being due to HUGE abuse.

Version 2.1
-Changed complete spell system
-Spells are items now
-All spells improved
-Added Hyapporankan and Soren Sokatsui
-Totally changed the gameplay with system

Version 2.5
-Started Adding Bonus Zanpacutou releases and ressurections
-Added Kyouka Suigetsu, Ryujin Jakka and Arrogantes
-Fixed bugs on all spells

Version 2.7
-All Zanpacutou releases grant 2 skills
-Fixed Release Effects
-Abilities remove on death
-Cannot Stack Zanpacutou Abilities

Version 2.8
-Fixed Zanpacutou releases
-There is a time limit on Zanpacutou releases now
-You don't unrelease when you use a skill but powers cost a lot of reiatsu and have a long cooldown
-Powers can be used twice each in release form

Version 2.9
-Fixed Arrogantes time limit
-Added Suzumushi
-Changed a few Icons

Version 3.0
-Zanpacutou time limits now work
-Changed Kanzen Saimin for Kyouka Suigetsu as it just didn't work
-Increased the power of Kyouka Suigetsu
-Jokaku Enjo lasts much longer now but can only be used once per release

Version 3.2
-All Known Zanpacutou time bugs fixed
-Changed Ryujin Jakka's `Nadegiri` to `Young Fire` skill
-Added Tiburon
-Arrogantes now slows nearby enemies by 20%

Removed testing tomes
Added new game mode
-All out war

Version 3.5
Quite a large update this one
-Added `Base Cores` to All out war mode
-The Commander of each team must feed these mana
-When they feed them mana they can use their special abilites like Negacion
-Added Murcielago, Minazuki and Konjuki Ashisoji Jizou
-Zanpacutou are now more specialised
-Eg Tiburon's skills deal little damage but have a low mana cost and are fast
-Murcielago's skills are the most damaging in the game, but cost huge mana

Version 3.6
-Added Kokuju Tengen My'Oh
-Fixed Nake

Version 3.7
-Tousen no longer has Minazuki's Skills
-Added Calderon
-Added Senkaimon and Garganta skills to `Base Cores`
-Sorted out movement speeds

Version 3.8
-Fixed bugs
-Changed a few models
-Edited Senkaimon and Garganta

-Version 3.85
-Remade Konjuki Ashisoji Jizou

-Version 3.9
-Fixed Kyouka Suigetsu

-Version 4.0
-Added Gamuza
-Added Shinso
-Fixed Several Bugs
-Changed Benihikou Model

-Version 4.1
-Beta test, all normal kidou spells cost 0 mana
-Zanpacutou releases still cost mana

Version 4.3
-Its a lot bigger now, the filesize
-Added Custom release sounds to
-Konjuki Ashisoji Jizou
-Kokuju Tengen My'oh
-Ryujin Jakka
-Gamuza
-Shinso

Version 4.6
-Added Eyepatch items
-Changed Shikai/Bankai system
-Completely changed All Out war so it is suitable to be played

-Version 4.8
-Sorted out visuals on All Out War
-Changed Bankin
-Added Jizou sound on konjuki Ashisoji Jizou's moves

-Version 4.9
-Changed Shinso's Bankai Power
-Removed Nake, made benihikou shikai and added Enma Korogi
-Added Cero Sounds
-Fixed Jokaku Enjo


-Version 4.95
-Added Street Lights
-Made Tozansho actually useful

-Version 4.98
-Shakkahou is now a channel spell which can deal a lot or little damage
-Geki lasts for 5 seconds now, to be used with shakkahou

-Version 4.99
-Added Itto Kaso
-Balanced some spells

-Version 5.00
-Fixed Kyouka Suigetsu
-Added Sode no Shirayuki and Benihime
-Fixed several bugs




BleachKidouWars.jpg


KidouWars2.jpg




Please comment and give feedback :D





Keywords:
Bleach, Spells, Arena, CTF
Contents

Bleach Kidou Wars 5.00 (Map)

Reviews
21:36, 4th Jan 2010 ap0calypse: Approved
Level 9
Joined
Feb 3, 2008
Messages
106
In future updates I intend to add more Bakudo (Binding Spells) Like Geki, which will be a projectile which will trap people if it hits them. Also I will make the game modes customizable, like starting gold and points to win. Please comment :D
 
Level 3
Joined
Aug 11, 2008
Messages
41
Its quite similar to Warlock, just in Bleach format. However, the spells and such are all based on bleach, which is quite cool to bleach fans. I tried all the spells..... and they just all seem to move straight and just boom on impact... only diff is the animation and the speed (mana cost + damage). As you said above, there would be other kido moves which i think would make it much better then just spells shooting straight and do damage.
This game can be improved alot since there are quite a few kido moves, but usually kido moves are not really that special in Bleach itself since they always use their bankai and mankai, so they don't really go in to it much.
Maybe other then just kido attacking moves, maybe add in healing (no idea its kido anot)
and stages to improve kidos, eg. stage 1:5damage, stage 2:8damage.
Your idea seems fine. The Kido cannon idea is really cool and interesting. Right now it can't be acutally played due to the super similarity of the spells, only a little different here and there. I may be abit harsh + i understand its still improving and so..... still keep up the good work, it can be done till its wayyy fun to play it.
 
Level 9
Joined
Feb 3, 2008
Messages
106
Alright, I'll get right on that. I was thinking about putting in some Zanpactou releases. Sound good? Also, there are actually multiple levels to spells. It says when loading, you have to buy them again to upgrade them. Oh, and did you like Kyoumon? It's really quite simple and it worked better than I had intended. It can be broken by spells like the Kidou Cannon but it still blocks them!
 
Last edited:
Level 2
Joined
Jun 11, 2009
Messages
21
I really like the idea of this map so i want to give you some feedback:
- I think some of the kidou are quite slow. they could be much more faster
- All of them are quite similar. Heres some of my idea:
---> Make a "Destructive Nr. 4 Byakurai", which is as fast as a lightning with higher range and doesn´t deal much damage, but has casting time.
---> The Soukatsui could be some area spell if u know how to make it, so it affects all enemies in an angle of 90 degrees.
- maybe make some endless ffa mode, with no maximum score (or just normal ffa)
 
Level 9
Joined
Feb 3, 2008
Messages
106
Thanks a lot! I DID originally make Byakurai but it didn't look quite right, however I will remake it, probably as a beam. Also, I am making Zanpacto releases, however I'm not sure if i should make them buyable or give them to each model. A good idea for Sokatsui, and I will Happily make the spells faster. Thanks again
 
Level 3
Joined
Aug 11, 2008
Messages
41
Kyoumon.... meaning the yellow shield thingy? (im not really clear with Bleach Kidos even though i watch bleach) its pretty cool since ive never seen block spells, but i thought its suppose to be in the form of a rectangular wall? Its kinda weird at first as i thought its small, till i placed in the east direction >.> (at first i place it facing north). Maybe leave the zanpacto releases later. Right now focus on the kidos. Once you done them or gets bored, then go to zanpacto XD
 
Level 9
Joined
Feb 3, 2008
Messages
106
Yay! I already made the shinso release but I agree. There are still a few more kidou i could make. And as for Kyoumon, well, I had some difficulty finding a suitable model. Unfortunately that was the best I could find D: . In my next update all spells will be faster, and i will try and improve some of the visuals of spells. Thanks for the comment :D
 
Level 2
Joined
Jun 11, 2009
Messages
21
And maybe you could make more kidou and limit the maximum spells to 5 or so? Thenn you could integrate the Book which unlearns all of ur spells (maybe you could make a trigger which levels the hero up 1 level for each 5 gold he spends on kidou. then you could make a trigger to the unlearning book which gives you 5 gold for each lvl of yours and sets youre lvl to 1 afterwards. That would just be an idea of making the hero able to relearn spells.)

And maybe you could also post this map in the map developing section (dont know if you already did.) because its about to get really great.
 
Level 9
Joined
Feb 3, 2008
Messages
106
Wow, thanks. I really didn't intend for this map to be good, ^_^ . I know that sounds wierd but i was just sat down thinking, what would be a nice idea for a map to make? and i LOVE Bleach, especially the kidou spells so I thought, hey, why not make this. Also, I am new to making coded spells which everyone can use at once (MUI), so that is why the range of spells seems a bit limited. Anyway, I suppose there are a few more spells I could make, for instance I was thinking about making Kurohitsugi (Black Coffin spell) which targets an area, then pauses enemies within and lifts them up and slashes them. It should be quite simple. Thank you for your positive and useful feedback! :D
 
Level 3
Joined
Aug 11, 2008
Messages
44
Found 2 problems. Byakurai doesn't go past lvl 1, and it keeps taking money if you try upgrading it. For haien, if you have lvl 4 and buy it again, it'll refund you an extra 2 gold. Not much to the map yet, but I like the idea.
 
Level 9
Joined
Feb 3, 2008
Messages
106
Oh, thank you. Byakurai is new, so it is liable to have some issues ^_^ . Next guys I am going to make Bakudo 99, and maybe something else. I will do these on Sunday or Saturday, as this was my first week back at school and I can't be bothered with it on a Friday evening lol
 
Level 6
Joined
Mar 22, 2008
Messages
175
Hi, and thanks. This idea is cool and such, so i decide to help you.

http://www.bleach7.com/?page=information/demonarts

That is a complete list of all known Kidou spells. Maybe also think of adding Cero as well, not just Kidou?
(Cero could be: Lvl 1 (Cero) The cero that all Menos Grande use initially.
Lvl 2 (Cero Beam) A Concentrated Cero that Ichigo Full Hollow tries to use on Love while training against his hollow. Never seen in action but presumably an intense, narrow red beam of Cero.
Lvl 3 (Cero Doble) Neliel's technique, absorbs an enemy's Cero and uses her own Cero on top to create a massive Cero.
Lvl 4 (Cero Sincretico) Pesche and Dondochakka's technique, combines the light of both of their Cero's to create a large (but easily separable) Cero. (If another Cero or Kidou hits it, the enemys spell will disappear and the Cero Sincretico will separate into two small Cero's.)
Lvl 5 (Gran Rey Cero) Only Espada are allowed to use this most powerful Cero of all. It has enough power to distort space around its blast area.)
 
Level 9
Joined
Feb 3, 2008
Messages
106
I do actually have a site with all the kidou and that site link doesnt have all of them. I use a different site, but thanks anyway. And I hadn't thought of making cero, what a great idea :D i think i will! Some of those levels I might not make though , like Neliel's technique as that would require actually eating a cero fired at you and would be somewhat confusing. I do like the idea of normal cero and gran rey cero though. I shall endevour to include them as soon as possible. Thank you :D
 
Level 9
Joined
Feb 3, 2008
Messages
106
I have made cero, but just the red one. I added Ulquiorra as a caster though, and I am considering making all spells items instead, so you are limited to 6 and that way I can give the casters more abilities, and perhaps make bonuses for each caster. Ulquiorra might have a green cero for example.
 
Level 6
Joined
Mar 22, 2008
Messages
175
Okay. Bug report: (damn this is long)

- Byakurai deals WAY more damage than specified. If Byakurai is at level 4, it one hits a level 1 hero.
- Byakurai lightning trails have a chance of staying behind after the attack is shot.
- YOU CAN ATTACK EACHOTHER INSIDE THE SHOPPING PLACE IN ARENA MODE.
- No message when someone leaves the game.
- Cero seems a bit weak.
- Boredom is reached incredibly fast.
- Create Bakudou #61: Rikujoukourou. It is the most used bakudou.
- Thats all for now, when i get another game up (with these bugs fixed, creating #61 is not technically a bug) i'll inform if these bugs are fixed.
 
Level 9
Joined
Feb 3, 2008
Messages
106
Well, thank you for that. I have found the problem with the Byakurai damage, I will look into the trails. As for boredom, well that's up to personal taste, I can not change that. How exactly do you propse i made Bakudo 61? Also, I wouldn't say it was most used, and I think Cero is fine how it is. I don't want it to be stronger than Giryu Gekizoku Shinten Raihou. Also I don't really know what the game is like. I can't host, so I have only tested it by myself.
 
Level 6
Joined
Mar 22, 2008
Messages
175
Well, create six dummy units around the target that all channel a healing wave lightning effected spell that deals a certain amount of DPS. Or if it would just hold then 0.01 damage per second. (If you set to 0, it will do infinite damage per second. And you don't want that)
That's as for creating Bakudou 61 without custom models that is.
If you want a more true-looking Bakudou 61, get a yellow electricity spear model or something like that for a lightning effect.

As for more testing, i would be happy to take the place of a map tester. Of course, i would need you ingame as well to see in to what's the problem. I will test all the other Hadou today, as well as some Bakudou.
 
Level 6
Joined
Mar 22, 2008
Messages
175
By the way, there is a hosting bot on Europe@Clan MaDi that is free for anyone to use. That's what i'm using to host anyway. I uploaded the previous version on the bot there, but i'll stick with it since you fixed the problems i listed. I'll look for more problems in that map. BNet name, please?
 
Level 2
Joined
Jun 11, 2009
Messages
21
For Ulquiorras Cero... I wouldn ´t expect it to be the green one, but the cero oscuro, a black cero, which he gets in ressurection form. Or maybe add it to him as a hero as a speciality


Edit:

Another couple of things i just found:
- Raikyouhou (or sth. like that) cost 12 each lvl. , while byakurai costs 8 to get it to lvl 4, which is faster, stronger and costs less mana than raikyouhou, which i think should get more damage for being that slow
- Does the teleportation have to cost 60 mana? Because in Flagcapture mode you cant go back to heal or buy new spells, if you havent got those 60 mana and if you buy byakurai to lvl 4 in the beginning you have less mana than 60 after 1 spell
 
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Level 1
Joined
Dec 20, 2009
Messages
5
i think its very good, spells are good, and gameplay is fun (i like the fort 1) but maybe diffrent caracters will do diffrent things (EX 1 goes fast but has little health, other is slow but alot of health) good job
 
Level 5
Joined
May 12, 2009
Messages
201
lolz the knowedge about kidou and cero here are far great than anywhere on hiveworkshop
this game is awesome Bleach fans like us will love this
now I'm going to play and reply when I finish
rep and 4/5 thought its going to be 5/5 and more rep in future if you have interest in updating,balancing and other and if you'r not working on other projects

Hey Kisame where do you watch Bleach anyway and on wich episode are there
 
Level 9
Joined
Feb 3, 2008
Messages
106
I recently decided to carry on working on Kidou wars :D
And I watch them on Youtube mainly in parts. If you wish to read them though go on onemanga.com.
I will be updating this from now on :D
I just need to refamiliarise myself with coding. It's been a while :DD
Thanks for the great feedback!
 
Level 5
Joined
May 12, 2009
Messages
201
Lol I read manga's in OneManga two.
Oh and you should realy improve the terrain.
If I was a mod I would give you 1/5 but I give you 4/5, strange.
 
Level 7
Joined
Aug 20, 2008
Messages
399
..its boring because you need mana in every skill and theres no thrill like warlock have..and skills cost alot of mana theres no shop or item for mana regenaration and the normal attack you disabled it makes worse..

i suggest you should remove mana in every skill just like warlock i see you based it in the game..
and also models its sux coz you can choose same models with different ultimate zanpacto..you should make hero only choose only ones and there zanpacto can only be choosen by its original wielder..:thumbs_up:

i host it and many player suggested it because it sucks like that..:bored:
 
Level 1
Joined
Jan 2, 2010
Messages
5
i played this map and thats what i thought:
i only play normal arena, but you should have an option to let the host choose the amount of kills required. because if the game's 2v2 or 3v3, 50 kills is a little too much.

also, i think there should be a different arenas for games with less people, because what have i done was kill my enemy, then started tping back, but my enemy wasnt able to get to me in time because the map is too large. the map needs a little more obstacles too, i think

another thing i didnt like was that the stat gain from kills is too big. after getting 3 or 4 kills in a row, you can just steamroll, because you have significantly more mana and hp, and is able to just outtank and outcast the opponent, so i suggest lowering the stat gain and gold gain from kills

also, the guy above me is right, you should have a certain zankaptou to a certain model, and the model should only be picked once (because its kinda retarded seeing 5 tosens or byakuyas running around -.-). and there should be some kind of mana recharge spell

and ofcourse MOAR spellz ^.^

i like this map, and i hope you improve it, dude ^^
 
Level 9
Joined
Feb 3, 2008
Messages
106
I will make kidou spells cost no mana and increase the cooldowns on higher level spells then, but I will make zanpacutou skills still cost mana, as they are supposed to be ultimates. As for making zanpacutous only for the kidou casters, absolutely not. That eliminates the freedom this game aims to provide by allowing people to chose their own powers, with whatever model they like. Thank you for you feedback however. And enabling a normal attack? Don't be absurd. That would utterly ruin the whole theme as there are no kidou spells you can cast so quickly. If you ABSOLUTELY think there should be some form of attack I might consider making an attack skill for each of the caster models and give it to them, but i don't think it is likey i will.
 
Level 5
Joined
Feb 7, 2008
Messages
103
I played this yesterday with my friend and:

- I don't know how to go to the city.
- The kido are hard to cast because are items, i suggest you to put them into skills again, in a spell book or something.
- You can use the same hero if you want, in the game there was 3 neliel, and it was confusing :p.
- I sugest to add music and more sounds, the gameplay will be better.
 
Level 9
Joined
Feb 3, 2008
Messages
106
:OOOOOO
Gothar :D
Hi!
I love your maps. Thanks, I will make it more clear how to get to the city, maybe some colourful lights and stuff ^_^
And good idea about the spellbook, i can make you able to have all of them that way :D
I like that more than one person can use the same hero though, cause the heroes have no models, its just which characters you like best.
I am working on the sounds of course ^_^, I am just having difficulty with the map size lol. Thanks again Gothar! :D
 
Level 2
Joined
Sep 23, 2008
Messages
12
I tried to create a bleach map once, but gave up because of crappy models. Where did you find the ones you're using?
 
Level 9
Joined
Feb 3, 2008
Messages
106
You can get the models off of WarcraftUnlimited.

And whilst I appreciate all the feedback guys, I think I'm going to keep it as it is, ` regarding zanpacutou releases and characters`. Every game has 1 of each character and 1 of each zanpacutou, I want to be unique. The whole point of kidou wars isn't, `your sword is overpowered`. It's well, if you are chosing that sword, so will I.
I'm really insistent on keeping the hero and sword system the way it is, as I love it. However I am considering all the other points you have suggested.

I shall probably add a kill selection system, and the idea of the game is to fire where your opponent will be. You are supposed to utilize bakudou WITH hadou. Trap them before you fire. It works so much better. Thanks guys!
 
Level 2
Joined
Sep 23, 2008
Messages
12
Just a little feedback on the hadou and bakudou.
The spells are too similar in function, and some of the spells should look different.
For example raikohou, wich is supposed to be a LIGHTNING attack, is shown as spheres of energy.
Byakurai and raikohô should use lightning effect from forked/chained lightning, and be target spells, wich raikohô have an AOE damage(perhaps same look as forked lightning) All i say is that many spells could be done better, but some are awsome as they are in both look and function. (Rujin Jakka's abilities, and highest bakudô and hadô for example)

And also: Spells SHOULD cost mana, but not very much. Those who have used all their mana usualy have killed a couple of enemies, and should then be temporarily weakened (to make sure they dont overrun all enemies just because they got the first 3-5 kills)
A few weaker spells could be with a very low mana cost (1/3 of normal for example), but at the cost of a greater cooldown.

Overall, you have done a great job, but as i said, most spells are too similar in functon to be entertaining. hope to see a fantastic final product from you.
 
Level 2
Joined
Mar 8, 2009
Messages
11
Glad to see that this has turned into a decent map, especially since it is a anime based map.

Now, you could add some more heroes, since you yourself said you want it to be unique, but it isnt the most essential thing.

Also, the range of some spells. In my opinion, they go a little to far(the projectiles such as cero). Now, while talking about cero, I dont think that the noise it makes is necessary, as it is annoying to certain people( I am one of them). The noise that a couple of the spells make's are nice, as the kiddo spells are hard to prounce, and the voices are ones from the actual show. Also, i think that the range of Itto Kaso is a bit much, even with shunpo, I suggest a range of 550 or somewere in the 500's, not 600.

Have you considered making new modes? such as hunt? where it is a free-for-all style except if you kill your target, they are out till the next round (you could make the arena were its played a little small mabey) and since many are annoyed about the fact of the characters not having there own skill's, you could possibly add a mode that the host could type in so that all the characters are unique with skills (or mabey add a teamdeath match mode or somethink with that idea incorporated)

In general, I think this is a good game, and can continued to be improved to be a good anime version of warlock.

Edit: I forgot to mention that you could make a -cam option, so people can zoom in and out more
 
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Level 9
Joined
Feb 3, 2008
Messages
106
Thank you very much. All comments are appreciated especially when they are as detailed and in-depth as yours. I was already intending to add a free for all mode when I could, and as for Itto Kaso well -_- thats a new spell and its liable to have issues. I did REALLY want it in the game but loads of people hate it lol ^^ I can imagine why as some people don't seem to quite get that it should be used as a last resort. The hunt game mode is an interesting idea, as is the unique characters mode. Its things like that that I need to work on now rahter than adding ridiculous amounts of swords :D
 
Level 1
Joined
Apr 27, 2009
Messages
1
Hey, is this map still being updated? I played it yesterday(randomly searching for different maps and came across this)
Also, i saw this map on mapgnome.org, but there it went up to v5.3
 
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