- Joined
- Mar 14, 2009
- Messages
- 98
Current state: This project is dead.
Map Name: Blademaster Frenzy (Beta)
Created by: Peetoon (Yes, that's me.)
Features:
Basics:
The playable map size is determined by the number of players at the start of a round.
A damage detection system turns damage dealt into bonus agility.
Skills:
There's a custom skill selection system with 5 possible skills for each of the 4 skill slots. That means 625 possible skill combinations.
Modes:
Deathmatch - Kill each other until someone reaches the required kill count to win.
Elimination - Kill each other until you're the last man standing. Once a player dies, all blademasters are leveled up, healed back to full, and moved to a random spot in the map. Dead players respawn as ghosts that do very little damage, can't be attacked, and have a random spell ability that casts a random positive or negative buff.
Take the Cake - All players fight to hold the cake for a certain amount of time. The position of the blademaster holding the cake is revealed to all players.
Modes are selected through voting. This includes kill count for the deathmatch mode and the timer duration for take the cake mode.
Artificial Intelligence:
I've made a trigger-based AI for this map that allows computer-controlled players to actually play. They don't have skill builds yet, so they get skills and items based on the random number generator. Includes easy, normal, and hard difficulty, selected and changed by red at any given time(commands: -easy, -normal, -hard). The difficulty only controls the agility bonus of computer-controlled blademasters.
Notes:
The last time I play tested this map with other players was back in version 1.09. As such, there are probably lots of bugs out there especially when it comes to multiplayer. Please report them to me as you find them. A replay would be great.
Also, because of the lack of play testing, the map is also probably heavily imbalanced. I'd like some feedback on balance issues too please.
There could be other scattered bugs elsewhere, like the map randomly stopping please report any occurrence of that as well. Really, report any random bugs you find please. Suggestions are also welcome.
One last thing, I think the terrain is pretty bad. Anyone wanna help?
Special Thanks:
sBuckz and Soul for beta testing earlier versions.
Vexorian for making the map optimizer. It shaved half the file size off my map as well as adding map protection. Also for making the non-leaking PolledWait2 function. He doesn't know I downloaded his stuff off the internet though.
P.S. If it isn't obvious by now, I don't know how to do screenshots... and terrain.
Map Name: Blademaster Frenzy (Beta)
Created by: Peetoon (Yes, that's me.)
Features:
Basics:
The playable map size is determined by the number of players at the start of a round.
A damage detection system turns damage dealt into bonus agility.
Skills:
There's a custom skill selection system with 5 possible skills for each of the 4 skill slots. That means 625 possible skill combinations.
Modes:
Deathmatch - Kill each other until someone reaches the required kill count to win.
Elimination - Kill each other until you're the last man standing. Once a player dies, all blademasters are leveled up, healed back to full, and moved to a random spot in the map. Dead players respawn as ghosts that do very little damage, can't be attacked, and have a random spell ability that casts a random positive or negative buff.
Take the Cake - All players fight to hold the cake for a certain amount of time. The position of the blademaster holding the cake is revealed to all players.
Modes are selected through voting. This includes kill count for the deathmatch mode and the timer duration for take the cake mode.
Artificial Intelligence:
I've made a trigger-based AI for this map that allows computer-controlled players to actually play. They don't have skill builds yet, so they get skills and items based on the random number generator. Includes easy, normal, and hard difficulty, selected and changed by red at any given time(commands: -easy, -normal, -hard). The difficulty only controls the agility bonus of computer-controlled blademasters.
Notes:
The last time I play tested this map with other players was back in version 1.09. As such, there are probably lots of bugs out there especially when it comes to multiplayer. Please report them to me as you find them. A replay would be great.
Also, because of the lack of play testing, the map is also probably heavily imbalanced. I'd like some feedback on balance issues too please.
There could be other scattered bugs elsewhere, like the map randomly stopping please report any occurrence of that as well. Really, report any random bugs you find please. Suggestions are also welcome.
One last thing, I think the terrain is pretty bad. Anyone wanna help?
Special Thanks:
sBuckz and Soul for beta testing earlier versions.
Vexorian for making the map optimizer. It shaved half the file size off my map as well as adding map protection. Also for making the non-leaking PolledWait2 function. He doesn't know I downloaded his stuff off the internet though.
P.S. If it isn't obvious by now, I don't know how to do screenshots... and terrain.
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