Blades 'n Gore II v0.99h

This bundle is marked as high quality. It exceeds standards and is highly desirable.
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Kitabatake Presents:
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A fast-paced sword fighting game for 1-12 players
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Map Summary

Features

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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

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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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[ 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.

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

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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)

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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

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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.

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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!

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[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!
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  • 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.
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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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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 5
Joined
Jul 4, 2008
Messages
64
-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.
 
Level 12
Joined
Mar 21, 2008
Messages
364
subscribed, sexy map, awaiting future updates, etc

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)
 
Update!

Version 0.56d
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  • Maximum selectable kill limits increased
    • Deathmatch kill limit: 10 - 100
    • Duel Arena kill limit: 3 - 30
  • Tumble ability balanced
    • Self damage increased from 5 to 10
    • Cannot be casted if user has less than 15 health
  • All weapons and armor rebalanced
    • Damage, Stamina, Range, Defence, Flexibility and Mobility values changed for all weapons and armor
    • Rune armor replaced with Field armor and added a helmet
[/TD]



-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!

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.

i tested this alone and it was pretty good 5/5 :thumbs_up:
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.


subscribed, sexy map, awaiting future updates, etc

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.


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.
 
Level 4
Joined
Jan 3, 2011
Messages
103
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. :)
 
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Level 20
Joined
Jul 12, 2010
Messages
1,719
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!! :wink:
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
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.
 
Level 3
Joined
Nov 16, 2009
Messages
66
Epic. 5/5 and +rep.

The only thing i didn't understand was the "character menu" which you enter by clicking V. Was it for future updates where we will be able to upgrade our hero or something?
 
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!! :wink:
Certainly.
If anybody is interested on playing the map on Garena, just send me a message or friend request there (account name Kitabatake).

I also have a beta testing group set up on Garena.
Let me know if any of you are interested in joining.
yayz, kitabatake is back!!!btw, can you still choose what gear you wear??imo it gave me a sense of customiztion, and i wanna look good when i die XD
Yes, at the moment there are 3 different weapons and armor in the game that you will find from your inventory.
However, equipment in BnG2 differs from the original by actually having different stats and specialities that will support certain playing styles.

More weapons and armor will be added once the current ones have been thoroughly tested and balanced.
Gameplay screenshots PLEASE!
I always seem to forget to take some when I play the map.
Anyway, I'll try to have a few sometime in the near future.

Also, if any of you have played the map and taken nice screenshots, feel free to send them to me. I would appreciate that!
(Use for example pastebin, album, or imageshack for the screenshot and send me the link)

Epic. 5/5 and +rep.

The only thing i didn't understand was the "character menu" which you enter by clicking V. Was it for future updates where we will be able to upgrade our hero or something?
Yes.
 
Level 20
Joined
Jul 12, 2010
Messages
1,719
hey dude, i just played a quick game with 3 other ppl and i found smth that bothers me...
when at low hp you move slower and your arm bleeds, most times when i die and then revive i still have that effect for about 1 second...i wouldn't call that a bug, i guess you have a trigger which checks every x second the hp of units and applies the slow effect right? if that's right then my suggestion is to lower the intervals...

there is also a thing that im wondering...why i can't upgrade my abilities?
is that going to be available in the the next update(s)??

well that's all for now. ill continue playing and report any bugs i find later;)
 
Update!

Version 0.57c
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  • Host setting selection dialog improved & simplified
  • Duel arena terrain remade
  • Slight terrain fixes around the map
  • Healthbars hidden
  • Player will no longer limp/bleed for a couple of seconds after respawn
  • Spawn protection runes no longer momentarily randomly appear in wrong places during respawn
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About hidden healthbars; I'm not yet 100% certain if it's better or worse this way.
This feature may or may not be reverted in future updates. We'll see after more testing!




hey dude, i just played a quick game with 3 other ppl and i found smth that bothers me...
when at low hp you move slower and your arm bleeds, most times when i die and then revive i still have that effect for about 1 second...i wouldn't call that a bug, i guess you have a trigger which checks every x second the hp of units and applies the slow effect right? if that's right then my suggestion is to lower the intervals...

there is also a thing that im wondering...why i can't upgrade my abilities?
is that going to be available in the the next update(s)??

well that's all for now. ill continue playing and report any bugs i find later;)
Yes upgrading abilities will come in later versions.
Bleed/limp effect upon revival is now fixed, thanks for reporting!


Oh, also: GAMEPLAY VIDEO FOOTAGE AVAILABLE!

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[TD] Gameplay Video Footage: [/TD]
Thanks to ironymon1 for recording and uploading!

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Level 10
Joined
Feb 7, 2005
Messages
409
I miss being able to thrust multiple times, or even be able to switch thrust direction mid attack.

Is this version unprotected? and if not, are you going to release an unprotected one?

I remember an older version of blades and glory 1 I swapped out the blades for lightsabers, added some force powers and saber throw, had a good time pretendin to be jedi with friends over lan.
 
I miss being able to thrust multiple times, or even be able to switch thrust direction mid attack.
I might bring that feature back depending on how balanced it appears to be during testing. We'll see in future updates!

EDIT: I just realized, the lunge already doesn't pause the character. What version are you playing?
It is perfectly possible to lunge multiple times or change the direction just by casting it again. As long as you have the necessary stamina of course.

Is this version unprotected? and if not, are you going to release an unprotected one?

Map Description said:
[TD]
[TD] Notes: [/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]
Yes, I'm going to release an unprotected version once the map is developed enough.
 
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Level 5
Joined
Apr 10, 2010
Messages
224
sometimes enemies spawn beside me and my ally so he dies instantly unable to escape and it happened 2 so he got double killed and got pissed so he left
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in short players who are enemies should spawn a little further apart from each other
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and there should be a replay choice when the game ends just incase no players left and still want to play once more instead of creating and waiting again
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great gameplay 4/5
 
sometimes enemies spawn beside me and my ally so he dies instantly unable to escape and it happened 2 so he got double killed and got pissed so he left
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in short players who are enemies should spawn a little further apart from each other
Yeah the spawn locations will be fixed in later versions.
However, when you spawn:
  1. You have spawn protection for 3 seconds
    • You cannot be spawnkilled upon spawning
  2. You spawn with only 15% stamina
    • You cannot instantly kill another player upon spawning

But yeah, as I mentioned, spawn locations will be fixed for future versions.

and there should be a replay choice when the game ends just incase no players left and still want to play once more instead of creating and waiting again
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great gameplay 4/5
This has been suggested many times before.
It will be implemented in one of the upcoming updates.

EDIT: Game updated!
Version 0.59k
[TD]
  • Level up and experience gain enabled on Deathmatch mode (if selected by host)
  • Host can now choose more options
    • Enable/Disable Level up and experience gain
    • Select ability starting levels [0-3]
  • Observers can now lock their camera to dueling players in Duel Arena mode
  • Host can now restart the game at the end
  • Hitmarkers no longer get stuck when game ends
  • "Too injured to tumble" no longer occurs as often
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Last edited:
Level 10
Joined
Feb 7, 2005
Messages
409
I might bring that feature back depending on how balanced it appears to be during testing. We'll see in future updates!

EDIT: I just realized, the lunge already doesn't pause the character. What version are you playing?
It is perfectly possible to lunge multiple times or change the direction just by casting it again. As long as you have the necessary stamina of course.




Yes, I'm going to release an unprotected version once the map is developed enough.

Niice, I like it. lookin forward to some awesome lan sessions with this game.
 
Level 1
Joined
Feb 5, 2012
Messages
1
I'm experimenting random crashes with the last version, I don't know why we are in 1.26a.
 
Update!

Version 0.60h
[TD]
  • A fatal error upon killing someone while they are in the middle of casting power slam/other ability has been fixed
  • Duel arena observer camera systems redone
    • Observing players can now use the left/right arrow keys to lock their camera to other players
  • Duel game mode player colors fixed
  • Teams no longer malfunction after restarting the game
  • Several minor bugs related to restarting the game fixed
  • Map internal description added
[/TD]



I'm experimenting random crashes with the last version, I don't know why we are in 1.26a.
This has now been fixed in the latest version.
 
Level 7
Joined
Jan 9, 2010
Messages
339
Deathmatch mode is bugged in the newest version for v1.24e, warcraft 3 immediately crashes with no error message on the death of any player.
 
Level 20
Joined
Jul 12, 2010
Messages
1,719
Deathmatch mode is bugged in the newest version for v1.24e, warcraft 3 immediately crashes with no error message on the death of any player.

Bug confirmed. It seems I broke something on the last minute with the respawn triggers.

Trying to fix this ASAP.



EDIT: Update!

Version 0.61b
[TD]
  • Fatal error upon player respawn has been fixed
    • All known fatal errors have now been fixed from the map
[/TD]
All fatal errors should now be fixed from the map.
Let me know if you find more bugs!
 
Last edited:
Update!

Version 0.62d
[TD]
  • Gameplay balances
    • Slash manacost increased 6 -> 9
    • Slash casting time increased 0.32/0.24/0.21 -> 0.32/0.28/0.26
    • Blood Lotus health drain is no longer affected by armor
  • Duel Arena bugs fixed
    • Players now spawn at correct locations
    • Players will have correct health and mana at the start of duel
  • Equipment now has fitting custom icons
  • Several minor bug fixes and tweaks around game modes and combat systems
[/TD]
 
Update!

Version 0.63h
[TD]
  • Armor models improved
  • Armor icons improved
  • Armor can now be unequipped (by clicking the equipped armor)
  • Armor now affects movement speed correctly
  • Each armor now has their own unique passive speciality
  • Weapons balanced
  • Terrain area reserved for the upcoming CTF game mode as well as new duel arena terrain
    • Note: New terrain is not used yet in the current version
  • Tumble range is now affected by your armor mobility stat
[/TD]
 
Level 3
Joined
May 20, 2008
Messages
66
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.
 
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