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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Blades 'n Gore II v0.99h

Submitted by Kitabatake
This bundle is marked as approved. It works and satisfies the submission rules.
[​IMG]

Kitabatake Presents:
[​IMG]
A fast-paced sword fighting game for 1-12 players



  • 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!




Forum


[ Blades 'n Gore II Forum ]



Gameplay in more detail

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 [td] - Deals tremendous damage, even pushing half of it through defend. Slow to cast though.[/td]

[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]

[​IMG]
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!



[tdalt]
  • http://www.youtube.com/watch?v=ukrN_dBf3l4&hd=1
    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

    http://www.youtube.com/watch?v=wxZF0pK-b6g
    Recorded by xorkatoss (map version 0.93m)
    http://www.youtube.com/watch?v=Zdg7pOrAl7o&hd=1
    Recorded by xorkatoss (map version 0.93m)
    http://www.youtube.com/watch?v=AJB7yBvMyJM
    Recorded by xorkatoss (map version 0.93f)
    http://www.youtube.com/watch?v=O-sOXuW_MRE
    Recorded by ironymon1 (map version 0.57c)
    http://www.youtube.com/watch?v=KQ9kNV9BeWA
    Recorded by ironymon1 (map version 0.57c)
    http://www.youtube.com/watch?v=akxqrqlZCiY
    Recorded by ironymon1 (map version 0.57c)



  • Terrain Screenshots

    [​IMG]
    Tropical Island
    The default game area for deathmatch and team deathmatch


    Gameplay Screenshots


    Boss Mode

    [​IMG]
    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

    [​IMG]
    In-Game
    Screenshot of actual gameplay with small number of players.





[/tdalt][tdalt]

  • 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.



  • 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!


[/tdalt][tdalt]

Want to play the map online?

Join the Garena group
31617


  • instructions

    1. Start garena plus
    2. Press [​IMG] 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!
  • 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!


[/tdalt][tdalt]

Version changes

[/tdalt]


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

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

Reviews
Moderator
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:
  1. Kitabatake

    Kitabatake

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    Another Big Update!

    Version 0.66i
    • 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.






    Throwing/ranged weapons are in consideration and may appear in later versions

    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: Feb 27, 2012
  2. CafeSaiGon

    CafeSaiGon

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    Good map...my rate 5/5.....
    Why this map update fast ???
     
  3. xorkatoss

    xorkatoss

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    bcz the creator has free time to make changes and add stuff often;)
    also you said that like it was a bad thing...in fact updating your maps often is good;p
     
  4. Psychosocial

    Psychosocial

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    Because Kitabatake supports his project like it has to be.. and he gains much positive feedback - this is inspiring.
     
  5. Kitabatake

    Kitabatake

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    Update!

    Version 0.67g
    • 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

    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!







    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.
     
  6. k13k

    k13k

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    can u remove the custom font plz

    it's unfriendly for non-eng users.
     
  7. Kitabatake

    Kitabatake

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    Quick update!

    Version 0.68b
    • Custom font removed









    True.
     
  8. k13k

    k13k

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    thanks a lot



     
  9. k13k

    k13k

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    bug when players die in 2V2 deathmatch

    they revive in the battle zone map
     
  10. Kitabatake

    Kitabatake

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    Hmh I thought I had fixed that already.






    Update!

    Version 0.69b
    • 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




    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: Mar 3, 2012
  11. k13k

    k13k

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    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.
     
  12. k13k

    k13k

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    and the bug of respawning in wrong place still alive

    but anyway, this is a awosome map!!!
     
  13. Kitabatake

    Kitabatake

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    Update!

    Version 0.70d
    • Player names in victory announcements are now player coloured
    • You will now slowly regenerate mana also while capturing a point
    • Units will no longer actually respawn in wrong game areas
    • Minimap improved


    The respawn now works correctly in all game modes.
     
  14. k13k

    k13k

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    some projection weapon can be added in the game, ex crossbow bows, with longer casting time and more mp cost, for catching the runner.
     
  15. Kitabatake

    Kitabatake

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    Big Update!

    Version 0.71f
    • 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.


    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.







    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.
     
  16. Drunken_Jackal

    Drunken_Jackal

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    Maybe ranged weapons can give boosts or abilities.
    Say when thrown, they activate spells once they hit the ground.
    Or maybe it heals nearby people.
     
  17. sonofjay

    sonofjay

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    I really love this game since the Blade and Gore I, and now it have alot of changes happening. I have a feeling that someday this will be more popular that Icefrog's Dota

    Anyway 5/5 for alot of changes that was happening.
     
  18. k13k

    k13k

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    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
     
  19. Ocelot

    Ocelot

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

    Kitabatake

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




    Edit: Update!



    Version 0.72f
    • 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!


    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: Mar 12, 2012