Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
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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 supports1-12players.
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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[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!
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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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 xorkatossfor recording and uploading!
Map version 0.96mwas 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
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
Screenshot of actual gameplay with small number of players.
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?
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!
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.
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.
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.
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
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.
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
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.
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
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
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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!
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.
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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.
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.
Ah, thanks for the bug reports.
I'll have them fixed for the next update.
Edit: Update!
Version 0.72f
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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!
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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.
I love this map <3<3<3 It features realistic combat and has great systems Gameplay is grat, terrain is detailed...
But where can I play it? Is there a room on garena where people play this?
I love this map <3<3<3 It features realistic combat and has great systems Gameplay is grat, terrain is detailed...
But where can I play it? Is there a room on garena where people play this?
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
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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
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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.
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
Hey I played the map and you should check the landing point of normal attacks. 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.
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
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The map should once again be perfectly playable even for those playing on ancient toasters.
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...
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.
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.
I think he means computer slots...
There is a bug in boss mode. When I put in computer slots (instead of "Open"), after the first round in boss mode (defeated), those "Computers" appeared and attacked one another...
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