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!
[TD]
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
[/TD]
[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]
[TD]
Defend, Lunge, Slash, Drink
Sprint, Power Slam, Kick, Tumble
[/TD]
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!
[/TD][tr][TD][/TD][/tr][TD]
Gameplay Video Footage
Screenshots
[TD]
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)
[/TD]
[TD]
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.
[/TD]
[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?
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!
[TD]
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.
[/TD]
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!
In my opinion dungeon crawler strays is too far from the theme.
The theme is a PvP/PvE battle map, dungeon crawler is a misfit.
It would be better to make something like and AoS/Defense.
Allows you to save your rank and score and continue from where you left on the next game
Note that your code is case-sensitive AND bound to your username
The "-name" command has now been disabled for security reasons
Added 2 new kick animations
Combat looks smoother now!
Fixed shuriken ribbon emitter
Fixed throwing weapon expiration timers
Player 1 is now named Host in game lobby
[/TD]
The much requested save/load systems have finally been implemented!
Your progress is saved after each round and you can use the code in the next game to continue gaining more points and higher ranks!
Note that during a single game you don't need to load anything between rounds. Just memorize or write down the LAST code you get from the last round before you stop playing/leave the game/the game ends.
type "-loadYourCode" into the game chat to load your code.
type "-save" if you somehow missed the code. This command will display the code from the last finished round.
Also note that playing single player will not earn you score.
After a while; I decided to revisit this one; and I'm like: Mannnnnnn so many updates!
Anyway, I hosted some games, most of them are FFA Deathmatch and these are something I noticed:
- Power Slam animation sometimes collides with limping/stumbling; which makes Power Slam attack and attached SFX occurs (deals damage and the invisibility SFX appears) but the model just stand there limping.
- After one death the spilling blood SFX doesn't stop, ever.
- The impaling SFX (from being hit by the "Kunai" IIRC) sometimes persists after respawn.
Something I would suggest:
- I noticed a King-of-the-Hill game mode variant should fit well into BnG, since one person can fend off many simply with quick fingers. Actually, we do that in Deathmatch to save time finding each other anyway; on the hill in the middle.
- Icons should be update; right now the detail on them is quite small and not descriptive enough; in my opinion.
- Also loadscreen. Public game wise; you should put text on the loadscreen itself to negate the "press any key to continue" part. Because no one likes to wait for some afk dudes.
That's all for now. I'm working on my minigame too so I shouldn't be able to host frequently, but I love this game and will try to spread it around my place (Garena also).
Thanks for the suggestion! I haven't done such systems in the past so I'm not sure.
The codes tend to be around 4 symbols long anyway so I doubt it is too problematic to either memorize or write them down manually.
However, if there's a ready solution to how that is done then sure I'll implement it.
Also you do not need to load codes between rounds! Once per game session is enough.
I'll remove the excessive "you can now load your codes" messages in the next version as it is only relevant on the very first round.
After a while; I decided to revisit this one; and I'm like: Mannnnnnn so many updates!
Anyway, I hosted some games, most of them are FFA Deathmatch and these are something I noticed:
- Power Slam animation sometimes collides with limping/stumbling; which makes Power Slam attack and attached SFX occurs (deals damage and the invisibility SFX appears) but the model just stand there limping.
Did this happen often?
It is true that sometimes the animations may overlap with another in hectic moments.
However, stumbling should always cancel a power slam. Hmmm odd...
- I noticed a King-of-the-Hill game mode variant should fit well into BnG, since one person can fend off many simply with quick fingers. Actually, we do that in Deathmatch to save time finding each other anyway; on the hill in the middle.
- Icons should be update; right now the detail on them is quite small and not descriptive enough; in my opinion.
- Also loadscreen. Public game wise; you should put text on the loadscreen itself to negate the "press any key to continue" part. Because no one likes to wait for some afk dudes.
That's all for now. I'm working on my minigame too so I shouldn't be able to host frequently, but I love this game and will try to spread it around my place (Garena also).
Did this happen often?
It is true that sometimes the animations may overlap with another in hectic moments.
However, stumbling should always cancel a power slam. Hmmm odd...
Should be limping. That animation when you are low on health; if it only reduces movement speed then it shouldn't cancel Power Slam, stumbling does. Out of 3 games I noticed it twice. The guy apparently got his HP brought down to limping level, he moved a bit then Power Slam - the problem happens here, Power Slam did not have any animation whatsoever. I'll try to replicate the issue tomorrow, will get back to you later.
Should be limping. That animation when you are low on health; if it only reduces movement speed then it shouldn't cancel Power Slam, stumbling does. Out of 3 games I noticed it twice. The guy apparently got his HP brought down to limping level, he moved a bit then Power Slam - the problem happens here, Power Slam did not have any animation whatsoever. I'll try to replicate the issue tomorrow, will get back to you later.
Was he already limping before he started casting the power slam?
It might be that the animation tag just happens to come into effect at almost the same time as the power slam animation is supposed to start so it cancels it out.
Dying in deathmatch now makes you observe the person who killed you (instead of always observing player 1)
"-end" command added to player 1
This allows the host to end the current round and select whether to restart or end the entire game
Some aesthetic improvements
Loading screen altered a bit
New order confirm / waypoint model effect
Looks nice when you right click or queue up those abilities for an imba combo
Tumble no longer pauses your character
This means that you can now smoothly combine the move with other abilities!
Leaping power strike? Boosted Lunge? A flying kick? An aggressive slash? Sure thing!
[/TD]
The combat is smoother now that you can combine the tumble ability to boost the other abilities!
Tumble + Power Slam = character leaps forward casting the slam across a long range
Tumble + Lunge = a speed-boosted lunge that strikes further
Tumble + Kick = a flying kick with more range
Tumble + Slash = an aggressive slash with forward movement
Thanks for the suggestion!
However, santa hats would hardly fit in the game.
But yeah perhaps there could be some helmet variations or similar that would be given as rewards upon reaching certain ranks. I'll need to think about it!
Kitabatake, here's a thread in Gaia's Retaliation ORPG where they discuss about adding a text file save system. Here's where they figured out how to do it also. You should look at the thread, you might find some useful information there.
Was he already limping before he started casting the power slam?
It might be that the animation tag just happens to come into effect at almost the same time as the power slam animation is supposed to start so it cancels it out.
"You can now load your code" -message now only appears on the first round.
(it was never necessary to load your code more than once per game session)
A new mode setting "Warm-up" for Deathmatch
Players start with minimal abilities (Defend, Slash, Kick)
New abilities are automatically unlocked periodically
Has a time limit (7min) instead of kill limit
This mode is highly recommended for new players!
A small score bonus for every player if this mode is played first
Fixed a bug that caused leaver players to keep their kill count
This could sometimes cause a later deathmatch game to instantly end if the leaver had more than the kill limit amount of kills
Host dialogs adjusted and rearranged
Warmup deathmatch is now the default setting for first round of a game session
Loading screen improved
Score gain improved
Getting killing sprees and ending enemy killing sprees now award score rewards
Kills in Boss Mode are now displayed in the multiboard
[/TD]
The main problem with Blades 'n Gore II in the past has been it's learning curve.
It takes on average 20-25 minutes for a newbie to learn and like the map.
It takes on average 10-12 minutes for a newbie to lose attention and go ragequit.
But here comes the new warm-up deathmatch mode!
Only lasts for 7 minutes!
Doesn't give all the abilities at once!
New abilities are unlocked about once every minute!
Brief testing has indicated that roughly 100% of newbies will not leave during the warm-up round, and will actually enjoy the map. Great success.
Kitabatake, here's a thread in Gaia's Retaliation ORPG where they discuss about adding a text file save system. Here's where they figured out how to do it also. You should look at the thread, you might find some useful information there.
Man here is one bug report :[. I think to it's happening from time to time. I was playing boss mode and when I have come to final boss I saved map. Ofc I lost that game, but then I have loaded I haven't spell kick then Capture point. That was in version 0.81f or 0.82f that all.
Man here is one bug report :[. I think to it's happening from time to time. I was playing boss mode and when I have come to final boss I saved map. Ofc I lost that game, but then I have loaded I haven't spell kick then Capture point. That was in version 0.81f or 0.82f that all.
Hello man me again. I have one little bug to report and few suggestions.
Bug:
When I has playing deathmatch I have tried some fast spell casting. I have casted kick and quickly after that power slam. What happened. Mana spent, kick not casted.That's all
Suggestions:
I have played it first time with music and sounds ( i usually listen music while I played TFT ) and you know music is somehow missind. Effect of music is to make map better. Just use some good music and in game effect will be much better.
Now spell sounds effects. Like what my friend Pirate-of-7-seas told me once spell is much better if it's fallowing by some good sound effect(like what I have told for music).You can add some wind effect for lunge and drink effect for ...well drink.
For other is mostly okey.
Now suggestion for editing Kick:
You know kick is very useful for pvp. Stopping enemies spells, kicking them from you giving you chance for escaping etc. But in boss fight that spell is not so useful. I will use better Slash instead of Kick. My suggestion about kick is to one be for pvp and one for boss fight. For boss fight u can edit it like no point/target(just press D and activate it) And hero will spin and pull all unit around him giving him more space for escaping.
im glad to see that this map is progressing to fast
it has come to my attention that BnG lacks some old looking bridges and i was thinking...
maybe you could improve the terrain of the map a bit by adding a bridge, don't you think?
ATTENTION TO ALL BnG FANS:
Kitabatake has finaly made a supporter signature for all the fans of BnG!!
wear our supporter signature and support the game!
Hello man me again. I have one little bug to report and few suggestions.
Bug:
When I has playing deathmatch I have tried some fast spell casting. I have casted kick and quickly after that power slam. What happened. Mana spent, kick not casted.That's all
That's not a bug, that's how you cancel abilities in BnG II.
If you don't want to cancel the kick, you must time the power slam casting so that you see the kick "hit indicator" (the red AoE shockwave) before you start power slam.
It is perfectly possible to combo the abilities right after one another, but if you rush it, you will move on to the next ability before actually finishing the previous.
And that brings you to choose your play style.
Will you take the risk of missing an ability while trying to perform smooth fast-paced combos, or will you play it safe with a slower pace?
I have played it first time with music and sounds ( i usually listen music while I played TFT ) and you know music is somehow missind. Effect of music is to make map better. Just use some good music and in game effect will be much better.
Now spell sounds effects. Like what my friend Pirate-of-7-seas told me once spell is much better if it's fallowing by some good sound effect(like what I have told for music).You can add some wind effect for lunge and drink effect for ...well drink.
For other is mostly okey.
There's a couple of major reasons why this map doesn't have imported music
It would take far too much space
People can just play the music of their choice on a media player with volume set to something like 20% while playing this map
But yes, sound effects are something I try to take good care of since they don't take an awful lot of space but still improve the atmosphere of the map immensely.
There's ambient sounds that differ depending on location and some custom combat sounds in the map as well.
I'll try to see if I can find something good for lunge and drink.
Let me know if you know some good sounds that exist in wc3 already!
You know kick is very useful for pvp. Stopping enemies spells, kicking them from you giving you chance for escaping etc. But in boss fight that spell is not so useful. I will use better Slash instead of Kick. My suggestion about kick is to one be for pvp and one for boss fight. For boss fight u can edit it like no point/target(just press D and activate it) And hero will spin and pull all unit around him giving him more space for escaping.
In boss mode kick still knocks back and slows down the enemies which can be very useful at times. Especially when dealing with stronger opponents since the speed reduction makes things so much easier.
im glad to see that this map is progressing to fast
it has come to my attention that BnG lacks some old looking bridges and i was thinking...
maybe you could improve the terrain of the map a bit by adding a bridge, don't you think?
ATTENTION TO ALL BnG FANS:
Kitabatake has finaly made a supporter signature for all the fans of BnG!!
wear our supporter signature and support the game!
I don't know how often it is hosted on Bnet, but the map is hosted on Garena from time to time.
If you want to play the map on garena, join the garena group 31617 and ask for someone to host the map or host the map yourself and ask others to join.
Fixed a bug that messed up abilities if the game was loaded.
Small fixes and improvements overall
[/TD]
Character customization is starting to make it's way into the map!
Now in this version it is randomized with a very limited amount of options but later versions will allow the players to select their own character configurations.
I've also been planning that some of the fancier customization stuff could be unlockable by meeting certain rank requirements.
And also note that you can now use the "-reset" command to reset the game even after accidentally choosing to end the game!
A free program that allows you to play with other people as if you were all in LAN together.
You can google more info and you can download it at http://intl.garena.com/
I like the new customization system, leaving wether or not you spawn as your actual gender to chance though is kinda.....chancy, I dunno whats a good word for it.
I like the new customization system, leaving wether or not you spawn as your actual gender to chance though is kinda.....chancy, I dunno whats a good word for it.
There appears to be glitch now, even if your fully healthed after beggining to bleed, the bleed graphic still appears. I understand arrows still being in there after getting shot, but bleed sfx still there after being fully healthed? wierd.
Customization settings have taken another leap forward!
Customization is no longer randomized
Players can now customize their character before rounds
Certain customizations require the player to have a certain rank
Long hair is supported
Player 1 can use "-pause" and "-unpause" commands to pause or resume the game start countdown during character customization
New stylized character portraits (black silhouette over teamglow)
Bug fix: Lunge effect loop no longer continues when the player character is dead or game has ended
Interface fixes (Active button fx removed)
You can now only load a savecode once in the game
It was never necessary to load it more than once anyway
Failed load attempts do not count. Loading is disabled only after one successful load.
Minor improvements overall
[/TD]
Massive progress with the customization systems!
Players can now customize their character to their liking by selecting gender, face and hairstyle.
Some of the faces and hairstyles can be earned and unlocked by reaching the required rank!
There appears to be glitch now, even if your fully healthed after beggining to bleed, the bleed graphic still appears. I understand arrows still being in there after getting shot, but bleed sfx still there after being fully healthed? wierd.
Yes this tends to happen.
I'll need to create new blood models to fix this in one of the future versions.
Luckily it's just a minor aesthetic detail instead of a major bug.
wow very nice and fast update. keep it up. really awesome map. oh and i have 1 question what does that rank do? i've played a lot and i'm loading and getting rank but i dont notice anything changing. btw i'm playing usually boss mode cause of lack of people and because no one can ever kill me . i've played once deathmatch and won without being killed even once i like this kind of maps where everything is decided by skill, not luck or inbalance, but skill.
wow very nice and fast update. keep it up. really awesome map. oh and i have 1 question what does that rank do? i've played a lot and i'm loading and getting rank but i dont notice anything changing.
btw i'm playing usually boss mode cause of lack of people and because no one can ever kill me . i've played once deathmatch and won without being killed even once i like this kind of maps where everything is decided by skill, not luck or inbalance, but skill.
The sword will stop draining your health for 3 seconds whenever you hit an enemy with it
War Fang improved;
Regenerates 2 health on every hit
The effect stacks; You can hit multiple people with one slash and get the bonus from each.
Greatsword improved;
Deals 10% of target's current health as extra damage
Katana improved;
Regenerates +2 stamina on hit
More floating text applied
Backstabbing now displays floating text
Hitting enemies with abilities or attacks now produce faint damage floating texts
Mercenary armor damage deflection now displays floating text
Blood Lotus health drain displayed in floating text
Claymore stamina regeneration displayed in floating text
Major bug fixes
Character Customization fixed;
Customization no longer ends when the first player is ready
Spamming the ready button will no longer break the game
Player characters can no longer spawn on top of each other
Duel Arena fixed;
Exactly 2 players are now picked to each duel
Stat resetting fixed;
All player kill stats are now properly reset after each round to prevent possible "instant win" bugs in next rounds
Blood bug fixed;
Player characters will no longer "bleed forever" after being hit once
Armor abilities fixed;
Fixed a bug that caused the armor abilities to not work properly
[/TD]
The last update sure brought some nasty bugs along with the new character customization systems.
However, this version gets rid of all the major bugs while also bringing some minor improvements to the map overall!
In short: Weapons have been improved, Floating texts have been improved and character customization related problems have been fixed.
Also the old "Bleeding forever"-bug has now been fixed.
Greatsword balanced; Damage bonus is now capped at 30
Katana model and icon replaced; Much more stylish now!
Warmup mode improved;
Time reduced from 7 minutes to 4 minutes
Unlocks come about 30% faster now
Armor Systems improved;
Armor attachments no longer disappears upon dying
Primary hair will no longer clip through helmets
Mercenary armor now has a female version
Eclipse Cuirass now has a female version
Bug fixes;
Fixed projectile movement (all projectiles move correctly now)
Fixed area of effect damage on all abilities (sometimes damage would not be dealt to all targets)
Fixed a bug that occurred when a player pressed ready during game start coundown
Fixed female character model hand attachment point (sword is no longer attached through the wrist)
Fixed some floating texts that easily blocked each other
[/TD]
Very fast update with some major fixes and improvements!
Most notably now all armor attachments have both male and female customized variations and they will no longer disappear upon death.
Also plenty of bug fixes!
Latest testing indicates that roughly 100% of the annoying bugs have been dealt with!
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.