HARDCORE NINJA 2.2b [+AI]

This bundle is marked as approved. It works and satisfies the submission rules.

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In this ruthless arena game two clans of ninjas engage in a brutal instant kill combat.
Only the one, who is willing to master all of the four ninja abilties, will become the most hardcore of ninja...


This game is a quick, skill-based minigame with super fast, instant kill combat.
It is easy to learn but has a big potential for skill improvement, since it is mostly reaction based.
This makes the map ideal for a quick fun match with friends.
Use abilities like mighty shockwaves or deadly shurikens to defeat your foes and dodge their attacks with teleporting skills and good timing.
The aim is to eliminate the enemy team 10 times.

My main inspiration was the Dota 2 map with the same name.



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  • The combat is brutal and as fast as possible
  • Custom Spells and Missile Systems
  • Selfmade Sound Effects
  • Collectable Powerups
  • Challenging AI

My aim with this is to create the fastes and smoothest combat possible to create in Warcraft III.
Custom visual effects and sounds, increase the impact of the combat and the players are rewarded by gaining achievements for well executed fights.



[R]Future plans are implementing ui improvements, game modes ,maybe items and more arenas.



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Thanks for awsome resources and inspirations to:
- JesusHipster
- Metal_Sonic
- Storm_PCF
- nGy
- Will the Almighty
- I took some inspirations and resources from PoWerJin's map Ninja Scroll.
It's a similar game but with way more advanced mechanics.
Check it out over here.
- map preview is an artwork from Ninja Gaiden Z
- announcer sounds are from Unreal Tournament 2004
- thanks for Shadow Fury's constructive review!
- SA Dashie for his custom selection circle skin.

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- First version uploaded


- Different maps and point limits can now be chosen at the start of the game, by player 1!
- 2 new maps.
- Changed the cooldown times of some abilities.
- Increased the mana regeneration.
- Added some new rewards like 'Firstblood'


- Added Matchpoint system which makes it a little bit harder to win.
- There are now optional power ups which spawn on the map, can be activated in the game settings at the beginning.
- Added some new Sound Fx.
- Implemented new ability 'Firebomb', works like a grenade.
- Now if player 1 is not taken, a random player chooses the game modes.


- Added two new maps and a game option, that shuffles through all the maps during the game
- Buffed Firebomb ability
- Changed Block effect
- Improved AI a bit, it is still very buggy.


- Added two new maps
- Added new Ability 'Dash'
- Implemented some new Sound Fx


- Added two new maps
- Changed player colours to red for Samurai and blue for Ninja
- Added Floating texts that indicate player names
- Added custom selection circle for better visibility.
- Buffed 'Firebomb' like always.
- Implemented some new Sound Fx


- Rebalanced some Skills
- Shockwave has a minimum range now
- Shockwave now is very mana intensive
- Buffed Firebomb like always
- You now have a mana bar above your hero
- Added some new Sounds




- Shockwave now really has a minimum range!
- Reduced cast time of 'Blink'
- Reduced cooldown of 'Firebomb'



Removed Healthbars
Removed Firebomb ability
Shockwave is now targetable on impathable terrains
Increased Shockwave initial Speed
Increased Shockwave Animation
Fields Of Glory is the new default amp
Slightly increased Camera Distance to 2050
Added New Sound Effects
Changed Shuriken Model to Glaive so it is bigger.



Vastly improved AI
Removed Dash
Dash now does no longer block melee attacks
Custom Shuriken System
Updated Effects
When Shockwaves clash, they now explode



Created a new default arena for a more interesting gameplay.
Reworked Rune System to be actually fun now.
Reworked Some Sounds and FX



Map changes for deafault map.
Deflect hokey is now on D.
Changed up the standart models.



Added Itemshop with three Items: Katana, Firebomb, Invis Potion
Added Fan of Knifes as ability on D.
Added interaction of missiles with trees.
Shuriken no longer instantly kills.




If you have any recommendations, how to improve the map or notice a bug, please let me know! :)

The map has no protection. You are free to edit this or take stuff from it, as long as you give credits ;)

Map Description Template Created by -Kobas-
Find more here: Map Description - Templates

Keywords:
Ninja, samurai, calciumcarbonat, hardcore, extreme, xtreme, insta, kill, arena, quick, fast, gore, boeser, lich, shoot, shuriken, tense, combat, blood
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Contents

HARDCORE NINJA 2.2b [AI] (Map)

Reviews
17:02, 3rd Jun 2016 Shadow Fury: A very fast-paced ruthless arena game where you must have quick reaction times and lots of skills in moving and attacking swiftly to succeed in winning rounds. You are provided with a set of 4 skills each to be used...

Moderator

M

Moderator

17:02, 3rd Jun 2016
Shadow Fury: A very fast-paced ruthless arena game where you must have quick reaction times and lots of skills in moving and attacking swiftly to succeed in winning rounds. You are provided with a set of 4 skills each to be used wisely and, most essentially, rapidly plus an additional skill to reset all cooldowns to zero. Attention however, for this skill is usable only once in every round! For this reason, smart decisions need to be taken in less than a split-second otherwise the graveyard awaits you!

The lack of variation in gameplay and its simplicity are some cons to this map. Let's hope the author plans to do something about it.

Based on the above, I approve the map with a rating of 3/5.
 
Level 21
Joined
Nov 4, 2013
Messages
2,023
A nice fast-paced game where reaction times and speed are very essential to prosper. Aesthetically, the map looks great. The tile variation employed gives a cool atmosphere and the doodads' placement gives it even a better aspect. The fog, however, should be stronger so that it can be seen, but not too dense of course as it might obstruct the view of the players.

The gameplay is rapid and pretty exciting as long as it lasts, although some could argue it gets repetitive quickly. Using 4 skills for the whole duration of the game is a lack of variation in gameplay. In addition, you could implement more than one arena as different landscapes offer more strategies and tactics to be used. Some optional stuff you might consider to add are items and random events that could spice up the player's experience. Why not also putting powerups such as invulnerability, +movement speed, +range of shockwave etc...? These would be extremely cool!
The gameplay, as it is now, is very simplistic and straightforward so you should look forwarding to improving it without overcomplication.
The inclusion of sounds for killing streaks was just a brilliant idea! I could say the same for the floating texts. These details, despite seeming little, really contribute to a better thrilling gameplay.

Nothing more to say here. This map scores a 3/5 and gets approved!
 
Level 7
Joined
May 28, 2009
Messages
78
First of all a big thanks for the positive feedback! (+rep)
I really like your idea of powerups! They seem to be a good way to increase viarity, without making the game to complicated.
Adding new abilities is a little bit difficult because they can easily throw off the the balance. Also I need some good Ideas:wink:
I will now update the map to include more arenas and adding options for players to change the point limit.
 
Level 1
Joined
Oct 16, 2015
Messages
283
The delay on Blink is kind of dunno... one way of seeing it is that it is what it is and you need to learn and time the skill, the other way is that blink is supposed to be the thing that saves you? so having delay on it is kind of meh. But ofc there are no standards, one can make a skill function its own unique way.
So... whats your opinion on Blink having delay and not being instant?
 
Level 7
Joined
May 28, 2009
Messages
78
Ohh I always thought, the delay on the Blink was caused by the spell time. I will reduce the delay to make the skill more accessable and smoothen the gameplay but will not completly remove it.
The players should also use the 'Deflect' skill (which is instant) and not rely completly on one abilitie. Thanks for the feedback, +rep!
 
Level 21
Joined
Nov 4, 2013
Messages
2,023
It all depends on the unit who casts it. There is something called Animation - Cast Point or something similar. This dictates the time taken for the spell to be cast. If you set it to 0.000, it will be instant, although even the rest of the skills will be! To fix that, you could try putting a casting time to them and not to blink. Try things and see what you obtain.
 
Level 7
Joined
May 28, 2009
Messages
78
Is it okay to upload another Hardcore Ninja? Cause I was make a map similar to Dota 2's Hardcore Ninja, but I saw this. My AI is smart you know.. So, may I?
Yeah of course you can create your own map with the name. Its not copyrighted or smthing but thanks for asking ;) Maybe add a subtitle like 'extreme' or 'advanced' so people may destinguish between the two. I think about renaming my map since the gamplay derivates from the original now. Im looking forward to see your approach :D
 
Level 5
Joined
Mar 15, 2017
Messages
96
Yeah of course you can create your own map with the name. Its not copyrighted or smthing but thanks for asking ;) Maybe add a subtitle like 'extreme' or 'advanced' so people may destinguish between the two. I think about renaming my map since the gamplay derivates from the original now. Im looking forward to see your approach :D
Thanks for giving me permissions.

Edit:
Released! I think this will be awkward. :confused:
 
Last edited:
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