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Monter

Discussion in 'Map Development' started by n00b, Nov 9, 2011.

?

Is this game garbage?

  1. Yes

    7 vote(s)
    17.9%
  2. No

    32 vote(s)
    82.1%
  1. n00b

    n00b

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    It's out

    http://www.hiveworkshop.com/forums/maps-564/monter-1-00c-217860/

    ignore this
    [​IMG]
    a.k.a. "blatant Monster Hunter ripoff"


    Latest Update: Feb. 29, 2012
    June 11, 2012: Soon
    Download (Outdated as hell version)

    http://www.youtube.com/watch?v=Z1k5VnrOTNo

    SYNOPSIS
    Monter [sic] is a game I've been working on for roughly four months, heavily reminiscent of the Monster Hunter series (hence the ridiculous name). As seen in the video above, this game does not use the pre-made autoattack combat system - instead, players utilize three buttons to engage in more "combo-centric" battles. Each button will produce different effects depending on weapon class and the sequence in which the buttons are pressed.

    (also being a complete MH ripoff it mainly consists of baws fitez)

    GAMEPLAY
    There are currently six weapon classes, each with separate movesets; and of course, with a different arsenal of abilities comes different strategies, i.e.:

    Sword
    Balanced weapon with moderate evasive ability and damage output. Also has the Parry ability which can block most to all forms of damage.
    (Also, Jump Slash spam.)
    Dual Blades
    Has a moderately high damage output and excellent mobility. Often makes use of Blade Flurry, which dishes out high damage.
    Lance
    The Lance focuses on the use of Focus Thrust, which has the highest range of all the physical attacks in the game; and most of its damage/combos are derived from this move.
    Hammer
    Although the Hammer's attacks are very slow in comparison to the rest of the weapons, its damage potential is very high if used correctly; e.g., well-timed Charge Attacks in tandem with its Perfect Defense ability, etc.
    Shotgun
    A semi-ranged weapon which sacrifices defensive abilities for high damage. Can use different ammo types.
    Pistol
    For pansies who don't want to fight up close. Has different ammo types.

    Also, GENERIC BOSS FIGHT GAME GENERIC BOSS FIGHT GAME GENERIC BOSS FIGHT GAME (there are 5 bosses in the downloadable version, but 7 in the latest and unreleased one)

    SUSPECTED/FREQUENT QUESTIONS AND ANSWERS
    Q: why the hell is it called "Monter"
    A: Self explanatory.

    Q: will magic ever be a weapon in this game
    A: yes, there will probably be some magical fairy wizard shit, which will have mechanics shamelessly derived from Monster Hunter's hunting horn weapon... maybe dunno
     

    Attached Files:

    Last edited: Jun 16, 2012
  2. Lazers

    Lazers

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    wow gr8 map 10/1-0 best map :goblin_jawdrop::goblin_jawdrop::goblin_jawdrop:

    DC master map
     
  3. Don-Para-

    Don-Para-

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    Wowo amazing well done 100/100
     
  4. n00b

    n00b

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    get out
     
  5. Vengeancekael

    Vengeancekael

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    Oh mah gad, combat looks really intense :D
    Gonna play this soon
     
  6. Grievous1

    Grievous1

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    This map looks fantastic. oO +rep
     
  7. Illidan_Hunter

    Illidan_Hunter

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    I've played with you a few days ago that map with a lot of booms, with different levels (TeamVs, Boss and another one on which I was afk).

    Remember me? MYM.Shadow?
     
  8. n00b

    n00b

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    hi

    also that would be this game (shameless self promotion)
     
  9. Marsal

    Marsal

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    Wow. Pretty nice and original. Gonna check it.
     
  10. n00b

    n00b

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    updated

    excuse to bump thread
     
  11. n00b

    n00b

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    updated again
     
  12. frostloh

    frostloh

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    OT: I only clicked this thread because I assumed I could get a few lols out of the hate comments, aka it was some totally crap map with a description similar to "HEY GUYSS NEW MONTER MAP RELESE TOMOROW +REP KTHX :goblin_yeah::goblin_good_job::ogre_haosis:"

    I was honestly mindquacked when I saw the real thing. I wish you good luck on this project, it's been a while since I saw a map with gameplay that matches up to this.

    EDIT: Tested the map, have a few things to say

    1. Enemy AI is pretty good, however some of them ( the bears ) stand still for a while before attacking upon being attacked.
    2. Currently the combo system is quite nice, you could add higher tiers to it though.
    3. Could you make lockon only usable on enemies? I click the ground sometimes by accident.
    4. Terrain could use some improvements.
    5. Could you change the model for classes? The footman model looks weird when using the guns.
    6. I picked the first circle of power and got a weird victory condition saying Kill 0s and I was stuck at the mission select screen, had to remake the game.
    7. I don't understand the Hammer's Perfect Defense skill, and Quick Charge doesn't seem to work.
    9. The game ended as my friend typed -suicide in the shops area and couldn't revive. >.>
    10. Custom models would be nice.
    11. Could you make the normal attacks slightly flashier? The numbers are low, so some graphical indication that you are actually hurting the enemy would be nice.
     
    Last edited: Jan 2, 2012
  13. xzero

    xzero

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    Needs shields, to reduces damage taken when activated so u have a tank person for more generic rpg crap maybe reflect projectiles too though I never played monster hunter.
     
  14. n00b

    n00b

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    this behavior isn't restricted to bears, and honestly, the AI is kind of retarded to begin with

    planning on making enemies act more "consistently" though, since what they do atm is completely random

    ??

    aim better :ogre_datass:

    anywhere in particular?
    also i am fully aware that the boss arenas look terribad; feel free to make any suggestions because i have no creativity when it comes to terraining

    na

    apparently i fucked up something, will look into this later

    perfect defense: release charge attack after 2.5 seconds; yes i realize that i'm vague as hell about this in-game so i don't blame you
    quick charge: well i don't know exactly what you're having trouble with, but just hit C twice, and after the second swing's animation, press X once

    lol

    mite b kool

    mite b kool

    well, now that i think about it, defense is a pretty stupid gimmick which is essentially just more health - i think i'll just stick to health bonuses, since defense would be difficult to implement anyway. not to mention i don't rely on whatever damage formula wc3 uses, rather, my own, and normal armor bonuses would fuck shit up

    as for the defend thing, you get a big ass "meh" from me - this game's got no place for default abilities (projectile deflection mite b kool though). i also like to think the hammer as the "tank class," since if you time the release of Charge Attack correctly you pretty much enter godmode for a couple of seconds

    if i were to actually put some ability to block damage in this game, it would probably involve actually having to BLOCK (i.e. actually facing the damage source) instead of an omnidirectional bitch-cant-hurt-me damage reduction bonus... much like it is in monster hunter LOLOL
    it's a pity i have no clue how to go about doing this though
     
  15. frostloh

    frostloh

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    Some terraining guides that I used to learn.

    I mean the combos could use some more depth, bashing stuff repeatedly is fun, but gets repetitive after a while.

    I couldn't get Quick Charge to work, it only lets me attack two times and the X does nothing.
     
  16. Mr.Foxy

    Mr.Foxy

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    Woow, how to do that?
    With moves. Very cool.
     
  17. -Peper-

    -Peper-

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    I liked this map already. Gonna download it soon :D
    That 'coming-soon-magical-weapon' gonna be a buff-adding weapon just like Hunting Horn in MH?
     
  18. n00b

    n00b

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    i think it's not what the moves of the weapons are, but how they're used that makes it fun

    i mained the Great Sword in monster hunter, which literally was a huge ass slab of rock that you could swing in 3 directions - but the way in which these moves were utilized in the various matchups with the bosses in that game is what i found immensely fuckin' entertaining

    anyway if it makes you feel any better there are still moves i've yet to add to some of the weapons

    also more bosses that actually require more strategizing/thinking beyond mashing a single button (that is, not like Generic Spider Boss which is genuinely a truck of ass)

    you're pressing X too early then

    well, since i haven't the slightest knowledge in animating models (or modeling in general) i just transferred random blizzard units' animations to a regular footman

    hence the swings and such that you wouldn't normally see on a footy

    yes, it will include buffs, but it will also need to "play notes" to attack too

    and for those who have no clue what i mean by that, the Hunting Horn is a weapon with some gimmick where you can play music and crap; and depending on the sequence of notes that you play, you get a different buff
     
  19. xzero

    xzero

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    You ever gonna add save/load when the map gets big? Also it said kill 0s ( I know some one else said this ) and didn't let us play when we picked the 1st mission, I picked it rather fast with 2 players ingame used -suicide to get out and it was permanent after that couldn't use first circle every slaying mission in the game was bugged might have occured after we died on kill 17 bandits slaying mission. To do quick charge u gotta see 2 normal attacks then press charge frostloh. What is the key used for? And tundra hammer isn't doing the damage it says it does.. its doing like 55 dmg to regular monsters when it says 160 ice dmg and 60 wep power or whatever.

    Edit: Run on sentences rule.
     
    Last edited: Jan 12, 2012
  20. n00b

    n00b

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    probably not, seeing as how boss maps are usually linear and it would probably be entirely cheap to be able to reuse end-game equipment

    there are chests scattered around in Forest slaying missions (which you apparently couldn't play due to shit bugging up) that you can open with it. pretty pointless item, surprised you even found it

    because that's how damage is calculated in this game

    tl;dr
    (ATT * MT) + (STAT * N) + (ELM * EAV)
    ATT = Weapon power
    MT = Move-type (multiplier based on move performed, usually around 0.2-0.3 for normal attacks)
    STAT = Stat used for attack
    N = Random multiplier (0.5 to 1 or something i forgot)
    ELM = Elemental power
    EAV = Elemental advantage (multiplier based on elemental triangle)
    ... fire > poison > ice > fire ...
    - resistant: -0.1x
    - weakness: 0.4x
    - same element: 0.2x
    - no element: 0.25x




    also: jesus christ xzero that run-on sentence