Particle Party v1.53

This bundle is marked as approved. It works and satisfies the submission rules.
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Total-conversion action arena map with a powerful physics engine

When a gnome & goblin engineering experiment goes wrong, a group of Azeroth citizens is reduced to a quantum size,
stranded in the great nothingness of the cosmos, and taken captive by a malicious voidlord, who forces them to fight each other
for his own amusement.


Join our discord to find more partiers!


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New in 1.4 & 1.5
  • Improved performance.
  • Added ability to set master player.
  • Added award ceremony and outro cinematic.
  • New particle launch system that no longer requires the player to click.
  • Added the ability to move by holding down the right mouse-button.
  • Multiboard improved.

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Overview
Particle Party is a team-based action-minigame map. Skate through space, blast your opponents with particles, and use your abilities to deflect those coming your way! Minigames are divided into deathmatch and objective games. In deathmatch, the goal is to score as many kills for your team as possible. In objective games, you might play soccer with an atom or feed a black hole.​
Although Particle Party takes us to a weirder dimension, the Warcraft flavor still stays with us.
Particle Party is primarily a team-based multiplayer map, but can also be played single-player. Free-for-all deathmatch is available to support odd player numbers.
Single-player: Earn medals in various challenges.
1 vs 1: An epic test of skills in deathmatch.
2 vs 2: Fun and interactive in any mode.
3 vs 3: Absolute madness!



Competitive gameplay if you know what you're doing. Fun, colorful chaos if you don't.

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Gameplay

You are thrown into the arena as part of one of two teams - Team Lunar and Team Solar. Particles constantly spawn from the environment that deal damage when they come into contact with you. While you're trying to evade them, you pick up powerups randomly spawning on the map, such as health and mana potion, items that boost your power, as well as particle pellets. Particle pellets provide you with ammunition to shoot your own particles. In addition, you have access to a set of abilities unique to your character, such as emergency defensive cooldowns.​

Because the particles you shoot are affected by the force fields around them, scoring a kill on the opponent is sometimes a bit more tricky than one might think. As charged particles repel each other, launching too many too quickly will cause them to disperse in all directions and not hit the intended target.​


A 1v1 match on the deathmatch mode "Maelstrom Madness."

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Story

"Operation Firefly: A joint project between gnomish and goblin engineers. The task was simple: Reduce the test subjects down to a subatomic size with the Ultra-Miniaturizer 3000, then fire them to the outpost on Outland, where our technicians would get them back to their original size. It was supposed to be a cost-efficient way to travel between the two planets. Well, compared to the Dark Portal, that is. Do you know how much energy it takes to keep that thing open all the time?

Anyway, the miniaturization worked perfectly. But, as it is always the case with goblin technology, the rocket malfunctioned, and now instead of arriving on Outland, the passengers are stranded somewhere in the cosmos, reduced to a subatomic size, being exposed to the interstellar medium and who knows what else.​

I just hope the voidlords don't find them before we do. They'd probably do all kinds of terrible things to them. Maybe even throw them into an arena; let them fight each other for their amusement.​

Oh my, I don't dare to imagine the lawsuit that's coming our way."​
—Shimo Jigglescrew, gnomish engineer​



The Firefly test subjects stranded in space.

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Features
  • Easy to learn with an in-game tutorial cinematic that explains all the basics of the game.
  • Fully customized, minimalistic UI.
  • Incredibly high skill ceiling.
  • "Trippy" atmosphere, accentuated by old-school music from Unreal.
  • Seven multiplayer game modes for a variety of tastes.
  • A particle zoo that is rounded out with those exclusive to Azeroth.
  • One of the most powerful physics engines in Warcraft III, able to compute many particles communicating with and influencing each other over any distance; an N-body simulation.



Every particle sees every other particle and reacts to its presence instantaneously over any distance.

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Environment:
Starscape: ILH
Crystal model: Tranquil
Planet and asteroid models: Fingolfin
Black hole model: Fingolfin

Heroes:
Astromancer model: Sellenisko
Lord of Elements model: Tauer
Mana Addict model: Direfury
Dreamwalker model: Nasrudin
Gnomish Tinker model: Norinrad
Sunfury Agent model: A.R. & Stefan.K

Spells:
Cosmic Power effect model: JetFangInferno
Lightsail model: JetFangInferno
Celestial Shield model: EdwardSwolenToe
Arcane Vortex model: Suselishe
Mystic Nebula model: WILL THE ALMIGHTY
Auto-Zapper model: Shardeth
Water molecule hydrogen model: General Frank

Items:
Particle powerup model: Kitabatake
Greater particle powerup model: General Frank
Potion powerup models: Ket
HEV Tunic model: HerrDave
Elvish Accelerator model: HerrDave

Other:
Hoverdisc models: Azure Phoenix, Vinz
Hoverdisc exhaust model: Vinz
Neutron nucleon model: Pyritie
Animal Companion model: Kuhneghetz
Confirmation model: HappyTauren

Icons:
Lockheart, The_Silent, Windrunner29, WILL THE ALMIGHTY, Destructor [DoR], PeeKay, GhostThruster, Static, darkdeathknight, Marenko, Hellx-Magnus, NFWar, The Panda, Darkfang, Eldin, HawkWing

Music:
Unreal Soundtrack - Dusk Horizon, Nightvision, Bounds of Foundry, Foundry, Shared Dig, Extreme End

Map Preview Art:
gafana (Peter Petkov)
Previews
Contents

Particle Party v1.53 (Map)

Reviews
Paillan
First, sorry for not posting on Friday, but I literally could not get a full house game to test this. Second, I would like to say that this map has improved a lot. While before it was shallowly explained how to play, now there's a convinient tutorial...
Level 6
Joined
May 8, 2014
Messages
168
OMG,such a unique map has great potential.It's a combination of WarlockBrawl and dodgeball,which requires tons of feedback from high-apm-pros.:(

There are twelve hotkeys!? Man,that was crazy,but I like it.

However,I'm a little bit disappointed to notice that some spells were too simple and similer.
 
Level 9
Joined
Dec 13, 2009
Messages
216
OMG,such a unique map has great potential.It's a combination of WarlockBrawl and dodgeball,which requires tons of feedback from high-apm-pros.:(

There are twelve hotkeys!? Man,that was crazy,but I like it.

However,I'm a little bit disappointed to notice that some spells were too simple and similer.
Thanks a lot! :) Yes, the map has a very high skill cap, which is something I like. But I hope that it's not frustrating to play for beginners.
Twelve hotkeys might be too much, although you'll rarely use the movement commands. I find that I'm having problems coming up with enough unique spells for heroes if each hero has that many, so I might reduce the number of hero specific spells to 3.

Which spells do you think are too similar?
 
Level 9
Joined
Dec 13, 2009
Messages
216
These four common spells:
View attachment 323161

In my opinion,their trajectories were too straight though their speed and effects were different from each other.
Oh, in Warm Up mode, I just wanted to introduce all the basic particles so that players can have a feeling for how they behave. To make the game mode interesting, you would probably need only the electron and the higgs boson. The other two particles don't do anything special. But they might do something special in other game modes. In Cosmic Shower, the positron can penetrate a crystal generator, while the electron cannot. But on the open field, the positron never reaches the opponent because it gets annihilated by stray electrons very quickly.

The neutrino is a bit useless, but I think that can be fixed by changing the numbers.

And I plan to add more exotic stuff in later game modes: Black holes, felectrons (electrons corrupted by fel magic :D ) etc.
 
Level 9
Joined
Dec 13, 2009
Messages
216
i tried playing this a few days ago and it wouldn't start because some people couldn't pick a hero.
I intended that every hero can be played only once, but because there are so few heroes right now, I disabled this when I increased the player amount to 6. It seems I didn't do it properly :oops:. Apologies, it should be fixed now.
 
Level 18
Joined
Jan 22, 2011
Messages
3,971
The map looks good and have some interesting mechanics, but after a short test it was clear to me at least that it needs more polishing, here are my thoughs:
How to play is not really explained. While I discovered that throwing particles to others make an atom and add velocity, this is vaguely explained to say the least. Half of the time I and fellow testers didn't even knew what was going to happen to the ball.
In football minigame after a goal the players froze and we were unable to move.

Overall the map has potential but needs more work
Set to AWAITING UPDATE
======================================================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

These will help make a better description:


Screenshots could attract more players to download your work. Make the best of them.

A credits list is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated.

A changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

If you want more reviews, come here:
The Grand Review Exchange!
 
Level 7
Joined
Jan 1, 2014
Messages
72
How did you steal my map from my computer? You have only change skins but used my triggers.
have you access to my files.

I had file which had demo of this map (on the video):
released on my computer february 2019, how did you get that idea and file which was totally unique?


Nvm I dont think you stole it but how the hell you got the similar idea? I tought I was completely original.
 
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Level 9
Joined
Dec 13, 2009
Messages
216
How did you steal my map from my computer? You have only change skins but used my triggers.
have you access to my files.

Nvm I dont think you stole it but how the hell you got the similar idea? I tought I was completely original.
Well, I don't really understand what's going on in that video, but I do like Saltwater :plol:. The particles are shooting lightnings to build the walls?

I had the idea of making a particle physics based game for a decade or so. Tried it as a card game, that didn't work, as a board game, that didn't work either. This is my third try.
 
Level 7
Joined
Jan 1, 2014
Messages
72
Well, I don't really understand what's going on in that video, but I do like Saltwater :plol:. The particles are shooting lightnings to build the walls?

I had the idea of making a particle physics based game for a decade or so. Tried it as a card game, that didn't work, as a board game, that didn't work either. This is my third try.

So weird bro, I always get overprotective if i have created something that i am proud of. Then first i dont want to see is similar map than mine, but yes i have not simulated particle physics in 2d space, only i have simulated planet movements in the past.
 
Level 20
Joined
Feb 23, 2014
Messages
1,262
@Wiizer - it is completely possible for two people to independently come up with a similar or even the same idea. Heck, sometimes even scientists who made actual scientific discoveries run into situations where two or more teams were working on the same stuff :D
 
Level 7
Joined
Jan 1, 2014
Messages
72
@Wiizer - it is completely possible for two people to independently come up with a similar or even the same idea. Heck, sometimes even scientists who made actual scientific discoveries run into situations where two or more teams were working on the same stuff :D
I know, some micro messages that we get from anywhere can work as inspiration for us and make us thing that we have come up with a completely unique idea. Hell even it is possible someone has readed or did same things I did to use particles on their maps with small cage, all things are possible even monitoring my pc use is possible because there is no way for me to detect if it happened or not since i have not invented windows so i have to only trust those who are in power and could actually do it without notice.

In the past it used to make me really worthless and crappy knowing that I could never come up with an original idea because i suffered from negative self image, and wanted people to notice me or my creations.
 
Level 9
Joined
Dec 13, 2009
Messages
216
If you have a similar starting point (in this case a map based on particle physics), if you're competent, you're often gonna end up at a similar place at the end, because there are an infinite number of ways to do something wrong, while only a few ways to do something right.

For example, in nature, if you have two separated, but similar biotopes, the species that evolve there are often very similar, but none of the species "copied" from the other.
 
Level 18
Joined
Jan 22, 2011
Messages
3,971
First, sorry for not posting on Friday, but I literally could not get a full house game to test this.
Second, I would like to say that this map has improved a lot. While before it was shallowly explained how to play, now there's a convinient tutorial for it. Also, no game breaking bugs have been found as of this review.
My only note would be that the tutorial bombards you with too much information at the same time, but it's manageable and you don't even need to retain it all, only the basics of particle behavior and spell interaction with particles.

With all this in mind, I see no reason to keep this map pending.
Set to APPROVED
======================================================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

These will help make a better description:


Screenshots could attract more players to download your work. Make the best of them.

A credits list is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated.

A changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

If you want more reviews, come here:
The Grand Review Exchange!
 
Last edited:
Level 9
Joined
Dec 13, 2009
Messages
216
Thanks alot!
My only note would be that the tutorial bombards you with too much information at the same time, but it's manageable and you don't even need to retain it all, only the basics of particle behavior and spell interaction with particles.
There are two ways I could go. I could remove parts of the tutorial to make it shorter and have the players figure out the omitted stuff on their own, and/or I could reduce the speed of the tutorial so that you have more time to process it. What's better?
 
Level 9
Joined
Dec 13, 2009
Messages
216
Any hopes for singleplayer?
Yes, I have a few ideas. I definitely want to make a sandbox mode. Another option is to make a single-player variant of the survival games, where the task is to survive as long as possible. I would probably have to create a hero that's designed for single-player, with no PvP abilities.

Did you have something like that in mind or did you have any other ideas?
 
Level 9
Joined
Dec 13, 2009
Messages
216
Well, if you could add bots which would be a pain, but various game modes would be a really good idea.
I did not really think about anything else, sadly.
There are bots available for Warm Up mode, but I know that's not very exciting. Teaching them to play the minigames seems too much of an effort to me for too low of a benefit. A dedicated single-player game mode I think is the better way to go.
 
Level 9
Joined
Dec 13, 2009
Messages
216
Big Update!
  • New, fully customized UI - no more weird hero portraits clipping the frame.
  • Two new game modes - Dodgecore, a deathmatch, and Feeding Frenzy, a new objective game.
  • Improved visuals and audio - less clutter and more useful feedback, such as wound sounds when your own character is hit.
  • New hero - the Gnomish Tinker.
  • New powerups.
With the multiplayer content at a good place, I can start working on some singleplayer content, which has been asked for. Unless the new patch completely breaks the map and makes all the work for nothing... :( I guess better wait for an update on the custom terrain tile front.
 
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