• 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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Particle Party v4.3 AI

This bundle is marked as high quality. It exceeds standards and is highly desirable.
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The wackiest deathmatch arena in the quantum world of Azeroth

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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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OVERVIEW

FEATURES

VIDEOS

STORY

HOW TO PLAY

CHANGELOG

CREDITS


OVERVIEW

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Particle Party is an action-arena map with fast and dynamic gameplay. Skate through space, blast your opponents with particles, and use your abilities to deflect those coming your way! And although Particle Party takes us to a weirder dimension, the Warcraft flavor still stays with us!

Game modes are divided into several different categories. In deathmatch, the goal is to score as many kills as possible. In voidsport, you might play soccer with an atom or feed a black hole. In co-op, all players join forces to bring down a powerful boss. PvP games can be played either team-vs-team or free-for-all.

Particle Party is primarily a multiplayer map, but also has a dedicated single-player mode with various challenges and battles against highly sophisticated A.I. opponents. A.I. can also be added to multiplayer games to balance out teams.

Single-player: Earn medals in various challenges and battles against A.I.
1 vs 1: An epic test of skills in deathmatch.
3+ players: Absolute madness in any mode.

During each match, you are thrown into the arena either alone or as part of one of two teams - Team Lunar and Team Solar. While you're trying to evade the particles from your opponents, you pick up powerups randomly spawning on the map, such as health and mana potions, 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.

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


FEATURES

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  • Easy to learn with in-game tutorial cinematics that explain all the basics of the game.
  • Highly sophisticated A.I. with adjustable difficulty to play and train against.
  • Fully customized controls and UI.
  • Countless combos and interactions and an incredibly high skill ceiling.
  • "Trippy" atmosphere, accentuated by retro music from Unreal.
  • Many different ways to play for a variety of tastes.
  • Dedicated singleplayer mode with highscores that are saved between games.
  • 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.


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


VIDEOS

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2v2 match on Grid 16.

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Antares vs. Daratrix on Quadrupole Quarrel.

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2v2 bot-match on Maelstrom Madness.

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A 1v1 match against the Xen A.I. on Dodgecore.

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A 1v1 match against the Xen A.I. on Maelstrom Madness.

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3-player FFA bot-match on Cosmic Shower.


STORY

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Particle Party opening cinematic.

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The Passengers


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Mistress of Waves

Srarda was merely looking for a ride back to the Zangarmarsh when she signed up to the Firefly experiment. Without giving much thought, she wrote 'wave manipulation' in the special skills box, hoping it would be vague enough to be misinterpreted as experience in quantum experiments. To her surprise, she was accepted. Only after being shrunk did she find out that her skills as a tidecaller do in fact translate well into the quantum realm.
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Astromancer

As the ship's navigator, Varuun is the one to blame for the crash landing. Clearly he was supposed to navigate the ship through every speck of dust from Azeroth to Outland. Clearly the gnomes considered that this might become a problem for a quantum-sized spaceship when they came up with their brilliant idea.
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Sylvan Ranger

Anestria, a revered hero of the Second War, followed the call to conquer the new frontier in the name of the Alliance. While things aren't going swimmingly so far, the arena at least gives Anestria an opportunity to practice quantum combat for when she eventually returns with an entire battalion of her best rangers to wipe out the voidlord threat and make them pay for their actions.
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Sunfury Agent

Silandori, a skilled spy sent by Kael'Thas, signed up for the Firefly experiment with the goal of stealing the plans of their enemies' new way of transportation upon arrival in Outland. While the crash landing is definitely a setback, at least she can now take revenge on the other passengers for making her listen to endless ramblings about the best cheese in Stormwind and other similarly asinine topics.
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Shado-Pan Disciple

Shaoju, a skilled martial artist and aspiring student of the secretive shado-pan order, was on his way to Stormwind to train with a renowned master of swords. However, fate had other plans for him as he unexpectedly found himself entangled in the Firefly experiment. How exactly it happened? Well, let's just say it involved a generous amount of ale. But despite the unforeseen turn of events, Shaoju embraces the challenge with his spirit high and a pint in hand.
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Amani Invoker

Ramahn, once a powerful high priest of the eagle loa, has seen better days. Having fallen from grace, he is now lower on the pecking order than even a gnome. Used by the Alliance as a lab rat for their shrinking tech and subsequently brought on the Firefly in case another completely-safe™ invention had to be tested, Ramahn's luck took a turn for the better when Dimensius freed him from his captors. It's time for some payback!
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Daughter of Cenarius

As Shimo Jigglescrew's close friend, Mira was happy to help the gnome test his new invention. Expecting to meet tiny little men to chat with, the dryad was excited to enter the quantum realm, but instead she found herself captured by giant, mean voidlords. And to make matters worse, her leaves seem to be struggling to adapt to the darkness of space.
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Gnomish Tinker

Forced by a contract he didn't fully read, Timon had no choice but to participate in the Firefly experiment as part of the grant that funded his own inventions. While not associated with the Mechanical Engineering Guild directly, Timon is afraid that this will not stop the other passengers from venting their frustrations on this little gnome. Better get your contraptions ready!
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Arcane Prodigy

Celestine eagerly signed up for the Firefly experiment as soon as she saw the flyers posted across Stormwind. The curiosity of the young mage apprentice was instantly piqued by the promises of adventure in an unknown realm. While the other passengers are distressed about their current predicament, Celestine is excited to test her new quantum powers and combine them with her arcane spells.
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Dreamwalker

Unable to enter the Emerald Dream for quite some time, Amara grew increasingly desperate to restore her connection. It was then that she was offered a job as a counselor on the Firefly. She accepted, hoping to use the quantum realm as a gateway into the spiritual world. In hindsight, perhaps she should have tried a potion first.
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Argent Knight

Orik, the muscle of the Mechanical Engineering Guild, was hired to protect the passengers of the Firefly in the extremely-unlikely™ event that something goes wrong. Since his job is to keep the passengers safe, participating in the battle of Dimensius' arena would be in conflict with his duty. But as the saying goes: 'The ends justify the means.'
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Primal Mage

While exploring the northern reaches of Elwynn Forest, Frayva suddenly found herself thrust 3000 years into the future by a gnomish quantum experiment. While the gnomes work on returning her to her own time, Frayva takes the opportunity to showcase her ancient magic, honed through daring feats like jumping into volcanoes rather than poring over dusty old tomes in comfort.
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Earthen Sage

Taukan was sent by the Earthen Ring to oversee the Firefly experiment and ensure that the gnomes do not threaten the delicate balance of the cosmos in their technological hubris. Now that the experiment has ended in disaster (imagine his shock!), Taukan blends his ancient druidic wisdom with cosmic powers in order to restore harmony to the quantum realm — by shooting particles into people's faces, obviously!
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Goblin Alchemist

Meet Rixxa, the explosive Kezanian alchemist contracted to design and maintain the Firefly's rocket engines. After the unbridled success of the Firefly flight (with only two minor explosions and one major), she is now fully set on brewing up the best concoctions to turn the upcoming arena battle into a blast and ensure her foes see fireworks!
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Chronomaster

Leoven, an archmage of the Kirin Tor and a specialist in temporal magic, was supposed to be the ultimate failsafe for the Firefly experiment. In case of an unforeseen disaster, he would simply turn back time and prevent the catastrophe. Unfortunately, Leoven's ability to turn back time is limited to a few seconds, and he was taking a nap at the moment of the crash, missing the window of opportunity. Whoopsie!
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Lord of Elements

Before being enlisted by the Goblin Experimental Engineering Korporation, Brok was in rough shape. The former shaman, now a derelict, was drinking and gambling in the streets of Orgrimmar. For him, the Firefly's accident is a godsend, not only entitling him to enough compensation to pay off his gambling debts, but also giving him an outlet for all his pent-up anger in Dimensius' arena.
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Voidslime

G'xul, an interstellar slime creature, hitchhiked on the Firefly after the ship accidentally picked it up while traversing the Gryphon nebula. To avoid detection, G'xul quickly devoured and replicated the ship's janitor. However, with the battle in Dimensius' arena looming, a more combat-prone form would be more suitable.


HOW TO PLAY

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GETTING STARTED

GAMEPLAY TIPS


Particle Party can be played in a variety of ways. Here is an overview of the available features and best ways to learn the map. The very basics of the game are explained in an in-game tutorial that automatically plays after hero selection.

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Controls

You control your movement just like you would control your hero in any other map, except with the added feature that you can change directions by holding down the (Right Mouse-Button). This will save you many clicks and your fingers will thank you for making use of this feature.

You cast spells just like in any other map, but launching particles works a bit differently. You move your mouse-cursor in the desired direction and then press the hotkey for the spell, with no need to click with your mouse to confirm.

These controls may be unintuitive in the beginning, but you should get the hang of it relatively quickly.


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Singleplayer Challenges

Chances are, the first time you launch Particle Party will be in singleplayer mode. There are a number of challenges available at the singleplayer gamemaster. Quantum Survival is a great challenge to practice the basics of the game. You will learn how particles behave, how to avoid them, and how to use your abilities to stay alive without the added complexity of having to deal with opposing players. Electric Slingshot is a puzzle game that forces you to think about how particles interact, but is aimed more at experienced players.

You can also play the Battle against Xen challenges. These will pit you against the Xen A.I. in one of the multiplayer deathmatch game modes. You select the difficulty of the A.I. before you start the challenge. The difficulty increases quite rapidly, with the Platinum A.I. being barely beatable by human players. It is recommended that you start with the lowest diffulty - Copper.

By improving your high score or beating Xen, you earn medals, which are displayed in the multiboard. These medals are saved between games of Particle Party.

Bot Matches will pit you against three randomly selected bots, either in a 2vs2 or a free-for-all match, depending on the mode you choose. These are similar to Battle against Xen matches, but since there are more players present, the chaos and complexity is slightly higher.


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Explore Content

The singleplayer mode does not grant you access to all the game modes available in Particle Party. You can switch to multiplayer mode at Assistant Space Jaina. Now you can explore all the available game modes. You can now also add bots manually at Assistant Zhu'gol. However, they will not be able to play the game modes not available in singleplayer mode.

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Multiplayer

You've mastered all singleplayer challenges. Now it's time to invite your friends and explore the multiplayer modes.

If you're playing with an odd number of players, you should enable free-for-all mode at Assistant Zhu'gol. If the skill levels of your play group are too disparate, you can use the boost feature to even the odds.

It is recommended for beginners to start with the "Simple" game modes. "Intermediate" game modes are mostly deathmatches with the added difficulty of environmental hazards, and are recommended after players are comfortable with the basics of the game.

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Now you're all set! Check out the Gameplay Tips section if you want to further improve your gameplay. Good luck and have fun!


Particle Party is a map that can be quite difficult to master. Here are a few tips and tricks that will help you on your road to Platinum.

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1. Utilize the minimap

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Powerups are displayed on the minimap. A quick glance at the minimap will give you valuable information about where you want to go next.

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2. Fight for powerups

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The battle doesn't begin only once each player has picked up particles, but as soon as the first powerup spawns. Denying your opponent valuable powerups and claiming them as your own will put you into the driver's seat for the rest of the game. Most heroes have some form of disable that can be used to gain the upper hand in those battles or a way to temporarily increase their speed.

Not all powerups have equal value. It is important to know which powerups are worth burning your resources over to get.



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A Healing Potion. Restores 25 health. The weakest of the potions and not worth getting into a fight over.
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A Greater Healing Potion. Restores 40 health. Worth prioritizing when you are low on health.
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A Mana Potion. Restores 50 mana. Situational, but can be quite powerful, when you are low on mana.
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A Super Potion. Instantly restores the hero back to full health and mana. These can be game-deciding!
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A Minor Particle Pack. Contains two rolls of random particles. Always worth picking up and fighting over.
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A Greater Particle Pack. Contains five rolls of random particles. Drop everything else you're doing when you see these!
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An HEV Tunic. Reduces all damage taken by 10%. One of the best permanent items. Like all permanents, they have the most value if picked up early in the match.
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An Elvish Accelerator. Increases particle launch velocity by 15%. Similar to the HEV Tunic in terms of power.
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A Control Rod. Increases mana regeneration by 0.4. Useful for some heroes, but not as game-changing as other permanents.
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A pair of Space Slippers. Increases acceleration by 25 and max speed by 40. A great pickup, especially at the beginning of the match.
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A Carbon Collector. Increases health regeneration by 0.4. A useful pickup, but not as powerful as other permanents.
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A Chrono Key. Reduces ability cooldowns by 25%. A very useful pickup for many heroes.


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3. Conserve your ammunition

In most situations, it is only correct to start blasting at an opponent when you have a reasonable chance to kill him or her with the ammo you have available. When the opponent is at 100% health and you have 5 electrons, there is no point in going for an attack, because the damage you do will likely be nullified by the opponent picking up a healing potion. Instead, it is a better strategy to conserve your ammo and prioritize survival and picking up additional packs.

The value of particles drops significantly when you are at or close to the carrying capacity. Not only will an additional pickup be wasted, you also lose a portion of those particles should you die.

The value of different particle types also greatly varies. While electrons and positrons are throwaway particles that can be spammed with abandon, taurons are much more precious. Ideally, you always want to get secondary knockback-damage out of your taurons in addition to the contact damage.

Another reason to conserve ammo is that you might initially misjudge the particle trajectory. Shoot particles in small bursts, see if you land a hit, then adjust your angle accordingly for the next burst.


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4. Aimed Shots or Brute Force?

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One way to assure that your particles hit is by launching them in melee range. The downsides are that the damage is reduced by 30% and the lightning jumps over to you, damaging your hero as well. However, if you have more health than the opponent, you can simply tank the damage and then try to find healing potions to heal up again. This will guarantee the kill as there is next to no counterplay.

Another method is to approach the opponent, start blasting, but come to a stop just outside of the melee range. This will protect you from the area of effect damage, but potentially give the opponent the opportunity to escape as well as the ability to use defensive tools such as jigg's bosons. To stop at your current location, you can press G or X.

When you're blasting while moving towards the opponent, you have to watch out for jigg's bosons, which could throw your particles back at you, making you run into them.

A long-range shot with electrons or positrons is most often only feasible when the movement of the opponent is severely restricted or you have an ability that helps your particles connect, such as the Sylvan Ranger's Hunter's Mark.


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5. Learn one Hero

If you're not yet fully comfortable with the basics of the game, it might be a good idea to reduce the complexity and focus on playing only a single hero. Try to find one hero that you like, then exclusively play this hero until you have the fundamentals down. Even a veteran of Particle Party might require some time to get comfortable with a new hero he or she has never played before.

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6. Practice against Xen

"You asked for it!"
Xen is the best practice partner from among the available bots. The Arcane Prodigy is an offensive and defensive powerhouse, but lacks mobility and disables. In order to beat her, you have to react fast to her relentless assaults and use the tools you have available to defend yourself. Dominate her by denying as many powerups as possible and take control of the game.

Xen has access to these four abilities:



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Arcane Barrage: Increases the launch velocity of Xen's particles by 50%. Quickly react with jigg's bosons or get away from her until the buff runs out.
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Charge Up: Xen will start using this ability on Silver difficulty and higher, either on you or herself, depending on the game mode. If used on you, immediately stop launching electrons as your positive charge will attract them. Get away from all environmental electrons until the buff runs out. Evade incoming electrons by moving sideways. Jigg's bosons are not a reliable tool in this situation.
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Absorption Field: Xen will use this ability when under attack. While channeling, it makes her immune to all particles and converts incoming particles into mana. Stop attacking her and move into the optimal position for when she stops channeling or simply fall back and pick up more powerups.
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Unstable Vortex: Xen will use this ability both when threatened and when attempting to go for a kill. It creates an explosion that pushes away all nearby particles. Xen will use this explosion as a ramp to launch super-fast particles. Stop attacking and get your defensive abilities ready!


CHANGELOG

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Version 4.2
  • Dimensius's buddies have joined him in the spectator row in most arenas, having brought some popcorn.
  • Various bug fixes.

Version 4.1.2
  • Earthen Sage buffs.
  • Particle pellet spawns are now more consistent.
  • A.I. improvements.

Version 4.1
  • Simplified particle tooltips.
  • Added particle streams to deathmatch arenas that players can use to gather particles for their abilities.
  • Horizon Hunt revamp.

Version 4.0
  • New hero: Goblin Alchemist.
  • New hero: Earthen Sage.
  • Added an opening cinematic.
  • Revamped play modes.
  • Added a repick hero feature.
  • Added A.I. support for Domination Zone.
  • New bot: Incognito, playing the Sunfury Agent.
  • Added a UI effect for picking up permanent items.
  • Physics and gameplay constants fine-tuning.
  • Increased arena sizes for high player amounts.
  • Hero balance changes.

Version 4.2

General

-Dimensius's buddies have joined him in the spectator row in most arenas, having brought some popcorn.
-In On the Brink, the current round will now conclude before the arena ends. Arena duration reduced from 8 to 7 minutes.
-In Voidmania, particles spawned by void berserkers now count as environmental particles for purposes of kill attribution.

Bug Fixes

-Fixed a bug that caused a hero selection hoverdisc effect to permanently leak when a player leaves the game during hero selection.
-Fixed a bug that caused the Voidslime to not get the boost buff on respawn.
-Fixed a bug that caused the Voidslime to not be able to control a summoning after respawning as a different hero.
-Fixed a bug that caused the wrong hero icon to be shown for a Voidslime player in the multiboard.
-Fixed a bug where a player would spawn in space when starting Horizon Hunt in singleplayer.
-Fixed an issue where gamemaster buttons became focused after clicking them.

Balance

Game Modes

-The particle stream density outside of various arenas has been slightly increased.

Shado-Pan Disciple

-Bladestorm duration increased from 7 to 8 seconds.

Earthen Sage

-Lion Form mana cost reduced from 20 to 15.
-Earthbind Totem radius on particles has been increased by 15%.
-Astral Shift base mana cost increased from 5 to 10.



Version 4.1.2

General

-Improved the A.I. on Maelstrom Madness.
-Changed the A.I. to be more conservative with particles.

Balance

-Minimum distance to other players upon revive has been increased from 350 to 600.
-Time between particle pellet spawns is now more consistent. Time between other powerup spawns is now more varied.
-Particle pellet spawn rates have been slightly reduced in all game modes for low player amounts.

Game Modes

-Domination Zone will now conclude in a team game when it is no longer possible for one team to win.

Shado-Pan Disciple

-Lotus Touch is now dispelled by any direct damage taken from a player, but is no longer dispelled by environmental damage.

Primal Mage

-Icewind Bolt projectile speed increased by 10%.

Earthen Sage

-Casting Earthbind Totem will no longer produce an error when attempting to cast it at a hero's position, but instead create the totem as close as possible.
-Earthbind Totem's effect on particles is now doubled for the first 0.6 seconds after being cast.
-Fixed a bug that caused some spells to affect astral shifted particles.
-Commune with Particles buff duration increased from 15 to 30 seconds. Channeling heal amount increased from 5 to 6 per second.
-Fixed a bug that caused jigg's bosons to affect astral shifted particles shot with Commune with Particles.

Voidslime

-Fixed a bug where the Lion Form ability got disabled when morphing into the Earthen Sage.



Version 4.1

General

-Particles in the spellbook that are at carrying capacity are now highlighted.
-A random tip is now shown after the end of each match.
-Particle tooltips have been simplified. You can now press (P) to enable detailed tooltips.

Bug Fixes

-Fixed a bug that caused game mode selection tooltips to change when clicking through Tips or Trivia.
-Fixed a bug that caused bots to behave weirdly while under the effect of a damage-over-time debuff.
-Fixed a bug that caused bots to accidently move over the edge of the platform in On the Brink.
-Fixed an issue where gluons had a negative caster-speed addition factor.

Balance

-Muon launch velocity reduced from 700 to 650 and carrying capacity reduced from 30 to 25.
-Gluon carrying capacity increased from 10 to 15. Now affects characters.

Game Modes

-Added particle streams to Vanilla Vista, Domination Zone, and Grid 16 that players can use to gather particles for their abilities.
-Changed Vanilla Vista's wall layout.
-In Grid 16, electrons have been replaced with muons in the spellbook. Additional walls now make the top and bottom vacuum areas inaccessible.
-In Horizon Hunt, the mass of the black hole has been reduced by 50%. Carbon dioxide cooldown reduced from 2 to 1.5 seconds and generation rate increased by 100%. Carbon dioxide molecules no longer stun characters. Neutrinos have been replaced with gluons in the spellbook. Particle pellet spawn rate reduced by 40%. Artifact pickup range increased from 100 to 120.

Sylvan Ranger

-Hunter's Mark no longer affects particles that are outside the regular arena.

Earthen Sage

-Lion Form mana cost increased from 15 to 20.
-Communed particles no longer reflect on energy fences as long as they're outside the regular arena.



Version 4.0

General

-New hero: Goblin Alchemist.
-New hero: Earthen Sage.
-Added an opening cinematic.
-Revamped game mode selection at the beginning of the game. You can now choose between Free Play, Standard Match, and Competitive Match. In Free Play, there is no game limit and you can freely change settings at any point in the game. Standard Match replaces Dictatorship and Competitive Match replaces Tournament. Democracy and Roulette modes have been removed. In a competitive match, you can choose between new arena pools. Tutorials are automatically skipped.
-Added an option to repick heroes during Free Play or at the beginning of a standard match.
-Added an option to end the game and go to the ending cinematic in free play and standard match.
-New bot: Incognito, playing the Sunfury Agent.
-Added A.I. support and a single-player bot match option for Domination Zone.
-You can now once again click on the minimap to move the camera.
-Idle characters will no longer attempt to return to a previous location after being knocked back.
-Added a UI effect for picking up permanent items.
-Exit Arena and Concede now require an additional confirm click to prevent accidentally exiting or conceding an arena.
-Replaced Shared Dig music track with Twilight Horizon Remix.
-Updated the loading screen with the new nebula.
-Added new pissed voice lines for the gamemasters.

Bug Fixes

-Fixed a bug that caused heroes to shoot another particle when using an untargeted ability during the cast backswing of a particle launch.
-Fixed a bug that caused bots to have reduced accuracy and sometimes shoot even if no particle path to the target is available.
-Fixed a bug that caused a mouse deadzone in the bottom-right corner of the screen.
-Fixed an issue where Space Jaina's Water Servants would attack invisible targets.
-Fixed a bug that would sometimes cause Space Jaina's Water Servants to gain additional movement speed.
-Fixed a bug that caused Enigma, Sphinx, and Space Jaina to be unable to cast their missile spells from 180° to 360° angles.
-Fixed a bug where the Voidslime would sometimes turn invulnerable or uninteractable after demorphing.
-Fixed a bug where changing the direction of a channeling ultimate would sometimes cancel the channeling.

Balance

-Particle launch cooldown increased from 0.25 to 0.275 seconds.
-Instead of adding a flat 50% of the launching player's speed to a particle's velocity, the speed addition factor is now calculated using Einstein postulates (kekw), reducing as the launch velocity increases (58% for electrons, 45% for taurons, 83% for jigg's bosons at standard velocity).
-Spell interaction strength of massive particles has been greatly increased.
-Electron, positron, pion, azerothium core, and gnomeregium core launch velocity increased by 25.
-Proton, antiproton, and jigg's boson launch velocity reduced by 25.
-High-speed collisions with crystals and other immobile objects now deals damage. The damage starts at speed 250 and increases with speed at the same rate as wall collisions.
-The chance for greater particle pellets to replace regular particle pellets has been reduced from 6% to 5%.
-Power boost damage taken reduction reduced from 20% to 10%, and max speed and acceleration bonus reduced from 15% to 10%. Now makes it more likely for powerups to spawn near the boosted player.
-Powerup pickup range has been increased from 90 to 100 for characters in space.
-Darnassium charge reduced from 10 to 9 and gnomeregium charge reduced from 13 to 12.
-Helium core mass increased from 25 to 30.

Game Modes

-In Domination Zone, the arena size has been increased to incorporate two platforms for the free-for-all version with six players. The revive time has been reduced from 10 to 5 seconds for two players.
-In Grid 16, the arena size has been increased to incorporate two voids for the six player version.
-In Reflector Maze, the powerup spawn rate has been reduced.
-In Dodgecore, the arena now grows faster as more players are added. The 4-player version now has a fifth crystal in the center of the arena.
-In Quadrupole Quarrel, the arena now grows faster as more players are added.
-In Horizon Hunt, carbon dioxide cooldown reduced from 3 to 2 seconds. Oxygen mass reduced from 10 to 7. The arena size has been greatly reduced for two players.
-In Battle vs. Space Jaina, the cooldown on Water Servant spawns has been increased at Bronze and Silver difficulty and/or with 3 players and reduced with 5+ players. Space Jaina now gets more resistant to crowd control as more players are added.
-Electric Slingshot has been adjusted to account for the changes in particle velocity.

Sylvan Ranger

-Freezing Trap duration reduced from 4 to 3.75 seconds. Now creates a "TRAP!" texttag for the afflicted player.
-New Flaming Arrow visual effect.

Sunfury Agent

-Venomous Strike mana cost increased from 10 to 20, cooldown increased from 6 to 25 seconds, damage increased from 20 to 35, max speed reduction increased from 15% to 20%, acceleration reduction increased from 25% to 30%, and mana cost refund on unsuccessful cast increased from 50% to 65%. Now additionally clears 65% of the spell's cooldown on an unsuccessful cast.
-Pick Pocket stolen particles reduced from 65% to 60%. The threshold for refunding mana and cooldown has been again reduced from less than 15 to less than 12 particles stolen, and the refund per missing particle increased from 5% to 6%.

Shado-Pan Disciple

-Wind Walk particle velocity bonus increased from 60% to 75%.

Amani Invoker

-Tornado acceleration, deceleration, and max speed slightly increased.

Daughter of the Ancients

-Aimed Shot velocity bonus increased from 150% to 160%.
-Opponents can no longer shoot particles through a Wall of Roots by standing next to it.
-Wall of Roots now reflects neutrons.

Gnomish Tinker

-Poultrifying Ray now puts all of the Gnomish Tinker's particles on cooldown for 2 seconds.
-Charge Down effect is no longer reduced in game modes with gluons.
-Gift-O-Matic XR4 now spawns powerups after 1.75/4.25/6.75 seconds, down from 2.5/5/7.5 seconds.
-Auto-Zapper 3000 now launches a positron every 0.8 seconds, up from 0.6 seconds. Particle launch speed reduced from 550 to 515. Now uses predictive targeting.

Arcane Prodigy

-Mana regeneration increase at low mana now takes the Arcane Prodigy's increased mana maximum into account (this will increase mana regeneration slightly).
-Charge Up effect is no longer reduced in game modes with gluons.
-Unstable Vortex mana cost reduced from 50 to 45.

Dreamwalker

-Health regeneration increase at low health now takes the Dreamwalker's increased health maximum into account (this will increase health regeneration slightly).

Argent Knight

-Passive mass bonus reduced from 10 to 8.
-Taunt duration reduced from 3 to 2.5 seconds.
-Chains of Light now reduces the target's deceleration by 30%.



Version 3.9

General

-New game mode - Domination Zone: A voidsport. Establish dominance over the central platform by removing all your opponents from it. Hold your ground against incoming opponents, ensuring you maintain control and accumulate score.
-New game mode - Horizon Hunt: A voidsport. Glide through space while collecting oxygen molecules to stay alive. Pick up artifacts and deliver them to a planet orbiting a giant black hole to gain points for your team.
-Tips for common particles are no longer shown in game mode tutorials for Intermediate and Complex game modes.
-Improved hero minimap icons.
-Improved the movement system to faciliate moving around walls and other obstacles.

Bug Fixes

-Fixed a bug where some spells could create objects outside of the arena.

Balance

-Mana potion restored amount reduced from 60 to 50.
-Neutrino recoil is no longer dependent on the launching hero's mass.
-In Voidmania, void berserkers now move slower on 4, 5, and 6-player arenas. They now idle for 3 seconds after killing a player.
-Lightray knockback increased by 60%. All lightrays are now affected by doppler shift.

Mistress of Waves

-Passive max speed bonus reduced from 60 to 50.
-Chromatic Laser energy reduced to counteract increase in lightray knockback.

Astromancer

-Fixed a bug that caused the Astromancer to gain additional health regeneration.
-Replaced the death animation again with the correct animation.
-Cosmic Rays particle amount reduced from 13 to 12.
-Nether Harvest will now always pick up extra particles and store them until a particle slot becomes available. In addition, Nether Harvest will now disassemble all minor nuclei and teleport their constituent protons into the Astromancer's inventory.
-Mystic Nebula has been renamed to Space-Time Distortion. It now pulls in all characters, even on grid. The slowing effect is now proportional to the square of velocity instead of the velocity. Duration reduced from 8 to 6 seconds and cast range increased from 600 to 700.

Sunfury Agent

-Stalk cooldown now starts after coming out of invisibility instead of at spell cast. Cooldown changed from 50 to 30 seconds.
-Venomous Strike damage increased from 18 to 20.

Daughter of the Ancients

-Now classified as Simple instead of Advanced.
-Passive acceleration bonus increased from 35 to 40.

Arcane Prodigy

-Now classified as Advanced instead of Simple.

Argent Knight

-Neutrino launch speed modifier removed to counteract the change to neutrino recoil (The Argent Knight will now be affected by neutrinos the same as all other heroes).
-Shield Wall max speed reduction reduced from 35% to 25%.
-Taunt cast range increased from 600 to 700.
-Chains of Light mana cost increased from 20 to 25. Mana and cooldown refund on unsuccessful cast increased from 65% to 75%. Now correctly refunds mana and cooldown when the Argent Knight dies before the leash can connect.
-Chains of Light now breaks when the Argent Knight launches a charged particle instead of it only breaking the invulnerability shield.

Primal Mage

-Icewind Bolt force strength now drops faster with the distance between the bolt and the affected particles.

Chronomaster

-Mass Teleport mana cost reduced from 30 to 25 and cooldown reduced from 30 to 25 seconds.
-Time Reversal mana cost increased from 15 to 20.



Version 3.8.2

General

-Updated nebula and hoverdisc models.

Bug Fixes

-Fixed a bug that sometimes caused the map to crash on map initialization.

Balance

-In Quadrupole Quarrel, neutron mean detonation delay has been reduced from 5 to 4.5 seconds and launch velocity increased from 350 to 375.

Astromancer

-Cosmic Rays now spawns 13 instead of 12 particles, but particle spawn spread has been increased.

Arcane Prodigy

-New icon.

Primal Mage

-Volcano Elemental max speed, acceleration, and deceleration increased by 10%. Sulfuric acid projectile speed increased by 15%.

Argent Knight

-Shield Wall is now disabled for 0.5 seconds after cast to prevent accidentally deactivating it immediately.



Version 3.8

General

-Gnomeregan Cup has been renamed to Quantum Cup.

Bug Fixes

-Fixed a bug that caused the player to not gain score when fighting Xen.
-Fixed a bug that caused players to receive incorrect feedback when voting in democracy mode.
-Fixed a bug that caused the team-colored minimap glow to not change when switching teams.

Balance

-In Quantum Cup, the starting particle has been changed from electrons to gluons. The ball is now a darnassium nucleus instead of the more massive gnomeregium nucleus. Particle pellet spawn rate has been increased by 25%. Particles now reset after each goal.
-Summonings have been equipped with rocket boots that allow them to retain movement control in space.
-Lightray knockback has been reduced by 50% on characters in space.

Arcane Prodigy

-Arcane Barrage mana cost increased from 10 to 20 and mana lost per particle reduced from 6 to 4. Velocity bonus reduced from 60% to 50%.
-Absorption Field cooldown reduced from 60 to 50 seconds and duration reduced from 8 to 5 seconds.

Mistress of Waves

-The change that Chromatic Laser is weaker in On The Brink has been reverted.

Sylvan Ranger

-New icon.

Amani Invoker

-New voice.

Primal Mage

-Swapped hotkeys for Icewind Bolt and Afterburner.



Version 3.7

General

-Added new hoverdisc models.
-Added a new nebula to the hero selection screen.
-Hero selection is now automatically set to Hidden in Tournament mode.
-Fixed a bug that caused characters to sometimes ignore click-and-hold-movement while shooting particles.
-Fixed a bug that caused spells to sometimes be cast on the wrong character when two characters are right next to each other.
-Fixed a bug that caused the multiboard to sometimes show information in the wrong row.

Balance

-Gravity now affects characters in space.
-In Voidmania, void berserker max speed has been reduced by 5% and acceleration and deceleration by 10%. There are now four instead of two gates connecting to the outer-most ring.
-In Reflector Maze, azerothium cores have been replaced with the new azsharium cores. Azsharium cores are slightly less massive and have less electric charge, resulting in smaller antiproton detonations.

Arcane Prodigy

-Unstable Vortex now knocks back nearby opponents.

Astromancer

-Mystic Nebula now has a radius indicator.

Sylvan Ranger

-Hunter's Mark cooldown increased from 50 to 60 seconds.

Sunfury Agent

-Pick Pocket cooldown increased from 75 to 90 seconds. The change to the mana and cooldown refund has been reverted.

Amani Invoker

-Tornado cooldown increased from 75 to 90 seconds. Tornado acceleration increased by 10%.

Shado-Pan Disciple

-Wind Walk max speed bonus increased from 40% to 55%.
-Bladestorm cooldown increased from 75 to 90 seconds.

Daughter of Cenarius

-Aimed Shot channeling can no longer be interrupted with other commands.
-Abolish Magic now has (Shift) self-cast.
-Wall of Roots now only lets allied particles cross if they cross from the side of the character who spawned them.

Dreamwalker

-Animal Companion cooldown increased from 75 to 90 seconds.

Primal Mage

-Volcano Elemental cooldown increased from 75 to 90 seconds.

Chronomaster

-Time Reversal cooldown increased from 60 to 75 seconds.

Lord of Elements

-Passive changed from 25% less damage taken from environmental particles to revive time reduced by 40%.
-Command the Elements cooldown increased from 75 to 90 seconds.



Version 3.6

General

-New game mode - Voidmania. Maneuver through a tight maze while being hunted by unrelenting voidwalkers. Trap your opponents and make the voidwalkers finish the job.
-Added a targeting indicator that follows the player's mouse cursor.
-Added new voice lines for the gamemasters.
-The single-player highscores are now automatically saved in a local file and automatically loaded on map initialization.
-Fixed a bug that caused All Random mode to not work properly.
-All spell animations now play correctly to the end at all times.
-Added a suggest random hero button to the hero selection.
-Beneficial spells can no longer be cast on opponents and harmful spells can no longer be cast on allies.
-Particle amount and computation load are no longer shown in the multiboard.
-Co-op victories are now shown as medals in the multiboard.
-In game mode tutorials, tips are no longer shown that players have already seen.
-Particle tooltips now show the particle's launch velocity.
-On the Brink can now be played with two players without enabling free-for-all.

Balance

-Each time two players collide, the bounce speed increases. This prevents players from trapping opponents in a corner of the arena.
-In Reflector Maze, the chance to get azerothium cores has been reduced.
-Azerothium core launch velocity has been increased by 15%.

Sylvan Ranger

-Flaming Arrow velocity is no longer dependent on the mouse-cursor distance. Instead, a slower arrow can be shot by holding (Shift).

Shado-Pan Disciple

-Drunken Haze burn damage increased from 5 to 6 per charged particle.

Sunfury Agent

-Venomous Strike projectile speed increased by 5% and damage increased from 1.2 to 1.5 per second. The poison damage no longer stacks.
-Pick Pocket now steals 65% of the particles in the target's inventory instead of up to 15. The threshold for refunding mana and cooldown has been reduced from less than 15 to less than 12 particles stolen, but the refund per missing particle increased from 5% to 6%.

Argent Knight

-Shield Wall movement speed reduction reduced from 50% to 35%. No longer protects from charged particle area of effect damage.
-Taunt mana cost reduced from 20 to 15 and cooldown reduced from 60 to 45 seconds.
-Passive neutrino launch momentum modifier increased from 33% to 50%.
-Now gains an invulnerability shield when the Chains of Light connects. The shield breaks when the Argent Knight launches a charged particle.

Primal Mage

-Volcano Elemental now starts with 200 health, up from 100, but burns itself for 5.5 damage per second. Sulfuric Acid now correctly increases all damage taken. Damage taken increase per stack reduced from 15% to 12%.

Lord of Elements

-Chain Lightning damage is now capped at 75.

Voidslime

-Now morphs when entering the sparring arena.



Version 3.5

General

-New hero - Primal Mage.
-Removed the game mode difficulty levels. All arenas with environmental particle now use the amounts roughly equivalent to their Adept difficulty versions.
-Added Rookie mode. In Rookie mode, all character abilities are disabled and particle pellet spawn rates are increased by 25%.
-Added new powerup pickup visual and sound effects.
-Free-for-all mode can now be disabled.

Balance

-Small particle pellets can no longer roll the same particle type twice.
-Jigg's boson mean lifetime increased from 5 to 6 seconds.
-In Reflector Maze and Vanilla Vista, the particle pellet spawn rates have been slightly reduced.
-In Grid 16, the powerup spawn rate has been slightly reduced.
-In Gnomeregan Cup, the upper and lower walls have been replaced with gates.

Astromancer

-Cosmic Rays now spawns 12 particles, up from 10, but the particles spawn further apart. This reduces the variance in total damage dealt. In addition, Cosmic Rays now spawns only protons and electrons, no longer pions.
-Nether Harvest will now destroy all spellbook particles, even when they cannot be picked up.

Gnomish Tinker

-Transmute removed.
-New ability: Gift-O-Matic XR4. Creates the incredible Gift-O-Matic at target location that produces 3 random powerups over its duration.
-Auto-Zapper 3000 mana cost reduced from 40 to 35.

Lord of Elements

-Chain Lightning channels no longer terminate when hitting a player.

Voidslime

-Now demorphs on every reset during an arena match.
-Can no longer morph into a hero that is played by a teammate.



Version 3.4

General

-Revamped the minimap with new icons and a more accurate representation of the arena.
-Protons now undergo nuclear fusion when coming close together.
-Added A.I. support and a single-player bot match option for On the Brink.

Balance

-Jigg's boson mass reduced from 50 to 40 and lifetime reduced from 8 to 5 seconds. The interaction strength with light particles has been reduced and the interaction strength with heavy particles increased.
-Helium core mass increased from 20 to 25.
-Characters channeling ultimates are now immune to crowd-control spells.
-Gnomeregan Cup duration increased from 6 to 7 minutes.
-On the Brink duration increased from 7 to 8 minutes.

Mistress of Waves

-Chromatic Laser pushback is now reduced by 50% in On the Brink.

Argent Knight

-Now has a passive +33% neutrino launch momentum modifier.



Version 3.3

General

-New game mode - On the Brink. A recreation of the popular Warcraft III map Warlocks. A small, shrinking platform is surrounded by the emptiness of space. Kick your opponents from the platform and be the last man standing to win.
-Reorganized the gamemaster menu and simplified arena descriptions.
-The Blizzard zoom feature is back with the option of locking the camera zoom with the -zoom command.
-Replaced the minimap dots for powerups with proper minimap icons.
-Added safeguards into the engine to prevent minimize the impact of bugs.

Balance

-Tauron interaction strength with spells and jigg's bosons has been increased.
-In Battle vs. Space Jaina, there is no longer a phase 3 on Rookie difficulty.

Arcane Prodigy

-Brilliance maximum mana bonus increased from 25 to 35.

Dreamwalker

-Vitality maximum health bonus reduced from 25 to 20.
-Enter the Dream duration reduced from 5.5 to 5 seconds. Now also makes the target uncollidable.



Version 3.2

General

-New hero - Chronomaster.
-New hero - Shado-Pan Disciple.
-Players are no longer allied while in the lobby.
-Made various minor performance improvements.
-Assists are now announced in the combat log.

Balance

-In Dodgecore, the nucleus-spell interaction strength has been drastically increased.
-Particles created by spells are now affected by particle launch velocity modifiers.

Sunfury Agent

-Stalk mana cost reduced from 20 to 15 and cooldown increased from 45 to 50 seconds.



Version 3.1

General

-All unit-targeted spells now only require the casting player to click in the vicinity of the targeted unit.
-You can now deal damage to and kill players in the sparring arena.
-The starting positions are now more evenly spaced in free-for-all mode.
-Fixed a bug that caused charged particles to deal too much area of effect damage.

Balance

-In Reflector Maze, there are now additional accessible areas in the corners of the arena when played with 5+ players.
-In Battle vs. Space Jaina, Space Jaina's health has been increased. The health and mass of Water Servants have been reduced and the spawn cooldown has been increased from 60 to 65 seconds, but they now regenerate 1% health per second. The particle density in phase 2 has been reduced. In phase 3, there are no longer any proton waves and the frequency of the waves has been reduced on higher difficulties. The transition to phase 2 now happens at 75% health instead of 70%.
-In Quadrupole Quarrel, neutrons now have a 25% chance to spawn a second X-ray, but the inner walls now destroy X-rays instead of reflecting them.

Lord of Elements

-The change that particles trapped in a Blizzard no longer deal area of effect damage has been reverted.



Version 3.0

General

-New game mode: Vanilla Vista - A deathmatch. Fight your opponents in a basic arena with no additional hazards or objectives.
-New game mode: Reflector Maze - Maneuver through a labyrinthine arena and assemble an explosive particle combo.
-New game mode: Grid 16 - A narrow platform surrounds the vacuum of the inner arena. While floating over the vacuum, you have no control of your character.
-Warm Up game mode has been removed.
-Added a sparring arena to the lobby. Players can enter the arena to test the controls and their abilities.
-New gamemaster interface. Deathmatch game modes are now divided into deathmatch (without environmental particles) and perilous arena (with environmental particles).
-Game messages are now printed in text boxes at the bottom-center of the screen.
-Added a new Xen challenge and a 2v2 bot match option for Vanilla Vista in singleplayer.
-Added a 2v2 bot match option for Reflector Maze in singleplayer.
-Improved the kill attribution. Players will now be attributed a kill if they dealt damage to a player that died to environmental particles or through suicide if the former dealt damage to the latter within the last second.
-Powerups can no longer spawn directly underneath a player.
-Replaced the Blizzard zoom feature with a -zoom X command.

Balance

-Base acceleration increased from 125 to 135.
-In Gnomeregan Cup, the arena is now larger for 4+ players. The crystals have been replaced with walls. The goals now have no walls, allowing characters to be spaced. The goal trigger is now better aligned with the visual effect.
-In Battle vs. Space Jaina, Space Jaina's health has been increased by 15% across all difficulties. Her healing modifier has been reduced. The transition to phase 3 now happens at 35% instead of 30%. Black hole contact damage increased from 120 to 180. Water Servants' movement speed increased by 10%, health reduced by 10% and mass reduced by 25%. Spawn cooldown reduced from 75 to 60 seconds. Water Servants can no longer cast Tranquility.

Arcane Prodigy

-Brilliance maximum mana bonus reduced from 50 to 25.
-Unstable Vortex mana cost reduced from 60 to 50.
-Absorption Field now prevents damage from nucleus collisions.

Sunfury Agent

-Venomous Strike mana cost reduced from 12 to 10, projectile speed increased by 7%, damage increased from 1 to 1.2 damage per second, and poison max speed reduction increased from 12.5% to 15%. The poison's slow effect no longer stacks.

Mistress of Waves

-Lightsail acceleration bonus reduced from 100% to 85% (the total acceleration is still 250).

Gnomish Tinker

-Poultrifying Ray duration reduced from 4 to 3.5 seconds.
-Auto-Zapper 3000 delay reduced from 1.25 to 0.9 seconds.

Daughter of Cenarius

-Galloping acceleration bonus reduced from 40 to 35.
-Aimed Shot now increases the particle launch velocity by up to 150% instead of launching the particle at maximum speed. It now increases the momentum of neutrinos and gluons.
-Wall of Roots cooldown reduced from 30 to 25 seconds and duration reduced from 8 to 7 seconds.
-Tranquility average healing amount increased from 10 to 11 health per second.

Argent Knight

-Shield Wall now prevents damage from nucleus collisions.

Lord of Elements

-Burn to Ash cooldown increased from 20 to 25 seconds.
-Particles trapped in a Blizzard no longer deal area of effect damage.
-Chain Lightning damage reduced from 8 to 7.5 per jump, but the first jump now counts towards the total damage dealt.
-While channeling Command the Elements, all damage taken is now reduced by 35%.



CREDITS

RbeQz1.png

Preview Art:
"I am Iron Gnome" by gafana (Peter Petkov)

Heroes:
Astromancer model: Sellenisko
Lord of Elements model: Ilya Alaric
Arcane Prodigy model: Direfury
Mistress of Waves model: Ujimasa Hojo
Dreamwalker model: Nasrudin
Gnomish Tinker model: Norinrad
Sunfury Agent model: A.R. & Stefan.K
Daughter of the Ancients model: Hexus
Sylvan Ranger model: Tauer
Argent Knight model: Tauer
Amani Invoker model: -Grendel
Chronomaster model: Tauer
Goblin Alchemist model: handclaw
Primal Mage model: Zwiebelchen
Earthen Sage model: Truth Troll UA & Zavorakto
Voidslime model: Callahan

Spells:
Arcane Barrage effect model: JetFangInferno
Lightsail model: JetFangInferno
Celestial Shield model: EdwardSwolenToe
Arcane Vortex model: Suselishe
Mystic Nebula model: WILL THE ALMIGHTY
Auto-Zapper model: Shardeth
Gift-O-Matic model: Maximal
Freezing Trap model: General Frank
Hunter's Mark model: Tranquil
Multishot model: Vinz
Water molecule hydrogen model: General Frank
Time Dilation Field model: Fingolfin
Time Reversal model: Daelin
Icewind Bolt models: Vinz
Afterburner model: Vinz
Frost Nova model (Space Jaina): Daelin
Boss Aura model (Space Jaina): xyzier_24

Powerups:
Particle powerup model: Kitabatake
Greater particle powerup model: General Frank
Potion powerup models: Ket
HEV Tunic & Elvish Accelerator models: HerrDave
Carbon Collector model: RightField
Other Powerup models: Kenathorn
Equipment pickup effects: Vinz

Other:
Shimo Jigglescrew model: Norinrad
Opening cinematic models: Pvt.Toma, skymarshall, donut3.5, dimgut, Rizz_Boomer, Makuza, Ujimasa Hojo
Electric impact model: Vinz / Daemonic Sword
Dimensius model: alfredx_sotn
Starscape: ILH
Nebula model: Vinz
Crystal model: Tranquil
Planet and asteroid models: Fingolfin
Black hole model: Fingolfin
Hoverdisc models: Vinz
Neutron nucleon model: Pyritie
Animal Companion model: Kuhneghetz
Volcano Elemental model: Mc !
Water Servant model: Himperion
Confirmation model: HappyTauren
Domination Zone indicator: Vinz
Invulnerability Shield model: Vinz
Energy fence model: Vinz
Kael'thas statue model: Maximal

Icons:
Santiago Iborra, Mr.Goblin, r.ace613, Eldin HawkWing, The Panda, General Frank, Scias, Lockheart, Sun gate, Amigurumi, GhostThruster, I3lackDeath, Windrunner29, WILL THE ALMIGHTY, loktar, Nugamentum, Jampacked11, 4eNNightmare, Darkfang, Praytic, NFWar, RvzerBro, Chucky

Character voices generated with elevenlabs.io.

Music:
Unreal Soundtrack - Dusk Horizon Remastered, Nightvision, Bounds of Foundry, Foundry, Twilight Horizon Remix, Neve's Crossing, and Dreams Untrue
Composers - Alexander Brandon & Michiel Van Den Bos
Dusk Horizon Remaster by Mothership Loudspeakerz
Twilight Horizon Remix by Porcus' Soundtrack Corner

Previews
Contents

Particle Party v4.3 (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
172
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.
 
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?
 
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.
 
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 19
Joined
Jan 22, 2011
Messages
3,979
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!
 

Deleted member 247165

D

Deleted member 247165

Totally a cool and interactive map. :plol:
 
Level 8
Joined
Jan 1, 2014
Messages
103
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.
 
Last edited:
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 8
Joined
Jan 1, 2014
Messages
103
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
1,265
@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 8
Joined
Jan 1, 2014
Messages
103
@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.
 
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 19
Joined
Jan 22, 2011
Messages
3,979
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.
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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?
 
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?
 
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.
 
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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Level 7
Joined
Jun 19, 2017
Messages
143
A well-made and polished project. I may say it's unique in terms of gameplay because I haven't seen a similar map so far (I'm still wondering where you got the idea from).:grin:
The gameplay is simple, yet requires a high level of skill. The combination of having to predict your movement while evading surrounding particles and "skill-shooting" the enemy is quite a task. The interface is really simplified and intuitive; everything you need to know is arranged and explained with short tooltips and tutorials. There is a completely high-functioning AI (too high, if you ask me).:vw_unimpressed:My advice is that you make an easier, dummy-like difficulty for noob players like me, so they don't get easily discouraged.:xxd:

Pretty much that's it...:infl_thumbs_up:
 
A well-made and polished project. I may say it's unique in terms of gameplay because I haven't seen a similar map so far (I'm still wondering where you got the idea from).:grin:
Thank you very much! I wanted to do a quantum-based game for quite a while. I explored card and board games, where you had to collect different particles to build the ones you need. But those ideas weren't that great. I made the engine for Particle Party at first just as a quasi tech-demo, but it was fun to play the prototype, so I made it into an actual game. But soon it was clear that shooting each other is a lot more fun than collecting particles, so that's where the focus shifted to :D .

For anyone reading this, the A.I. King Valdezar is talking about is not yet implemented on the hiveworkshop version, but it will be soon. A massive update is coming! It will be lit :goblin_jawdrop:
 
Level 8
Joined
Aug 16, 2019
Messages
76
I’ve tried out the map several times now and it’s certainly something special. Very advanced with it’s own particle physics system and many different ways for particles to interact. There’s a plethora of fancy modes and several heroes with cool (if sometimes very situational) abilities. The map is certainly fun to play together with a few people in multiplayer, particularly in the more chaotic modes, and it even has some single-player content as well.

One thing that I found fairly counter-intuitive, however, is that your particles and hero abilities are ”reversed” on the keyboard compared to on screen, so that your hero abilities are on the top row on screen, but on the second row of the keyboard (ASDF). For me at least it has it has made it pretty hard to get a hang of the hotkeys and I still missclick a bit because of it. Another little thing I’m missing a bit is the ability to adjust the length of the mini-games. They can sometimes feel a bit long for mini-games and at least personally I think I enjoy shorter rounds more.

Like K.V. and Ballonskipper I’m also one of the lucky few who have been testing the beta with the soon-to-be infamous AI and it works really well and is super impressive. One thing to note is that currently the difference in skill between the 5 difficulties seems to fairly modest since they’re all really tough. I played against Copper and Platinum and both kicked my ass; Platinum certainly more so, but it didn’t feel like 4 difficulties of difference, so to speak. Platinum is probably just fine as is, but it would be very welcome if the lower difficulties were made easier to please the casuals such as myself.

But yeah it’s definitely a cool map, tough to learn and tougher to master, but maybe I’ll eventually make it to ”learn”.

Update: I am now a professional Particle Party player. 5 stars.
 
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Thank you both very much!

One thing that I found fairly counter-intuitive, however, is that your particles and hero abilities are ”reversed” on the keyboard compared to on screen, so that your hero abilities are on the top row on screen, but on the second row of the keyboard (ASDF). For me at least it has it has made it pretty hard to get a hang of the hotkeys and I still missclick a bit because of it.
:plol: This is pretty funny! I was just talking with @StormKnight about this as he was complaining about the same issue. My rationale for doing it this way was that Q,W,E,R is the bottom row in most AoS maps and similar maps, and if there are additional abilities, they're often D or F and in the row above. So it made sense to me to have an inverted grid. But I told him that if there's another person who complains about this, I will change it, and then 30 minutes later I read your post. :plol:

Another little thing I’m missing a bit is the ability to adjust the length of the mini-games. They can sometimes feel a bit long for mini-games and at least personally I think I enjoy shorter rounds more.
Good idea! Also enable it to alter it in the opposite direction if you just wanna jam Maelstrom Madness for hours on end like you would jam Deck 16 back in the days.

Like K.V. and Ballonskipper I’m also one of the lucky few who have been testing the beta with the soon-to-be infamous AI and it works really well and is super impressive. One thing to note is that currently the difference in skill between the 5 difficulties seems to fairly modest since they’re all really tough. I played against Copper and Platinum and both kicked my ass; Platinum certainly more so, but it didn’t feel like 4 difficulties of difference, so to speak. Platinum is probably just fine as is, but it would be very welcome if the lower difficulties were made easier to please the casuals such as myself.
After spending countless hours testing against the Platinum A.I., which is basically equivalent to training under 100 times Earth's gravity, I can no longer relate to how a beginner experiences the A.I.. That's why it's great to have beta testers such as you and @K.V. to tell me these things.

I am surprised, however, that you think that the difference between the difficulties is modest, because when I let two A.I.s play against each other, the one with the higher difficulty will dominate the lower one, even if they're just one apart. Nonetheless, I identified a few areas where their behavior is still too inhuman and made some adjustments there. Specifically, their reaction to spawning powerups was quite fast and the A.I. now takes a hefty 3 seconds on Copper difficulty to even recognize that a powerup has spawned.

During my playtests against the A.I.s, I realized that denying powerups is very important at a high skill level. The balance changes I did leading up to this version all focused on buffing all heroes except one, the Arcane Prodigy, because I felt like she was far superior to the other heroes. She is a defensive and offensive powerhouse, able to launch super-fast particles with several abilities, while the other heroes' abilities often are quite situational and hard to use. But now I realize that, at a high level, the Arcane Prodigy is just... not very good. You lack mobility and control abilities, and you just get dominated by the more mobile characters who yoink every powerup in front of you while you can't do much about it. Anyway, just some random trivia I thought might be interesting.

Thanks again for the review! Update is arriving on hiveworkshop very soon. :goblin_jawdrop:
 
GIANT UPDATE

Alright, the much hyped-up update is in! This update focuses mostly on introducing intelligent A.I. to train and play against as well as expanding and improving the singleplayer mode.

The A.I. is one of the best, if not the best, you will find in a Warcraft III map and I highly recommend you trying it out. It allows you to choose between five difficulties. These different versions span a large range of skill levels so that each player can find a worthy opponent.

You can find gameplay clips of matches against the A.I. on Youtube here:

Gameplay Clips

The single-player mode is expanded with an option to save your highscores with a savecode. There are three new single-player challenges, each asking you to defeat the "Xen" A.I. in one of the deathmatch games. In a future update, each of the four bots will get its own challenge.

But that's not all!

Playtesting countless hours against the A.I. gave me the opportunity to also playtest many of the heroes and mechanics. Therefore, this update has a lot of balance changes, making many hero abilities more useful or easier to use. For example, the Dreamwalker's summoning was previously impossibly hard to control. Now you can easily give commands via mouse left-click without deselecting your hero.

BUT THAT'S NOT ALL!

There's a new hero, the Argent Knight, a Paladin with a great model by @Tauer .

There is new eye- and earcandy, such as custom error emotes for each hero for no mana, cooldown not ready, and no particles. Or an energy grid that has now come to life:

GridPulse.gif


There are new quality of life features, such as auto-self target when casting a spell by pressing (Space-Bar).

Since the particles have been moved out of the inventory into the ability bar, there are four new permanent items to pick up and collect.

So, help us take down those bloodthirsty murder-bots! You've been recruited, soldier! :peasant-i-object:

General

-New hero - Argent Knight.
-New game mode - Xen: Xen is an intelligent A.I., able to play the Arcane Prodigy on Cosmic Shower, Maelstrom Madness, and Dodgecore. Earn medals by defeating Xen on various difficulty settings.
-Replaced the current bots with new bots based on the Xen A.I. You enable the bots at the Assistant instead of by filling the game with computer players.
-Characters now have stats and a background story shown on the select button.
-Particles no longer appear in the inventory, but a counter appears over the ability button.
-Four new permanent items have been added: Control Rod, Space Slippers, Carbon Collector, and Chrono Key.
-The medals earned in singleplayer modes are now displayed in the multiboard. You can now load your highscores to a new session of Particle Party with the "-load <code>" command.
-The tutorial cinematic now plays automatically after hero selection and can be skipped.
-Each hero now has custom error sounds for no mana, cooldown not ready, and no particles.
-The layout of the ability and particle buttons has been inverted.
-You can now auto-target yourself with spells by holding Space-Bar.
-Death by black hole consumption now has an appropriate visual effect.
-The arena grid now pulsates with energy.
-The shooting stars in the hero selection screen have been replaced by interstellar particles. Those particles are also visible from the lobby arena.
-Cosmic Shower (Singleplayer) has been renamed to Quantum Survival.
-Dimensius is now watching the Dodgecore game.
-The gamemasters now teleport the players to the arena.
-Dimensius is now making a comment about the outcome of each game.

Balance Changes

-Health regeneration now increases at low health.
-Mana regeneration now increases at low mana and continues while dead.
-Greater Healing Potion healing amount reduced from 50 to 40.
-Revive time in deathmatch has been reduced from 7 to 5 seconds.
-Particle Pellets are now on a separate spawn timer from other powerups. The overall spawn rate is unchanged, but the spawn rate is more consistent.
-Powerup pickup range increased by 10%.
-Powerup spawn rates increased for higher player amounts.
-Particle launch velocity (except taurons) increased by 5%. Proton and antiproton launch velocity increased by an additional 10%.
-You can no longer shoot particles while invulnerable after reviving.
-Wall crash damage reduced from 6 per 100 speed to 5 per 100 speed.
-Each additional player beyond the second now adds 5% reduction in all damage taken to all characters, up from 3%.
-In Warm Up, the length of the reflective walls has been reduced.
-In Cosmic Shower, wave intervals have been reduced and crystal spawn intervals increased.
-In Maelstrom Madness, cosmic rays now only target the corners instead of the entire outer area. Frequency has been reduced.
-In Gnomeregan Cup, chargeless crystals now spawn on Apprentice difficulty and above that obstruct a direct path to the goals. The width of the goals has been reduced. The size of the arena has been reduced for higher player amounts.
-In Tiny Creators, protons and nuclei can no longer spawn moving directly towards one of the two planets. Number of particles required to complete the stages increased for higher player amounts. The arena size has been reduced for higher player amounts.
-Electric Slingshot has been updated to reflect the balance changes.
-In Quantum Survival, the Absorption Field ability is replaced with Tranquility. The difficulty now starts lower, but increases more rapidly.

Sylvan Ranger

-Passive carrying capacity bonus increased from 5 to 10.
-Hunter's Mark effect strength increased by 20%. Duration reduced from 15 to 12 seconds and cooldown reduced from 60 to 50 seconds.
-Freezing Trap stun duration reduced from 5 to 4.5 seconds. Cooldown increased from 30 to 35 seconds. Invulnerable characters can no longer trigger the trap.
-Freezing Trap now automatically creates a fake powerup. It can be disabled by holding down Space-Bar.
-Flaming Arrow speed reduced by 10%. Cooldown reduced from 25 to 20 seconds.
-Multishot mana cost reduced from 25 to 20 and cooldown reduced from 30 to 25. Maximum charges reduced from 4 to 3.

Daughter of the Ancients

-Passive acceleration bonus increased from 20 to 40.
-Wall of Roots cooldown reduced from 35 to 30 seconds. You can now change the orientation of the wall by holding down Space-Bar.
-Aimed Shot channeling duration reduced from 1.5 to 1 seconds, and cooldown reduced from 15 to 10 seconds.
-Abolish Magic mana cost reduced from 45 to 25 and cooldown reduced from 30 to 25. Can no longer dispel Auto-Zapper 3000.
-Tranquility cooldown reduced from 75 to 50 seconds. Reduced the time it takes for the first heal to come in.

Sunfury Agent

-Pick Pocket maximum particles stolen increased from 12 to 15. Mana cost increased from 30 to 35.
-Cloak of Shadows no longer protects from wall collision damage. Duration increased from 3 to 3.5 seconds. Mana cost increased from 15 to 20.

Lord of Elements

-Passive changed from revives with +20 mana to revive time reduced by 40%.
-Burn to Ash cooldown reduced from 25 to 20 seconds.
-Blizzard cooldown reduced from 40 to 35 seconds and duration reduced from 8 to 7 seconds.
-Chain Lightning damage per jump increased from 7 to 8. Maximum particle-particle jump range increased from 325 to 350 and maximum particle-character jump range increased from 325 to 391. Minimum forking angle increased from 30° to 36°.
-Chain Lightning mana cost reduced from 30 to 25. The cooldown now resets if the lightning fails to jump to a character.

Mistress of Waves

-Crushing Wave no longer recoils the caster. Mana cost increased from 30 to 35.
-Chromatic Laser knockback increased by 10%. Mana cost reduced from 45 to 30.

Astromancer

-Passive changed from +20 maximum health to 10% reduced damage taken.
-Mystic Nebula mana cost reduced from 20 to 15.

Arcane Prodigy

-Unstable Vortex mana cost reduced from 75 to 70.

Dreamwalker

-Passive changed from +5 mass to +25 maximum health. This does not affect starting health.
-Power Word: Deflect mana cost reduced from 10 to 5.
-Enter the Dream mana cost increased from 25 to 30.
-Starlight Pillar healing amount increased from 5 to 6 per second and mana regeneration reduced from 5 to 4 per second.
-Animal Companion mana cost reduced from 60 to 55, mass reduced from 5 to 2.5, accleration increased from 200 to 225, and Bite stun duration reduced from 3.5 to 3 seconds.
-Control of Animal Companion has been revamped. You can no longer select it, but control it with (Left-Click). The animal companion will now automatically return to her master whenever it is carrying items and is idle.

Gnomish Tinker

-Passive collision radius reduction increased from 10% to 15%.
-Poultrifying Ray duration reduced from 5 to 4.5 seconds.
-Transmute transmutation rate increased from 1 per 0.8 seconds to 1 per 0.75 seconds.
 
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Version 2.3 introduces a new hero, the Amani Invoker, who has one of the coolest spells I've made so far. Check this out:


Full Gameplay Video

It also introduces a new character into the "Particle Party universe", Space Jaina, who acts as both the narrator and stuntwoman of the tutorials, and helps the player out as much as she can.
 

Attachments

  • JainaWelcome.mp3
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ANOTHER GIANT UPDATE

While the 2.0 update of Particle Party focused on improving the accessibility by adding intelligent bots, the 3.0 update focuses on improving the accessibility by introducing new deathmatch game modes aimed more beginners and casual play. The classic deathmatch game modes are now rebranded as "Perilous Arenas". They feature environmental hazards, while the new deathmatch game modes do not. The environmental hazards have been a point of contention among the players - some like them, some do not. Now there are new, exciting arenas for those who want to focus solely on the pvp aspect of the game.

If you like to try out the map, join our discord to find more partiers!

You can also join the weekly Thursday session at ~7pm GMT.

But that's not all!
Finally, there's now a trailer for Particle Party. Check it out! :goblin_jawdrop:

 
Highly unique and polished map, constantly evolving and improving. It can be hard to pick up, but it is very rewarding once the basics are assimilated.
Thank you, always working on making the game easier to pick up!

The latest version introduced the Voidmania game mode, a game mode inspired by Pacman, which should be fun for beginners and experienced players alike.

3.7 introduces new hoverdisc models by the one-and-only @Vinz :goblin_jawdrop:. Check them out here:

 
Version 4.0 is here and it brings everything from new heroes, features, cinematics, and improvements! 😲

Are you a slow reader and can't read an entire page of story on the loading screen within the two microseconds it takes for the map to load? Now I've got you covered with a fun little opening cinematic that sets the stage for the wacky setting of Particle Party. The goblins and tauren finally get their representation with the new Alchemist and Earthen Sage heroes. The lobby has been improved with more sensible host options, a repick hero feature, and more. There are improvements to the A.I. and a new bot joins the roster. Finally, there are many adjustments to the gameplay and physics constants that should make the gameplay slightly easier and feel better.

With this version, Particle Party is close to a completed project. I have a little more content planned, but then, there'll probably be only the occasional bug fix or balance updates while I'm working on something new.

So, I encourage you to give the map a try! You can play it as a party map, you can play it as a competitive map, you can play it for the humor, for the eye candy, or to dig yourself into all the nerdy physics interactions and references. 🤓

Enjoy! :plol:

(in b4 I overlooked some major bug and I need to hotfix everything)
 
Level 27
Joined
Jun 11, 2017
Messages
832
Hello there, @Antares!

Played your enigmatic map for my humble channel, played it solo - and I liked it. It looks like a Magika game but in space, it plays very smoothly and without any issues. AI enemies are quite good enough, even on lowbie difficulty, giving enough challenge to make gameplay fun and catchy.
Like!
 
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