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PK JAIL v2.1 AI

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


PK JAIL is back! with a new version!
Check the vid above for gameplay
where I play different modes
with bots.


The goal of the game remains the same, I gave the
map a visual polish in some aspects. The blademaster
has been retired and a new hero emerges: the trojan!
He comes along with a nice blade for throwing fast blades
around and
you can now choose another weapon each game.

Added weapons to give the map a unique
play-style within the game while keeping the core gameplay the same:
A skillshot / melee deathmatch arena.

with weapons and cool armors and hats!

Check in-game quests for any in-game related information.
I'll answer any other questions in the map thread.


Hope you like it!
I think the video pretty much sums it up.
Download it, play it and leave a comment. GLHF :)







There's no music or new music because youtube content id the music
in the vid. This happened after I posted the map, didn't know it would be like this.


PK JAIL


  • So here are the new things changed in 2.1:
    - Bots are more aggressive and fight better
    - Improved ending cinematic
    - Improved final score (new skills weren't implemented)
    - Improved tooltips (forgot to mention it in 2.0)
    - Improved quests (forgot to mention it in 2.0)



  • The map has had an overhaul.
    Mostly in the hero design and the map balance.

    Version 1.0 is still great, and is still the best original.
    But I want to implement new ideas, so I do hope to make
    atleast 3 or 4 versions of the map, each with some added
    benefits that the previous didn't have.




  • GLOBAL TERRAIN CHANGES

    - side cliffs have been removed
    People were getting spawned and stuck there.
    I mean, you could jump away, but it was pointless.
    Plus you could get killed like that.


    GLOBAL SKILL CHANGES


    - Spirit Healing skill has been changed. Reduced heal to 100.
    The heal restores big chunk of life, so was easily overused
    due to high stamina regeneration. Lesser heal makes it matter more
    but only in certain situations rather than ALL situations.


    - Sit skill has been changed. Added a 5 sec cooldown to it. It was possible
    to keep walking and sitting, thus abusing the mechanic.

    - Sit skill stamina regeneration has been changed. It now restores stamina
    at a random rate, but can still reach the same amount as before.

    Stamina regeneration was too high in the original.
    And the heal restores big chunk of life, so was easily overused.


    - Fast Blade skill has been updated. Added a 1.5 sec cooldown to it.

    - Fast Blade visual has been upgraded. It now leaves orbs behind it.

    You can now visually track the movement of the fast blade missile
    much easier and the orbs are a cool after-effect.








  • WEAPON CHOICE


    Players pick between 5 weapons once per game.
    Weapons are split between: light, balanced and heavy.
    Each weapon comes with its stats and a melee ability.



    -Dagger (Penetration skill - chance to deal bonus damage)

    A fast, light weapon with low damage.

    -Sword (Phoenix skill - chance to block target's melee attacks)

    A fast, light weapon with low damage.

    -Axe (Talon skill - chance to reduce target's speed & damage)
    A medium weapon with balanced stats and speed.

    -Club (Rage skill - chance to deal bonus area damage)
    A slow & heavy weapon with a devastating ability. Packs a punch.

    -Hammer (Earthquake skill - chance to stun target)
    A slow & heavy weapon with a devastating ability. Packs a punch.


    Light weapons make you faster in both melee attacks and movement speed.
    But they provide low damage bonuses.

    Balanced weapons neither add nor subtract speed, while adding damage.
    Slow weapons make you slower in both attack speed and movement speed.
    But they add good amounts of damage.


    RANDOM ARMOR & HATS


    Players get a random hat & armor once per game.
    Cosmetic only, no stats or abilities.


Previews
Contents

PK JAIL v2.1 AI (Map)

PK JAIL v2.0 AI (Map)

PK JAIL v1.0 AI (Map)

Reviews
Moderator
03:37, 26th Mar 2015 Orcnet: I seem to not understand upon why would a stable and well executed system of spells and game mechanism express itself upon a small scale map size? The game play feeds a lot of performance and overall game. However it...
  1. 03:37, 26th Mar 2015
    Orcnet: I seem to not understand upon why would a stable and well executed system of spells and game mechanism express itself upon a small scale map size? The game play feeds a lot of performance and overall game. However it would be of nicer to express at least a formal or design of tiles, doodads, or any map design that could give the map worthy detail to boon the execution of triggering spells.

    Since the map is small you will given a lot of effort and affordable time to manipulate a nice essential of doodad detail into it. For now the map can be of approved due to its Blademaster spells in fighting and game options. It would be better if its given a good terrain layout.
     
  2. ~Nightmare

    ~Nightmare

    Texture Reviewer

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    This is the most stupid map I've ever seen. jk

    I'll try it, SOON HAHA
     
  3. sentrywiz

    sentrywiz

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    coming from a stupid game, i'd expect nothing less.
    still though, as stupid as the game is, its still addicting as smokes.
     
  4. Shadow Fury

    Shadow Fury

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    Kinda boring map after you play it for a couple of minutes. Here's why

    - The BOTs keep jumping over and over and over. This is annoying really and it's not because I was noob (in fact, by my own surprise, I ended up with the most kills after 5 minutes). A cooldown of 2-4 seconds would be adequate
    - The range of my first skill is too short. A longer range would be cooler. With it, I can shoot from long distances and hope to get someone by luck from far. It wouldn't be imba anyway because you can jump away if you have fast reflexes of course
    - The game shows no progress. The beginning of the game is the same as the end of the game. What I mean is that you keep doing the same thing over and over for the whole game without anything new happening (let's exclude the XP points I spend on two skills, they're almost uncountable). Can't increase the damage of my first skill, no "items" to buy with the "gold" I "should" win from killing enemy players, my stats remain the same instead of increasing with level ups. Any powerup to boost my hero? Dude, if those things are missing, the whole thing becomes really boring and repeatative. Please don't tell me you did that just because the original game is like that. Here we're on the Hive and if you intend to copy another simple game, at least give it a personal touch to let it stand the Hive's tough standard of quality

    I have one comment on the terrain too:

    - Why only Blight? You could use a mixture of Dirt, Rough Dirt and Blight to obtain a better result. Only Blight is gloomy and tedious

    Conclusion? The map is too poor and simple. It needs much more work. For that reason, I give to the map 1.5/5 and AWAIT UPDATE!
     
  5. sentrywiz

    sentrywiz

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    Thanks for trying out the map and taking the time to write your thoughts on it. I can't ask for more.

    Though, I can't take this criticism seriously because most of it is "I don't like this so change it". No dude. I won't

    To each their own. You dislike this and that's fine. But you make it sound like "I found this boring and dull so it must be boring and dull".
    That sort of criticism is more adequate to a troll rather than a map reviewer. And I do see it says map reviewer under your name.

    So let me ask you instead: do you think that if you found something dull that it must mean the thing is by nature dull?
    The answer is of course not. Because each has its own likes and dislikes. I don't argue about your rating, that's individual choice.
    The only thing I dislike about your review is that you act that because you found it boring then it must be a boring map.
     
    Last edited: Feb 8, 2015
  6. Shadow Fury

    Shadow Fury

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    I got what you intended but let's face the reality, do you really think that many people will find this map fun and replayable? I can predict from what I saw that this map can be more fun. I would like to let you notice also that simple maps like this have been seen a lot of times so this map needs more originality and excitement. If you still think it is only my opinion, it's ok but I have advised you.
     
  7. sentrywiz

    sentrywiz

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    Honestly yes I do. I know that there are people who will like this map for what it is. Believe it or not I am a person that likes repetitive and replayable stuff like music and games. I don't mind replaying the same thing infinitely if I find it enjoyable. And there are other people like me.

    I'm not saying I'll never improve this map. But not for the reason that there is something wrong with it but rather of what's good with it. And atm you're focused on what it lacks rather than what it has.
     
  8. Kino

    Kino

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    - Q projectile and jump stutter a bit.
    - Because your W has no cool down, you can constantly tap W>move and regain mana without needed stand still.

    Otherwise, cool map. Its a very basic resource management oriented combat, which I don't see much of. Still, great fun though.
     
    Last edited: Feb 12, 2015
  9. sentrywiz

    sentrywiz

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    Thanks. Jump is kind of wonky. Fast blade idk if stutter is the right word.

    Yea that's the point of sit.
     
  10. Kino

    Kino

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    Which is odd, because you don't need to make yourself vulnerable by stranding still. You can get mana while being able to move and dodge stuff perfectly well.
    Though if that's the way you want it, then why not just have an instant mana restore with no cooldown?
     
  11. Dat-C3

    Dat-C3

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    Ahha! I knew my model would eventually come in handy.

    Cool map. Will edit this post later.

    Edit: Ask for a review when the map is complete if you want. I won't review it for a little while.

    Bugs found:
    Use a proper damage detection system, it takes at most two minutes.
    Remove collision and/or add jump-collision in the air.
    Maybe consider making the blade masters bounce off of cliffs instead of sliding on them.
    It's a bit too slow paced I think... Since it is a PvP game, it should be a bit smoother and faster or well that is my opinion. I think the pausing ruins it.

    Stuff I liked:
    Abilities, some sure do need improvement and some need consideration about remaking or editing them. Though for the most part I think they're good enough for a short game.
    The jump motion was a bit slow, but I liked how it jumped.
     
    Last edited: Feb 13, 2015
  12. Orcnet

    Orcnet

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    Map approved.
     
  13. sentrywiz

    sentrywiz

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    Thanks.

    Also for your suggestions. I don't quite get what you meant, all I understood was better terrain design.
    If you can simplify it for me, that'd be great.
     
  14. Orcnet

    Orcnet

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    Yes that's what I meant sorry if I seem to expressed it in a long way, in example such as you could make a doodad where players can hide/take cover and so on like on the MMA, the cage can help fighters bounce back against incoming blows of the opponent.
     
  15. sentrywiz

    sentrywiz

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    I see. So a doodad that causes knockback and maybe another doodad that block the missile. Interesting. I'll think about it ty
     
  16. sentrywiz

    sentrywiz

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    Map has been updated!
    Hope you guys like it.

    EDIT: I got content id on all of my music in the video, so its removed now.
     
    Last edited: Jan 16, 2019