Moderator
M
Moderator
12:33, 7th May 2011
-Kobas-:
Status: Approved
Awesome idea.
-Kobas-:
Status: Approved
Awesome idea.
(12 ratings)
PONG
Key features
Feature description
- A 2D map, recreating the arcade game Pong
- Players use arrow keys to move around
- Player 1 can select from various modes
- Thrust - an ability that creates a whole new strategy to the concept of Pong
- Events and Power-ups that boost up the gameplay, variety and replay value
- Has a save/load rank system
- A fun mini-game that's easy to pick up and play for anyone
Modes
Player 1 can select between four modes at the beginning of each game.
- Points - Player 1 selects the amount of points to win the game
- Lives - Player 1 selects the amount of lives each player gets, last man standing
- Rounds - Player 1 selects the amount of rounds played
- Time - Player 1 selects the amount of time played
Thrust
The thrust is an ability your paddle is able to use by pressing either the left or right arrow key, depending on what side you're on. Performing thrust will make your paddle strike out of its place and give a powerful thrust to its left/right. If it hits the ball, it will use all its Thrust Power it has stored and give the ball a strong hit, increasing its speed depending on your Thrust Power. Thrust Power replaces gold in Pong, and it will increase by hitting the ball.
Events and Power-ups
Player 1 can choose how much time passes between each event, and how high a frequency there is on Power-up occurrences.
Events occur every x seconds, and will affect the gameplay in some sort of way. Some of them are very hard to master.
Power-ups will appear on the arena. They can buff up your paddle, give you Thrust Power, or give a negative buff on your opponent. In lives mode they can also give you extra lives.
Rank system
The game uses a save/load rank system. At the end of every match you gain Pong Points. You are given a rank depending on your amount of Pong Points. Use "-save" to get your code to load your rank in your next game, and "-load <code>" to load it.
Special modes
There are a few special modes Player 1 can set after setting intermission.
"-nm" Sets mode to Normal (no change)
"-am" Sets mode to Advanced (different mechanics on Thrust, Power-ups depend on rank)
"-cm" Sets mode to Classic (no Thrust)
"-sm" Sets mode to Speedy (paddles move faster)
"-tm" Sets mode to Twin ball (two balls always on arena)
"-gm" Sets mode to Gates (paddles are turned into gates and are opened by a key)
Models:
Paddle and ball models by chilla_killa.
Codegen system by TriggerHappy.
Booster/arrow model by hellblazer-14.
Light Nova/Dark Nova models by jetfanginferno.
Explosion model by WILL THE ALMIGHTY.
Mario cursor skin by XDogg.
Key model by Kitabatake.
Testers/Support (U.S. East):
- Eggs
- Hoplite)
- killya18
- Whiskey)
- Tal0n
- Slayer11111
and another thanks to Tal0n for making the AI!
~ Map uploaded
~ Changed the angles ball takes when starting
~ Improved map description, gave credit where I had forgotten to
~ Changed minor, un-noticable things
~ In one game-end no Pong Points were given - that has been fixed
~ More Pong Points awarded for draws
~ Indicated that Reverse-a-mathon event was on/off
~ Changed ball collision on paddles completely, improving gameplay a lot
~ Updated the Guide log, which had remained untouched for quite a bit
~ Added a lot of small details, fixed minor things as well
~ There was a huge bug that I had to fix
~ Nothing else really, just some minor things
~ Skipped a few betas, released the first non-beta version
~ Reverse-a-mathon event easier to handle
~ When your opposing player leaves, the game ends and gives Pong Points
~ Made ball unselectable again after being hidden by booster
~ Improved the Guide log again
~ A lot of more small details and fixes
~ Added two new unlockable commands!
~ "-tint xx xx xx" Tints your paddle to a customized color - Unlocked at rank 20 (e.g. "-tint 99 10 10" is a red color, with a hint of blue and green)
~ "-bc <unit name>" Changes the model of the ball to the unit you typed in! - Unlocked at rank 80 (e.g. "-bc wisp" changes the ball to a wisp, "-bc reset/-bc ball" to change back)
~ Fixed some bugs
~ Added some details
~ New unlockable command!
~ "-pc" Changes your paddle to a flower-pot. - Unlocked at rank 50
This is sort of an inside joke, since the first variation of my Pong map used flower-pots for the paddles' models
~ A LOT of fixes and adjustments
~ Removed A LOT of leaks, game runs more smoothly now
~ Improved a lot of triggers
~ New (slightly different) Preview image
~ New single player options, Wall and Computer AI (AI made by Tal0n)
~ Wall - Creates a Wall at your opposing side, and removes the enemy paddle. Only mode here is Lives, and it will count the elapsed time when game is over and tell you how long you survived
~ Computer AI - Three difficulties, Beginner, Intermediate and Expert. Still a bit shaky (no pun intended), AI might be updated
~ Advanced mode revealed - If both players are rank 10+ they can choose between two new modes
~ MANY minor adjustments and fixes, including:
~ Time elapsed is shown throughout the game
~ You are now given a special icon, depending on your rank
~ Teamcolor codes are now correct
~ No color icons are shown on the in-game multiboard
~ Overview multiboard now shows playtime and Points/Lives + difference
~ You only need to type -stats/-info <first three letters of player's name> (without <>)
~ Awards are only shown in Rounds/Time if award points are more than 0
~ Awards now go over faster, and look nicer (different colors)
~ Other realm ball event will now only make the ball take a random direction forward, not backward
~ Improved map description here on the Hive - now includes screenshots of gameplay and a new video
~ New loading screen
~ And A LOT more bug fixes/adjustments
~ Three new events!
~ Gate mode - Both paddles are turned into gates, and a key is spawned. The key will bounce if hitten by the ball, and if he goes near a gate, it opens and the player has to tap an arrow key to close it (there is now also a mode based off of this event)
~ Ellipse - A green black-holeish object spawns on the arena, which has a gravitational effect on the ball. It can differ in size and strength, and will either pull or push the ball if close
~ Extra paddle - A third paddle spawns in the middle of the arena, and will move up, down, left or right. If hit by the ball or Thrust, he changes speed and direction
There were so many adjustments and fixes, that you wouldn't believe it! This version is like no other.
~ There was a bug with angles, messing up Thrust, Power hits and some events - everything fixed
~ Fixed Other Realm Ball event bug
~ Fixed when your paddle kept going backwards from Thrust, now you port instantly to your current position
~ Fixed so that when your paddle is going backwards from Thrust, he can't hit the ball
~ Made the Gate Mode event show the number of taps tapped
~ Made Thrusts hit on Portals, booster and key count as a Thrust for the multiboard and awards
~ There were some more minor adjustments as well...
~ Lowered the sensitivity of portals
~ Fixed a bug with Thrust power showing incorrectly on overview multiboard
~ The tint command (-tint xx xx xx) no longer requires a rank
~ Fixed other minor bugs
~ Added titles for the winners of the PONG tournament (see thread here)
Suggestions -
Add more events
Add 4 player option
Add terrain option
Triggers 9.5/10 - Triggers are done as best as they could without re-making the map.
Object Data 8/10 - Seems fine to me in a map like this.
Overall Map Data 10/10 - Not enough to say to not make it a 10
Btw if I can recommend next tutorial Dialog Buttons (Advanced Systems)
so for now its a single player map?
Here's my advanced review...
I think you used imported content uneccessarily. I think the game would actually be more interesting using gates as paddles and orbs as balls. Just my opinion.
Gates and orbs can still be 2D if seen from above. They'd just be better looking.
What annoys me is that people think "different" means better. It doesn't, it's just a waste of file size.
If you were playing 2-D pong, you'd think it would be neat to import war3 gates and orbs. If you were playing 3-D pong, you'd think it would be neat to import 2-D blank bars and a square for a ball...
From your point of view, not his.....
Don't force your opinion, it just makes you look bad....
Different does mean better, as well a suggestion for you EroticSideburns would be at a certain rank allow to change the ball to a orb and your bars to gates as TLI said above as his poor example.
If you would have listened to what me and Vehster were talking about, and maybe taken a look at the Changelog, you would've seen that you can already change your paddle to a flower-pot and the ball to any unit in game, bringing the Warcraft aspect to my map.But I do think it would be neat if you made another game mode which would use gates and orbs.
good map
5/5
thanks for it
w8 new vers
mb 2vs2 or 3vs3 version? xD
But, as I said before, I'd like to have the option of changing my paddle to a gate. I know you have the flower pot option, but what about gates? Some gates even have an animation for being hit, in which they bend inwards and then outwards, which would be perfect for bouncing a PONG ball.
If you're talking about how it bounces off walls/paddles then that's not a bug, just your personal issue with the visuals.Just a small bug report that the ball/squire whateva' rebounds a tad eary and looks a bit dodgy to me any chance on changing the bouncing timing?
sengjung123 said:maybe make the paddles more to the front. the ball somehow could bounce back even though its directly behind the paddle.
sengjung123 said:also, during the mode where the ball changes angles whenever it touches the walls, there was this one time where it rebounded to the back of the paddle and made the player scored an own goal. is there anyway to fix this?