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Samurai's Brawl v0.71

Submitted by Nudl9
This bundle is marked as approved. It works and satisfies the submission rules.
Samurai's Brawl is a new little project of mine, where you fight around in a small village as either a Samurai or a Ninja. This is a skill based map where reaction, aim and brain is a factor to winning. All attacks can be dodged in one way or another. The abilities are also designed to have not just one, but several purposes. The terrain also have alot of different gameplay elements to make the map interesting such as buildings with cliff sight advantage, sight blocking hedges of grass and tall grass that makes you invisible when hiding within.

You might say Ninja vs Samurai and Bloodline Champions have been 2 major games to influence my map.

Ingame Screenshots: (action shots)
[​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]


Changelog version 0.70:
-Glaivemaster and Kunoichi has complete ability sets now, which means all 4 classes are done.
-Fixed target unit for health pot
-Fixed a bunch of bugs
-Various rebalance

Keywords:
samurai, ninja, ninjas, samurais, samurai assault, samurai clash, samurai brawl, samurai's brawl, nudl9, era, japan, nobodu, katana, assassins, assass
Contents

Samurai's Brawl v0.71 (Map)

Reviews
Moderator
00:53, 30th Jul 2010 ap0calypse: Approved
  1. Reaper51

    Reaper51

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    Awesome work, keep it up!

    Somethings to take note: the Kunoichi Ravager does not currently have a teleport, spell so i can't pwn roof campers. (The two newest hero need one more ability, the raveger should use swift charge to climb on rooftops imo)
    Also make a bigger arena for 5v5 or 6v6 full house games, and maybe some additional items like speed boots, and some weapons like throwing shruiken as a consumable item)
     
    Last edited: Sep 6, 2010
  2. Nudl9

    Nudl9

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    I dont think you have really... played it alot?
    The Kunoichi class can infact use Swift Charge to move on top of rooftops.
    Villageside is supposed to be a map suited for full house games.
    Permanenent items would ruin the game - therefore no boots.
     
  3. Reaper51

    Reaper51

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    wait nvm, you have to target at a rooftop not near the base of the building
    maybe not boots but a speed booster power-up

    anyways are you planning any new stuff for the next update? maybe a ranged class?

    Btw: have you got a model for the oni? (Demonic supernatural samurai)
    Heres one: bladelich.JPG

    File: View attachment Bladelich.rar
     
    Last edited: Sep 6, 2010
  4. Nudl9

    Nudl9

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    Im not so sure about adding speed booster items to the map, the Samurai already have a spell to boost up his speed. It could also cause some imbalance to the classes and game modes.

    As for ranged classes go, well i doubt i will add any, the Glaivemaster works sorta like the ranged class of the map as it is now. Each class provides a different playstyle to the map.
    Samurai - Fast and swift
    Ninja - Stealthiness and Assination
    Kunoichi - Close Combatry
    Glaivemaster - Long Range and Static Fighting
     
  5. Reaper51

    Reaper51

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    any updates soon?
     
  6. Chiclettee

    Chiclettee

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    Please add more heroes and items.

    I can't wait for this map to be well-known.

    So tired of playing dotA.

    ^_^x
     
    Last edited: Sep 26, 2010
  7. SasuhKun

    SasuhKun

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    This map is incredible.

    Maybe you already know that, but the similarities with Ninja vs Samurai are many.

    Although this one is more realist and dynamic (first I though NvsS was realistic, but people just don't die in one swing. Two swings (or three if one of the heroes have regenerated enough) is a lot better and dynamic.) NvsS had a really good idea of gameplay.

    The suggestion is, you make a Talisman mode. There are thiefs and protectors, and the rest is pretty obvious.

    I know that there may be issues at first and all, but I believe that you are able to do it.

    Also, maybe making a faster way to climb buildings.

    There are no flaws at all, and you revived a genre that I loved playing.

    5/5 + rep.
     
  8. Nudl9

    Nudl9

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    Heh, thanks! :)

    Ninja vs Samurai has always been my favourite map, so i guess adding it would be nice. Not quite sure yet how to make it FFA compitable (as all game modes are), but i will work something out.

    This is quite an annoying issue with the high coldowns on transport abilities, but unfortunantly i cant do much since it would stir up the balance.

    That warmed my heart :)
     
  9. SasuhKun

    SasuhKun

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    I had an idea to make it a FFA.

    Assuming it is in a map in NvsS style, everyone is actually a thief.

    However, each and all of them work alone, and so the first that gets all the talismans win!
    So that they won't occupy inventory space, make them in charges.

    Perhaps in this FFA version there could be less talismans... Imagine 10 players killing each other trying to get 6 talismans? (Although in the end, someone with lots of charges will battle someone with the rest of the charges...). Also, the bowmen should have 100 damage... Or 55, but with a lot of guards around. Like, three minimum. Also, I don't know if they should have only 50 life (since they are unarmored and unprepared... Or at least not as prepared as the heroes to withstand such damage) Or a bit more (60 so that they wouldn't die in one hit, but could be easily combable.) Perhaps in FFA there are no guards, but each Hero starts with one talisman.

    Edit: Also, there are few things that could be made to improve the game, since as I stated before, the game is flawless.

    1. More heroes. On that you would have to think a LOT, since you already used most of Japan's military units and their weapons. A Samurai wielding the classic daikanata, a "Kunoichi" (Not a very fitting name, in my opinion) using the School of Two skies, from Musashi. A shinobi, with stealthy skills and etc; and even a Glaive Master, which I never heard off... except perhaps, Tenten from Naruto. (XD)

    I really have no ideas regarding this.

    2. New maps. One more map for each player setup. Since the arenas now are more about the rural lands of Japan, there could be Castle or Urban arenas. For 1v1/2v2, a big room inside the Castle. (Do you know a chinese movie named Hero? The throne room full of extended and colored fabrics would be perfect). Mid player ammount could be Castle Gardens (Or Grounds, whatever name appeals more), and a full house game could be settled in Tokyo (or Kyoto, as I think it was bigger at that time.) A suggestion for compiling those Arenas could be checking images of the game Genji: Dawn of the Samurai, as they show perfectly Kyoto's streets, and some castles around it.

    3. New modes? I already suggested NvsS, and you already agreed with it. You already used good well-known and original modes, but...

    I was thinking of a REALLY awesome Mode I saw the other day, but it is so original and innovative and etc that perhaps you should ask its creator first before using it.

    Assassination/Hitmen Mode

    Also, I was thinking...

    Perhaps you could modify Dash, Wind Gust, and Sonic Boom, so that they become more combable. Like making Dash (which should be modified to Leap) make 45 damage and Wind Gust/Sonic Boom 10 damage. Or 40 damaging Dash, and 20 Wind Gust/Sonic Boom... Whatever turns out best. (Although I like the 1st option, since Wind Gust and Sonic Boom already knockback, and Sonic Boom teleports. Perhaps 20 damage Wind Gust and 10 Damage Sonic Boom. Whatever is better.
     
    Last edited: Jan 14, 2011
  10. Nudl9

    Nudl9

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    Elimination mode is quite possible and sounds a bit fun.

    As for Talisman mode, i've been pondering a lil; the difference between the FFA and Team mode is just too different and npc's. The reason why i dislike npc guards are because they are predictable and can easily be beat around the bush. There is simply too much work that needs to be done, which i really dont need because i'm already quite busy working on my Hero Arena map right now.

    As for other maps i guess thats possible, especially an indoor level would be kinda nice as the other themes are pretty bland.
     
  11. SasuhKun

    SasuhKun

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    Yeah, just remember, that if you use the Elimination mode you must ask Bainstatic permission first.
     
  12. Nudl9

    Nudl9

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    Not sure why i would need to credit him, its not exactly a new idea and innovate idea. Pretty standard actually for most fps games (namely Halo).
     
  13. SasuhKun

    SasuhKun

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    Really? I never saw it. Ever.

    Like that? A Cycle?

    Well, I never played Halo. I just know that it is awesome, but I never had the curiosity to buy it, and none of my friends have it. But oh well.
     
  14. Nudl9

    Nudl9

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    Well im not sure about the cycle, i think it usually just assigns random targets for you to kill.
     
  15. SasuhKun

    SasuhKun

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    The Assassination Mode is a cycle.

    Well, I think that at least. Each one having a target and after killing the first target you'll get his own target looks awesome to me.

    Edit: I guess it was to good to be true... A friend of mine helped me finding some flaws.

    Samurai: His Dash is not really good, since it does small damage and does not slow or stun. Make it have a mini stun of 0.5 and make its CD shorter. Perhaps increasing the speed and range of Wind Gust. Also, his tornado is OP. Basicly, a undodgeable and ranged attack. Instead, make him have a fast arrow with the same damage as Dash. However, no cast. Also, maybe rename Dash to Leap.

    Ninja: Incredibly underpowered. Make its Shurikens have a longer range, and instead of Transmutation...
    Make a skill in which he casts for 1 second, then blinks towards a position (and before blinking, make a fast invisible shockwave of 55 dmg). Resuming, the skill could be Blinding Speed: Ninja focus for a second, then slash everything in a line faster than the eye can see. Or add that to the empty spell slot Ninja have. If you actually plan on removing Transmutation but can't think on something else, then tell me.

    Kunoichi is the most balanced one, but still could be improved. Make Swift Charge a bit faster, and instead of lockdown, make her throw a poisoned needle (which would be a mix of slow poison and that Warden poison skill... don't remember the name.) 50% movement speed reduced and 3 damage per second during 10 seconds. (Most military women were very skilled at throwing needles, so makes sense.) And for the empty slot, a buff that give you 50% more attack speed for 6 seconds.

    Glaivemaster: I lied about the Kunoichi, he's (she's? The description says this hero is a woman, but the model looks like a man...) the most balanced. The perfect ultimate for him would be some kind of fan knives. If making a custom version of it (making actual projectiles instead of just a aoe explosion) of shurikens. I don't know how much damage per shuriken there could be...

    Also, I saw a pretty much interesting program named the Mortal Weapons of the East. Showed some nice things. All of them could be used to make more heroes, although I couldn't imagine of skills using them. There was a exception, however.

    Monk: First thing about the Monk. Since he's using a staff, you might say his weapon wouldn't do as much as damage as the other weapons. That's simple: Just make him do 30 damage with double attack speed. Also, he's a Chi user! Thinking again, you could give him normal 55 damage, even being just a staff, because of his Chi. He enhances his staff with it :D About the skills... Heart Strike. Does 55 damage and stun the opponent for 1 second. Or, what would make it more heal, since the opponent's heart would be hit, would be to be 40/30 base damage and 3/5 slow poison damage during 5 seconds.. Description could be something about Chi. Then a skill with the area of a cone, with a great AoE, also doing 30 damage. Could be also called Chi Attack, extending the chi through the arms, through the staff, and a bit further, which explains the increased area. Then sometime of Wind Gust, but around all the Monk, with the speed and range of the current Samurai (And since the Samurai's wind gust, as I suggested, could be better, it would be balanced: area for speed and range.) For the fourth skill, I'll make the "teleportating" one. Using his Chi, the Monk levitates for 6 seconds, and is also a bit more faster. Or whatever else you think of. For the fifth skill...
    I have absolutely no idea. You'll have to think that one out. For the ultimate, however, would be a bladespin with a cast time of one second with great AoE (thanks to Chi) and 20 damage during 3 seconds, also slowing everything caught by it.

    Also, put animals on the map, for many reasons. First, if you keep the Transmutation, it will ACTUALLY allow the Ninja to mesh in the environment. And it will be more realistic. And make them respawn, since some creeps may actually die a lot with many AoE skills. Well, I don't know. Since you're "allied" to neutral pacific units such as animals, and your AoE skills don't target allies...

    And don't forget about my ideas for more Arenas! (Not just one Castle Arena, but three urbanized arenas, one for each ammount of players, so that there are more options to choose... as I said before.)

    And AGAIN, you might want to put some soundtrack on your map, but you don't want it to have lots of space. I've HEARD that a program named Imtoo Audio Decoder can shrink musics wonderfully and keep the same quality. Try it and see if it is truth. If it is, congratulations, SB will now have a soundtrack!

    There it is. I hope that THIS time it will be flawless.

    (I fear I may have made the Kunoichi OP, but if anything you'll just test with someone before releasing the official 0.70 version)
     
  16. Nudl9

    Nudl9

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    The map does have flaws and i am well aware of them. After all i have had quite alot of groundtesting with a few players and different gamemodes.


    Samurai:
    -Dash is perfectly fine right now, it has alot of usefull uses such as escaping/chasing, during the flight you are invulnerable which serves as another dodge ability and the flinch (ministun + 1 sec slow) gives you a big advantage in a fight.
    -Tornado is pretty harsh for any unexperienced players, but is countered by either running properly in circles or cancelling the channeling of it.

    Ninja:
    -Shurikens are not by any means underpowered, you can easily deal up to 70 damage with it. The main problem about the ability is that combo it easily with an attack to kill the opposing player compared to you. The only way to counter it is by stepping to the side which none ever seems to think of.
    -Replacing Blinding Speed with Transmutation would make him OP as it is nearly instant and ruins the idea behind the hero. Francly im quite content with his current playstyle which is based on mindplay and strategy rather then a narrow approach to every fight. He might be a bit weak in the bigger picture because he approaches more carefully then the others, but then you can often use this to your advantage by stealing kills or supporting.


    Kunoichi:
    Actually the Kunoichi is the most imbalanced one, being able to slay twoshot if they have a poor timing or suck at predicting attacks.
    -I have always considered adding a poison needle ability from the start, but theres no way it could be balanced in a good way making it dodgeable or counterable. It would'nt synergise well with her other abilities either. Right now she has a ton of synergising spells which is what makes her loveable and they are all close-combat based.

    Glaivemaster:
    The Glaivemaster was pretty much left unfinished, he's pretty weak right now with little to no protection, nets are obligatory to get on him - which needs to be reworked. I already know which spells to give him, though i haven't finished him yet:
    -Spinning Blades: Makes 2 spinning blades around the hero which spins continously for a few seconds after channeling. These will chop anyone in melee range of him giving him superior protection.
    -Hawk: Sends out a hawk in a similiar motion to the boomerang, giving a nice amount of vision. This works like a precautionary ability for him to avoid heroes with or to scout with. Reckless usement of this abillity could potentionally also give away his position.

    The monk hero would be impossible to do unless i get a proper model.

    Animals could potentially collide with heroes due to their collision size, could prove gamebreaking which is why i haven't added any. The Transmutation spell is more of a getaway ability, since the Samurai owned him pretty hard face to face.

    Arenas take alot of time to make, but i will see what i can do.

    I don't think adding a soundtrack to the map would be a very good idea, they take a huge amount of space and i would require atleast 2-3 songs to avoid them getting annoying. MP3 files take enough space as it is in a map, but the quality still sounds ****, optimizing it even more would create horrendous quality. Personally i always mute the music in any game i play, because i prefer my dear Spotify.
     
    Last edited: Jan 17, 2011
  17. SasuhKun

    SasuhKun

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    -Samurai: It does ministun and slow? If it actually does, then add it to description. I still think however that tornado could be changed, but that's my own opinion.

    -Ninja: Over here, it is the inverse. Every single person I've played with actually manage to dodge it, always. If people dodge the only damaging ability (besides ult) that ninja has, he's pretty much destroyed. Still think. And you can only deal that much damage if the enemy is actually on the area of the skill, which means:
    He's heading to attack you. Depending on how close he is, he either attacks you while you are casting the skill, which pretty much nulifies it; or get hit by some few shurikens, not enough to be able to combo with a hit.
    He was running away from you. Unless you use a net or use it at a exact timing (which is really hard) he will get hit by one, perhaps two shurikens.
    Although the idea is good, and since Shurikens aren't that good, Smoke Bomb gets bad too without much good to do. Of course, it have much uses. But usually, you're out and people can see you nearby it, to procede to ignore the smoke bomb, or you're inside, and people just hit with everything they got. Another Ninjas use Shurikens (or try to), Samurai use wind gust or dash (Also, what exactly does Wind Gust do to those people inside Smoke Bomb and etc? I could not figure it out.) Glaivemaster use both ranged attacks. What COULD be done is that Smoke Bomb would be used near tall grass, people would charge into it, and then Ninja would Shuriken them. However, that limits the uses of Smoke Bomb to be used in conjunction with tall grass, and after sometime, people would figure it out. Transmutation is... Fleetfoot without the ability to attack, pretty much. Can only be used to run away. Most of his abilities are used to run away, not much of an ASSASSIN here. Ninja, yes. Assassin, no. That's why perhaps one more damaging ability could be good. Perhaps a kunai that explodes on touch? Or ACTUALLY give the Spike Trap to the Ninja, so he can use it with the Smoke Bomb. And first, I liked Ninja too; his style I meant. Popping a smoke bomb, playing some tricks here and there, but its problem is: it takes too much time to actually kill somoene. Even if I do hit the Shurikens, I would still have to get NEAR him to get the final strike. Transmutation won't allow you to attack, and if you orb behind him, he will still run away. If you orb with him, he still runs away. If you orb in front of him, you'll propably hit him anyway. He's not really a assassin. He needs something bufffed... If the damaging skill is not possible, then at least buff Smoke Bomb and Shurikens.

    -Kunoichi: I've suggested increasing speed of swift charge because you can't ever GET someone with it. It is too slow to actually get to anyone running. But then, you may say: There is lockdown! But lockdown is a skill to which I found no practical uses. Everytime I tried using it I began to cast but the person either just run out of the range and I lose some precious ground, or it comes to attack me, and I actually get damaged trying to make the person stay near me, when he was going nearby me already. After all, if she's the only one without a ranged attack, then she SHOULD have good mobility. You could add Blinding Speed! Or just a blink. Or perhaps increase the goddamn speed of Swift Charge!

    -Glaivemaster: There's not space for 2 more abilites, and he does not have a ult... Well, I don't have many issues with him.

    -Monk: But that's the least of the problems! You could just use the one of the thousands models Hiveworkshop have. After the announcement of Monk Class on Diablo III, people made tons of it. You may not feel very original, but until you find another model, it is all you got. If you actually plan to use D3's model, I suggest downloading the unprotected version of Diablo III Beta from Cloud Wolf and exporting their Monk Model.

    Again, from what I HEARD from Imtoo audio decoder, it could shrink 10x and still retain a lot of quality. You should TRY it first before actually denying it. Really. Try it.
     
  18. Nudl9

    Nudl9

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    I do think some Ninja and Kunoichi changes are in order.

    Glaivemaster will be overall buffed slightly with instant Sonicboom (to teleport more easily, but only 1 boom now) and faster Rapidblade.

    The D3 monk model wouldn't fit in with all the other models (besides it looks terrible). Only Black Stan model's fit in.


    I could get to work soon as im nearly done with the new update for Island Domination, just need to finish up some artwork.
     
  19. SasuhKun

    SasuhKun

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    Is it not instant already? You don't have to cast it...

    Rapid Blade? I remember only the Cutter and the Shuriken...

    So you actually found a model? Nice.

    Also, you did not tell me what Wind Gust does aside from knockback...

    Edit: Abandoned?
     
  20. Nudl9

    Nudl9

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    Yup lost file because i was forced to reformat my stationary.
    Got an older backup file on my computer, but because there arent anyone playing my maps anyway i discontinued them all.