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Blade Masters Deathmatch beta
My map 'BM DM' has now entered public testing over the last couple of nights, with good results thus far. Here I will give a summary of what the map is about.
In the beginning...
Like many other death match genres, this map is about killing, but when I reviewed allot of these maps they were usually poorly constructed, had minimal custom abilities (using shock wave as a base for a shuriken type spell for example) and used the standard WC3 combat system which or though is good enough for melee maps, I felt didnt really return the satisfaction one should get in a map entirely focused on combat. So after considering these factors I came to the conclusion that;
-----I would need to replace the preset 'simplicities' of the WC3 combat system.
-----Add a system for the handling of thrown weapons.
After taking these into consideration I made a test map to make sure my systems and functions worked as desired, after testing for the last week and being satisfied with the current progress I'm now releasing this beta map.
The Combat Sysytem
Theres a number of features that I have implemented to add an element of depth to the way inwhich players interact in combat situations. First of all, this might sound strange, I have slowed the play speed by 30% to enhance the players ability to formulate combat strategies before engaging in combat with someone, to be honest, once you start playing you get used to the reduction and actually makes complicated combat situations involving more than 2 combatants more comprehend able, instead of the usual 'run in and leave it to luck' type of thinking. In other words, once your engaged theres more to do then simply attack.
-----Added Blockable and Unblockable attack types, blockable attacks can obviously be blocked including ranged attacks which subsequently bounce off your sword upon being blocked adding a kind of combat scenario thats usually reserved for jedi's , And yes you can get a kill if that deflected shuriken hits an enemy.
-----Frontal attacks and rear attacks. Basically whenever being attacked from the front, depending on you blademasters stats, you will have an innate chance to deflect attacks. However, when being attacked from behind you have no such chance and you are dealt bonus damage.
-----Counter Attacks and Dodge. Basically, if you successfully block an enemy melee attack you counter attack, adding to the incentive to try and block attacks. Dodge in BMDM is your last ditch defence after blocking, parrying. Its entirely random but your chance to evade changes depending on your Blademaster type, for example, a Night Elven blademaster has a better chance to evade then a Undead blademaster.
The Game
Once the map is loaded player one choses the game mode, the kill limit for each round, the the number of rounds a player/team needs in order to win.
Gamemodes implemented at the moment are:
-----Free for All: No teams, an all out destruction derby of blademasters, ffa in its current state seems to be a bit cluttered beyond 7-8 players, fun non-the-less.
-----Teams: Randomly divides all players into two teams, a necessity to have an even number of players upon game start.
-----Companions: Randomly pairs off all players into partnerships of 2, also has a necessity for an even number of players. This mode I have found personally to be the most fun with a fullhouse
Once everyone has chosen the race of thier blademaster of the 6 that are currently implemented, they spawn on the map, and "IT'S ON"
Blademasters implemented at the moment are:
Human, Night Elf, Undead, Blood Elf, Draenei and Demon
Yet to be implemented are: Naga, Troll and Goblin
The Maps implemented at the moment are:
The River
Yet to be implemented are: The Marsh, The Barren Land and the Demon Citadel.
For Now...
Well, thats alot to take in, I will be posting an open beta version shortly, as for screenshots, the terrain is still very much under construction so I will post screenies once the first arena is fully complete.
For the meantime, any and all general ideas are welcome and I am also looking for an experienced terrainer who might want to make any of the 3 maps that are yet to be implemented. Please note that I am looking for experienced terrainers, PM me if your interested with a link to your work as a skill reference, credit will be payed to anyone who is willing in the official release.
The dimensions for each map must be 64x64.
My map 'BM DM' has now entered public testing over the last couple of nights, with good results thus far. Here I will give a summary of what the map is about.
In the beginning...
Like many other death match genres, this map is about killing, but when I reviewed allot of these maps they were usually poorly constructed, had minimal custom abilities (using shock wave as a base for a shuriken type spell for example) and used the standard WC3 combat system which or though is good enough for melee maps, I felt didnt really return the satisfaction one should get in a map entirely focused on combat. So after considering these factors I came to the conclusion that;
-----I would need to replace the preset 'simplicities' of the WC3 combat system.
-----Add a system for the handling of thrown weapons.
After taking these into consideration I made a test map to make sure my systems and functions worked as desired, after testing for the last week and being satisfied with the current progress I'm now releasing this beta map.
The Combat Sysytem
Theres a number of features that I have implemented to add an element of depth to the way inwhich players interact in combat situations. First of all, this might sound strange, I have slowed the play speed by 30% to enhance the players ability to formulate combat strategies before engaging in combat with someone, to be honest, once you start playing you get used to the reduction and actually makes complicated combat situations involving more than 2 combatants more comprehend able, instead of the usual 'run in and leave it to luck' type of thinking. In other words, once your engaged theres more to do then simply attack.
-----Added Blockable and Unblockable attack types, blockable attacks can obviously be blocked including ranged attacks which subsequently bounce off your sword upon being blocked adding a kind of combat scenario thats usually reserved for jedi's , And yes you can get a kill if that deflected shuriken hits an enemy.
-----Frontal attacks and rear attacks. Basically whenever being attacked from the front, depending on you blademasters stats, you will have an innate chance to deflect attacks. However, when being attacked from behind you have no such chance and you are dealt bonus damage.
-----Counter Attacks and Dodge. Basically, if you successfully block an enemy melee attack you counter attack, adding to the incentive to try and block attacks. Dodge in BMDM is your last ditch defence after blocking, parrying. Its entirely random but your chance to evade changes depending on your Blademaster type, for example, a Night Elven blademaster has a better chance to evade then a Undead blademaster.
The Game
Once the map is loaded player one choses the game mode, the kill limit for each round, the the number of rounds a player/team needs in order to win.
Gamemodes implemented at the moment are:
-----Free for All: No teams, an all out destruction derby of blademasters, ffa in its current state seems to be a bit cluttered beyond 7-8 players, fun non-the-less.
-----Teams: Randomly divides all players into two teams, a necessity to have an even number of players upon game start.
-----Companions: Randomly pairs off all players into partnerships of 2, also has a necessity for an even number of players. This mode I have found personally to be the most fun with a fullhouse
Once everyone has chosen the race of thier blademaster of the 6 that are currently implemented, they spawn on the map, and "IT'S ON"
Blademasters implemented at the moment are:
Human, Night Elf, Undead, Blood Elf, Draenei and Demon
Yet to be implemented are: Naga, Troll and Goblin
The Maps implemented at the moment are:
The River
Yet to be implemented are: The Marsh, The Barren Land and the Demon Citadel.
For Now...
Well, thats alot to take in, I will be posting an open beta version shortly, as for screenshots, the terrain is still very much under construction so I will post screenies once the first arena is fully complete.
For the meantime, any and all general ideas are welcome and I am also looking for an experienced terrainer who might want to make any of the 3 maps that are yet to be implemented. Please note that I am looking for experienced terrainers, PM me if your interested with a link to your work as a skill reference, credit will be payed to anyone who is willing in the official release.
The dimensions for each map must be 64x64.