Templar Arena
The story is thus:
A Terran world has been taken by the Protoss, and the Templar Elite are now battling for control of the prize. You play as one of these Templar and fight for supremacy.
http://www.youtube.com/watch?v=kjdl5KMQAzA
Features:
Play As One of Three Distinct Classes
- Warrior - A fast and furious fighter that uses speed to overwhelm. Has the Dash special ability that triples his movement speed while you hold down the Spacebar.
- Adept - A slow and methodical juggernaut that uses raw psionic force to overpower his opponents. Has the only ranged attack in the game and can Levitate up out of his opponent's reach.
- Phantom - An agile and elusive combatant that out maneuvers his opposition. Has the Cloak special ability that renders him invisible while you hold down the Spacebar, and can Teleport short distances.
Four Distinct Game Modes
- Last Man Standing - A furious melee where the victor is the last one standing.
- Zone Control - A close-quarters battle where your objective is to be the first one to spend 20 seconds alone in the special area at the center of the arena.
- Factory Defense - A team vs. team struggle to control the majority of the bases in the arena.
- Team Showdown - Simple showdown where the objective is to kill the other team first.
Fully Realized 3rd-Person Controls
- Smooth 8-directional WASD movement for up to a full complement of 14 players.
- Fully functional mouse-turn using the Right Mouse Button.
- Full manual control of your hero thanks to disabled unit AI.
- Real-time Health Bar and Displayed Ability Bar with Tooltips.
Specialized Zones for Each Game Mode
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Release Notes:
- Unsolved Bug: Moving the mouse-wheel messes up the camera.
- Unsolved Bug: The Phantom's teleport ability will occasionally ignore terrain.
- Gameplay Note: The Last Man Standing and Team Showdown game modes do not have a victory trigger and must be exited by typing -exitmap into chat.
- Technical Note: You may experience low framerates due to the nature of the map. If you experience prohibitivly low framerates, you can type -reduceview into chat to half the set farclip distance. Typing -restoreview will restore the starting farclip distance.
So...why isn't this map updated, and at the top of the hype list?
oh and also f10 doesnt work on ur map
Units need to be able to step shorter distance. U press d and it takes u twice as far as u would want. Having to hold right click is a bit annoying... and this site needs edits
The controls need to be fixed. They are really sloppy its hard to even hit someone standing still. Also I think camera view should be stuck in a third person view always facing where unit is.
Map could be really fun in some team battles if it gets fixed.
it is not your fault patch 13 not only brought custom maps, it brought UDP code to starcraft 2 for the first time, and bnet dropped the ball. They know how to fix it gaurenteed and are working on the lag hopefully that makes your map playable with at least 4v4. 7v7 is insane with the amount of triggers i believe u would ahve ot have to make this map work haah.
Well, I finally got a chance to play the map online today. And holy hell it was an unmitigated disaster. The lag was horrendous. If this is the kind of performance we can expect from battle.net I don't think a game like this is EVER going to work. Even after everyone fled the game and there were only two players left, the game was so unresponsive that it was unplayable. The worse lag you've EVER had in WoW, was probably more playable than this.
I don't know what to do.
Love what your doing night, can't wait to see the polished ending as this WILL be one of the premium UMS' come launch.
Just look how Aliens vs Predator game pulled off. I call that a Fake Game.
This looks ok tho. I wonder how smooth melee system will be. :)
You sir, seem to forget that in order to have gems, there also must be rocks in the pile to make them stand out. This game shows that what we can do with a little editor is make great mini-games as well as near-full-retail releases with little cost to the developer.
Heed your own words and forget the band-wagon of shoving shit down indie's throats. They are the bread and butter of today, its just they have to force themselves to stand out among the big boys.
See this is what happens when you don't read the release notes.
I must say as someone with a computer that lies below the minimum requirements, the option to reduce the farclip is amazing and I can run the map smooth. More maps need to do this.
The thing with the Adepts levitate ability is intentional. I tried to make the camera adjust to follow it but it would glitch out horribly, and I figured it would be more useful to be able to see if something was waiting under you anyway.
Could you guys elaborate on the camera not turning correctly? I've been running around in the map all morning and as far as I can tell it works fine.
The movement and controls are the best I've seen them...
but the camera needs some work :P
great job!
Hey I've been following this for a while and just downloaded the alpha. I agree with gilynx that the camera isn't that great. When you rotate the camera to look behind you (holding right click), you rotate around the camera's current position instead of your character's. That just means that the player has to refocus the camera every time they turn around :(
But I really liked the voting system and especially character selection. I know there's a lot more on offer but that was just my initial reaction to the camera. Maybe you could have a look at scmapper's camera? I think he released his concept map to the public for their use. Just a suggestion.
Keep up the good work! It's shaping up nicely.
Nice map, only thing i didn't like is the camera is zoomed in too much, and with levitate your camera doesn't follow you and sometimes the adept doesn't go back down.
I know its only alpha :P
Good job
I took the time to figure your respawn trigger as i love your map [:
Solved:
under the Respawn trigger:
1. add a new local variable
2. type integer
3. default value = owner of triggering unit
4. replace all owner of triggering unit in your action to the new variable
Reason:
For some reason, dying unit data will get wipe out if there is a wait, it will be lost if it is not revive instantly. When the function can't find any player it will return player 16. So to fix this, add a local variable to save it.
Well this is a kick in the pants. I just about had a preliminary Alpha version ready to upload but thanks to the latest patch, maps can't be opened via Test Document anymore. >.<