Top Down Fighters
Skill based WASD movement, fast paced action shooter!
This is the prototype for my upcoming map.
The confederacy has heard rumors of a new badass zerg type. The "Badass Ultralisk". You have been assigned to asses the threat and deal with it!
Any recent updates to this? I noticed that when I downloaded it there were compiler issues with most recent SC2 version (I fixed them and was able to run).
Hey. I've tried loading this map through the editor, and all I get is a blank screen with music when I "Test Document." I am using the newest release, and have tried several times to load it; with the same result each time. I get a map boarder, in the mini map, music, and black. Any ideas would be appreciated thanks.
Can you please publish this in eu? Want to play it real bad but don't want to steal it!
Posting again, as I've seen v8 circumventing around on bnets custom games...
1: Mind scaling down the health frames to fit the left to right side of the screen? Any amount over 3 people will have the player frames disapeering off to the right.
2: Jump is still bugged, does squat expect smoke @ feet / seizuring camera
3: Make the secondary weapon unlock a bit more obvious, or just allow primary's / secondary's to be available when the game starts. first two games I was end just skipped over getting them, partly because I forgot :p
Awesome map otherwise!
EDIT: Just realized something, not sure if it was the hosts fault, but a bunch of the mobs when I was a scout were immune to any damage, and wouldn't attack us back. :s
Just finished v7... very nice idea with the 'combat log' there :P Few questions though... does jump even accomplish anything expect creating a cloud of smoke @ your units feet? Also, there seems to be quite a bit of "player 2-4 are not logged in" or whatever errors in the top left hand of the screen.
its not without triggers. The triggers just are not at the normal map triggers but in a libarie
Wow, i was checking out this map, how did you manage to add WASD movement, without any triggers?
wow... i dl ed ur map and i have to say ur movement 4 the unit is sick. its realy hard to understand what u did there. i did somethink similar, to move a unit with wasd and shoot with mouse but i have mutch less chaos. well but appart of my missing understandment for ur triggers i have to say this is a top map. really funny to play great work
Next version will have...
MULTIPLAYER!
Each player will be able to pick from 4 different classes.
Explosives, Medic, Scout and Engineer.
Each with their own Main Gun and Side Arm and a set of their own special abilities!
I also made an account just to comment on this.
Two words,
Smash TV
do iT!
this is so amazing!!
i can't wait till someone or you makes a multiplayer one with upgrades/ weapons/ armor. total rpg experience!
think you can make a melee character too? omg, i wish i was in your shoes, i wish i could do these kinda stuff and make my ideas come to life.. damnit
WOW man... You should add a light source to the bullets that are fired.... It would look so freaking AMAZING at nighttime if you did that. Like a red or blue glow on the bullets..... or better yet... the bullets glow with the color you are.
Wow, nice! Seriously, without too much more work, I could see a VERY compelling, addictive Gauntlet rendition as well.
Now we need someone to start a zombie shooter project...
And as for the game icons on the site, make new ones for:
- Action
- Tactics
- Puzzle
etc.
This is because there will be more maps in the future, and using those genres fits them more generally.
I logged in for the first time in 3 years just to say this.
This is by far the best map I've seen for SC2 so far. The controls are pretty much perfect, killing stuff feels fun, and the map looks great.
That being said: - It's too easy. Not only did I not go under 700 health (and most of my HP loss was from stim), but there were 3 lives, too. It should be set to 100 health if there are lives, 500 health with no lives. - Stim shouldn't be tied to your health, it should be more of an energy thing and it should be good enough to where you want to choose between it and grenade. - I felt like there weren't enough enemies. I don't mean variety, just quantity. It's probably mostly because the main gun does wayyy too much damage. Maybe have an infinite ammo machine gun that does much less, and have a rocket launcher as a pickup with ammo?
Amazing and original.
2 seconds to switch weapons seems like a bit much... maybe 1 second so you can switch on the fly. It would allow better players to play better by cutting off 1 second by switching weapons instead of reloading.
That was great! There are so many ways to expand on this it's crazy. Can't wait to see what you do next.
I'm sure you've already got heaps of ideas but I thought I'd share one anyway, maybe you could make a trapping ability to use with the grenade? Like using the Force Field ability to surround enemies in. That's probably a bit too complicated but just an idea.
This is great!! I loved it! :) the aiming is actually really good. I would suggest that the shooting has some delay between each shot.. and that you only have a certain amount of clips and you have to find more ammo in abandoned areas :) also try giving a different projectile other than marauder :) fool around with it! :D I love it thank you for posting.
Good job on the map so far. The only issue I really have is that the psyonic grenade feels really weak.
Really nice game!!! ^_^ Hope you can make the game longer.