Tofu is not one single map, and it is not one single arena, idea, gameplay or concept. In the video below you can see some action in Waterforts Arena, a dynamic and extremely fun and engaging Team Deathmatch Arena, as well as seeing a preview of our unique custom UI.
Youtube 720 HD Trailer
Quote:
Screenshot
Below is a screenshot we thought we would include for fun, it is the aftermath of 5 hours capturing videos to create the youtube video. If you notice, I, Dogmai, was Moomba through-out the whole video, and yeah ... feelsbadman.jpg
Project TMA is an amalgamy of all the great PvP titles of our time, from Mortal Kombat, and Call of Duty, to DotA and WoW just to name a few. It is not a copy of any one game, instead takes inspiration from all the games we ever played and turns it into something completely new and unique. In Project TMA, numerous different game modes exist that do not only change the winning conditions, but drastically change the way the game is played. Kill enemies, defend key points or allies, secure valuable resources, or even hunt down a particular High Value Target all whilst collecting powerful items and powerups, to overcome your enemies in all Project TMA's explosive combat and bloody glory.
We are keeping a lot of things underwraps until the day of the release, which is coming quite soon - when all will be revealed. There are so many unique concepts that have not been seen before that we wish to surprise the Starcraft community with, and we wish for the Beta Testers to be completely in the dark - allowing us to test how easy/hard the game is to pick up from the standpoint of a new player that doesn't know anything about the game in particular. We will obviously post videos a week before release, and give everyone else a chance to understand our mechanics and how to play the selected game modes.
Features:
18 Unique Heroes
Each with their own set of highly interactive, and combinable abilities.
Numerous Unique Game Modes
Including but not limited to ...
Team Deathmatch
Team Survivial
Bounty Hunters
Capture the Flag
Bomberman
FFA Phantom
FFA Survival
Over 40 Unique Items
Over 18 Unique Powerups
Not just damage modifiers ...
Closed Beta Test
Over the next two weeks Project TMA will be accepting selected trustworthy Beta Testers to help balance the game. Whilst the game is quite balanced at this point, in a 1v1 Arena setting, the creators would like to see how the heroes handle in a multiplayer Arena setting.
Although the maps will be available on most servers once released *Including EU*, the beta test is limited to the NA (North American) server.
How to apply for the Beta Test
You can apply by expressing interest in this thread, and you will be contacted by a representive once chosen. Testing times will be around the following times ...
USA EST9pm - 12am / 7am-10am
AU EST11am-2pm / 9pm-12am.
We apologize for the delay in Closed Beta Status (It was due for release April 2nd); as it was one of the numerous maps that sustained unforeseeable damage by Patch 1.3.
As shown in the image above, RPS strategy plays a unique part in the gameplay of Tofu. Whilst this can be used as a guide to decide which battles to fight, it is not unbalanced in a way that would result in stale and unfair gameplay.
Starting from top - Clockwise
Armoured (Strength) is greater than Light (Agility) but is weak against Psionic (Intellect)
Light (Agility) is greater than Psionic (Intellect) but is weak against Armoured (Strength)
Psionic (Intellect) is greater than Armoured (Strength) but is weak against Light (Agility)
Portals
Portals are an essential part of Tofu gameplay, and whilst not included on every Arena or in every map, the majority of maps will include at least a few sets of portals. There is a 10 second Portal cooldown, which means you are locked on a level after porting unless you have another means of escape.
Blue Portals port you up a level.
Orange Portals port you down a level.
Green Portals port you to the same level.
Rainbow Portals port you a long long way away.
Ramps are also used in Tofu, and are not affected by the portal system.
Global Cooldowns (GCD)
There is a unique feature within Tofu and that is what we call the Global Cooldown. The GCD exists to balance out abilities and combos, and is shown by a vertical black cooldown over the ability icons. The GCD does not effect every ability and differs from hero to hero, however, the GCD is always 1 second long (1.38 gametime).
Most abilities that are on the GCD both use and set off the GCD - However, some abilities can set off the GCD for other abilities but not use it themselves, and some abilities need the GCD but do not set it off.
Shown in the image above, the normal ability cooldown can be seen along side the GCD.
Quickshield (Forcefield) + Status Bars
The Quickshield or Forcefield is a shield that your hero can deploy at anytime, regards of status (ie - stunned), that blocks all damage for 1 second and has a 15 second cooldown - inclusive of the time the shield is active.
It is shown by an orange bar above your shield bar when ready, which will turn white while the Quickshield is active, and blue while it is on cooldown.
Your Shields are shown on the top bar, which do not regenerate, and instead are collected using Shield Powerups.
Your Health / Hitpoints is the green bar in the middle, which does regenerate, the amount depending on the hero level, items and other factors.
Your Energy / Mana is the purple bar at the bottom, which uses an extremely unique concept of regeneration which will explain in further detail closer to the release date.
To heck with freaking Smashcraft. What Mephs made in a two months looks like crap compared to this. I still like the game and the interface he provided. Totally not bashing him, the game was enjoyable while it was there. But now my eyes have seen wonders.I would love to beta test, if you wouldn't mind of course.
Will you keep the map unlocked and for download? The dialogs used amaze me and I would love to know how you did that with them. Are you using custom art assets? I.E The interface.
I am curious to see what Meph says about this, as we are pretty good mates and get along really well. When he released Smashcraft, Tofu was already long under way and most of the features you see here had already been implemented, for the first few moments I was disappointed because I said to Dryeyece, look he just released what we are going to release, but after playing Smashcraft with him, I understood that the games are no where near similar, from the UI to the mechanics and gameplay style itself. There is no better map, just different, but I personally like Tofu a lot better because I have that 1 second Australia-USA delay and Tofu is more forgiving, where Smashcraft needs perfect delay-free timings.
Both Dryeyece and I agree that the map will be locked - a closed platform - however, this is simply because we do not want people copypasta our hard work, and seriously at the height of the project we pulled 16 hour days, 6 days a week for a couple of months. Now things are nearing the end I personally am taking it a bit slower, to make sure everything is as perfect as it can be for release. But, that being said neither of us are against the idea of sharing our knowledge, so instead of releasing the map open sourced, we will answer pretty much any question about it - after all, there is nothing we did that anyone else can't do, there are no special tricks or anything used, its actually really basic stuff.
The User Inteface is all custom art, and after release when I have some free time I will write up a tutorial about it. It took me about 2 days to draw it in Photoshop, pixel by pixel with the pen tool (yes, it is pixel art) and about 3-4 days to implement. It took me about 5 hours to make the five custom ability icons that you saw in the video for Moomba, this was my first time doing art on this scale (pixel) and I am pretty impressed at what I achieved, in the screenshot you can see the detail that went into the Menubar at the top, and yes - it is all dialogs with some Sc2Layouts to "hide" things I don't want shown.
If marketplace ever get implemented, sell it. 99c I'll pay if u guys keep supporting it. Heck $4.99 still sounds reasonable imo for this quality. Looking forward to it!
That's pretty sweet. Hopefully you guys do a dialog tutorial. I can make a box with dialogs, then I am utterly confused. :S I understand why you don't want it to be open source, which is fine. I understand how much work you guys put into it, but it was well worth it I'll say. I hope you guys get featured on BattleNet, this map looks so worth it, best DotA like map to date...thats made out of the Starcraft 2 engine that is.
I love trolls, especially ones that start with b and end with ounty. :)
All I know is how annoying it was in my map to position a screen image around the minimap to make it have my own custom border. I see you guys did it too :D
Not trying to be a dick but the video was boring IMO and i really hope this didn't really take 9 months (Which i doubt it did) lol
I kind of agree..... All I saw was psi storm spam.... couldn't make out what any of the abilities do.....
So i cant really say it was all that impressive. The video I mean. Maybe a video highlighting the aspects of the map and some of the more unique abilities would go a lot further in my book.
Not really a fan of "rock paper scissors" mechanics.....
Looks interesting. Can it live up to all the hype it has generated though? ;) 9 Months of private development seems a bit excessive, not to mention risky.
Btw, isn't 1 real time second 1.38 game time seconds? Or have you somehow sped it up?
I kind of agree..... All I saw was psi storm spam.... couldn't make out what any of the abilities do.....
So i cant really say it was all that impressive. The video I mean. Maybe a video highlighting the aspects of the map and some of the more unique abilities would go a lot further in my book.
Not really a fan of "rock paper scissors" mechanics.....
It was mainly due to the fact that I was Moomba for the video, one of his most useful abilities is Thunderstorm, which either I or Dryeyece will explain in detail later on.
There will be a Tutorial video for each hero once the game is released, for obvious reasons such as balancing changes, it would be unwise for us to spend time doing this now only to change something before launch. But it is definately something we already have planned,
Pretty much every game that is not a Heads/Tails game, has a Rock Paper Scissors mechanic to some degree.
Dota has a similar mechanic, but in reverse. Strength (High Hitpoints) can absorb Intelligence (High Damage|Disable Spams) but is weak against Agility (High DPS), Intelligence can disable Agility, etc, and I dare say Starcraft II itself uses this idea in it's melee matchups. RPS is a basic part of balancing any game, which has more than two variables, to what degree - that is a different matter.
I kinda agree with Bounty. If that took nine months, I wouldn't really be using that as a marketing tool. Realistically I would desperately hope no one knew it took that long.
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To heck with freaking Smashcraft. What Mephs made in a two months looks like crap compared to this. I still like the game and the interface he provided. Totally not bashing him, the game was enjoyable while it was there. But now my eyes have seen wonders.I would love to beta test, if you wouldn't mind of course.
Will you keep the map unlocked and for download? The dialogs used amaze me and I would love to know how you did that with them. Are you using custom art assets? I.E The interface.
@iSaintx: Go
I am curious to see what Meph says about this, as we are pretty good mates and get along really well. When he released Smashcraft, Tofu was already long under way and most of the features you see here had already been implemented, for the first few moments I was disappointed because I said to Dryeyece, look he just released what we are going to release, but after playing Smashcraft with him, I understood that the games are no where near similar, from the UI to the mechanics and gameplay style itself. There is no better map, just different, but I personally like Tofu a lot better because I have that 1 second Australia-USA delay and Tofu is more forgiving, where Smashcraft needs perfect delay-free timings.
Both Dryeyece and I agree that the map will be locked - a closed platform - however, this is simply because we do not want people copypasta our hard work, and seriously at the height of the project we pulled 16 hour days, 6 days a week for a couple of months. Now things are nearing the end I personally am taking it a bit slower, to make sure everything is as perfect as it can be for release. But, that being said neither of us are against the idea of sharing our knowledge, so instead of releasing the map open sourced, we will answer pretty much any question about it - after all, there is nothing we did that anyone else can't do, there are no special tricks or anything used, its actually really basic stuff.
The User Inteface is all custom art, and after release when I have some free time I will write up a tutorial about it. It took me about 2 days to draw it in Photoshop, pixel by pixel with the pen tool (yes, it is pixel art) and about 3-4 days to implement. It took me about 5 hours to make the five custom ability icons that you saw in the video for Moomba, this was my first time doing art on this scale (pixel) and I am pretty impressed at what I achieved, in the screenshot you can see the detail that went into the Menubar at the top, and yes - it is all dialogs with some Sc2Layouts to "hide" things I don't want shown.
@DogmaiSEA: Go
If marketplace ever get implemented, sell it. 99c I'll pay if u guys keep supporting it. Heck $4.99 still sounds reasonable imo for this quality. Looking forward to it!
The custom art is great. Good job.
As for gameplay, I suppose I'll have to see it for myself, but nothing to bash yet :P
As someone who has sunk hundreds of hours into a mod, I can definitely appreciate your efforts.
Not trying to be a dick but the video was boring imo and i really hope this didnt really take 9 months (Which i doubt it did) lol
@Bounty_98: Go
<3 Wuv u2.
@DogmaiSEA: Go
Right on mate...ROFL
@DogmaiSEA: Go
That's pretty sweet. Hopefully you guys do a dialog tutorial. I can make a box with dialogs, then I am utterly confused. :S I understand why you don't want it to be open source, which is fine. I understand how much work you guys put into it, but it was well worth it I'll say. I hope you guys get featured on BattleNet, this map looks so worth it, best DotA like map to date...thats made out of the Starcraft 2 engine that is.
I love trolls, especially ones that start with b and end with ounty. :)
All I know is how annoying it was in my map to position a screen image around the minimap to make it have my own custom border. I see you guys did it too :D
The UI does look really nice, the rest fails to impress me. I do like the idea of two maps sharing heroes though.
I'll give it a shot when I can.
I kind of agree..... All I saw was psi storm spam.... couldn't make out what any of the abilities do.....
So i cant really say it was all that impressive. The video I mean. Maybe a video highlighting the aspects of the map and some of the more unique abilities would go a lot further in my book.
Not really a fan of "rock paper scissors" mechanics.....
Looks interesting. Can it live up to all the hype it has generated though? ;) 9 Months of private development seems a bit excessive, not to mention risky.
Btw, isn't 1 real time second 1.38 game time seconds? Or have you somehow sped it up?
@Qancakes: Go
1.38, my bad :)
Nice project. I'll keep my eye on this one, mostly to see how bnet and the popularity system treats it. Good luck.
It was mainly due to the fact that I was Moomba for the video, one of his most useful abilities is Thunderstorm, which either I or Dryeyece will explain in detail later on.
There will be a Tutorial video for each hero once the game is released, for obvious reasons such as balancing changes, it would be unwise for us to spend time doing this now only to change something before launch. But it is definately something we already have planned,
Pretty much every game that is not a Heads/Tails game, has a Rock Paper Scissors mechanic to some degree.
Dota has a similar mechanic, but in reverse. Strength (High Hitpoints) can absorb Intelligence (High Damage|Disable Spams) but is weak against Agility (High DPS), Intelligence can disable Agility, etc, and I dare say Starcraft II itself uses this idea in it's melee matchups. RPS is a basic part of balancing any game, which has more than two variables, to what degree - that is a different matter.
@DogmaiSEA: Go
Well if anything you've had the best marketing campaign so far. The UI looks really clean and i like the portals cuz, well, I just played Portal 2 :D
I kinda agree with Bounty. If that took nine months, I wouldn't really be using that as a marketing tool. Realistically I would desperately hope no one knew it took that long.