This is the sequel in a map series based off of everyone's favorite arcade side scrolling shooter, Metal Slug. Most of the game play is derived from the arcade version.
Up to 4 players, new weapons, new vehicles, and 8 missions!
<u>The DEMO version is up on Battle.net right now. Go online and try it out.</u>
Please report any bugs you find. This is an ALPHA build as I was rushing it so be aware.
Thanks.
It does look awesome, but you know what...the controls in first metal slug were absolutely horrible. The was no chance to dodge bullets. The controls were so bad I couldnt play it more than 2mins. Hopefully you have done something about this! (Even though there is little you can do with wasd and bnet delay)
It does look awesome, but you know what...the controls in first metal slug were absolutely horrible. The was no chance to dodge bullets. The controls were so bad I couldnt play it more than 2mins. Hopefully you have done something about this! (Even though there is little you can do with wasd and bnet delay)
Unfortunately there isn't much I can do about the key delay. That's something that I can't work around. The best I can do is let players choose their own keybinds.
I've played it online with 4 players and the lag isn't that bad. You get used to it I guess.
Unfortunately there isn't much I can do about the key delay. That's something that I can't work around. The best I can do is let players choose their own keybinds.
I've played it online with 4 players and the lag isn't that bad. You get used to it I guess.
My sidescroller brother, we should wait for the blizzard fix :P
The first one was Amazing. Wonder about this one. Is it on American server?
Yea it's on the US server. You can download the map file and play it offline though. I *think* it is localized. If not let me know and I'll localize it.
Also, once I finish it I'll get it uploaded to the EU server.
It's probably a huge change that involve rewriting a good part of the netcode... probably it's not on their priority list though.
They are dumb if they don't understand that's the most crippling problem of the editor right now, half of the maps can't be done :|
It's probably a huge change that involve rewriting a good part of the netcode... probably it's not on their priority list though.
They are dumb if they don't understand that's the most crippling problem of the editor right now, half of the maps can't be done :|
Let's hope in HOTS
Understandable, the netcode would be far to difficult to rewrite at this point. That would require testing and such but maybe they could do that during HOTS prerelease.
You have my support, I love this map even without the disc, although I'll be getting it next week(:
Anyways, hope to see even more of your awesome content and special features (Maybe some stuff similar to the 'Zombie Transformation' and such in the original), so yeah looking forward to this!
PS: Just wondering, is it possible to trigger it in a way which causes the unit being shot to like, have a brief 'white glow/tint over the unit' and back to the it's previous colour like how the original Metal Slug has?
To easily tell if somebody's being hit or whatsoever, hehe just requesting...
You have my support, I love this map even without the disc, although I'll be getting it next week(:
Anyways, hope to see even more of your awesome content and special features (Maybe some stuff similar to the 'Zombie Transformation' and such in the original), so yeah looking forward to this!
PS: Just wondering, is it possible to trigger it in a way which causes the unit being shot to like, have a brief 'white glow/tint over the unit' and back to the it's previous colour like how the original Metal Slug has? To easily tell if somebody's being hit or whatsoever, hehe just requesting...
Thanks.
And yes it would be possible to script it so units have a tint whenever they take damage.
It would look something like this.
Event:
Any Unit Takes Damage
Actions:
Send Actor Message, Set Tint Color Red 25, to actor of Triggering Unit
Wait 0.3 Game Time Seconds
Send Actor message, Set Tint 0, to the actor of Triggering Unit
The only problem is that since units take damage all the time I dunno if it would be too asthetically pleasing to see everyone red all the time XD
It would also be very easy to throttle the tinting by using a custom value on the tinted unit. For example it could tint any given unit at most once every .5 seconds.
It would also be very easy to throttle the tinting by using a custom value on the tinted unit. For example it could tint any given unit at most once every .5 seconds.
Due to popular demand. Metal Slug finally returns!
Project Page
This is the sequel in a map series based off of everyone's favorite arcade side scrolling shooter, Metal Slug. Most of the game play is derived from the arcade version.
Up to 4 players, new weapons, new vehicles, and 8 missions!
<u>The DEMO version is up on Battle.net right now. Go online and try it out.</u>
Please report any bugs you find. This is an ALPHA build as I was rushing it so be aware.
<iframe width="640" height="360" src="" frameborder="0" allowfullscreen=""></iframe>Thanks.
Details:
Up to 4 Players
Platform System
8 Missions
8 Boss Fights
Enemy Randomizers
10 Weapons (Pistol / Shotgun / HMG / Flame Shot / Rocket Launcher / Enemy Chaser / Laser Shot / Iron Lizard / Psi Blade / Psi Shot)
3 Vehicles Types (Tank / Mech / Viking)
Easy, Medium, and Hard Modes
Unlockable Cheats
Customizable Keybinds
Default Controls:
D - Move Right
A - Move Left
W - Aim Up
S - Crouch
Space - Shoot
Up Arrow - Jump
Right Arrow - Next Weapon
Left Arrow - Previous Weapon
Down Arrow - Throw Grenade
All keys are customizable in-game.
<image src="http://www.sc2mapster.com/media/images/35/217/1.jpg"></image>
<image src="http://www.sc2mapster.com/media/images/35/218/2.jpg"></image>
<image src="http://www.sc2mapster.com/media/images/35/221/5.jpg"></image>
Looks good. Let's get a video of this chapter up so I can news it :D
Yessur!
Added the video.
It does look awesome, but you know what...the controls in first metal slug were absolutely horrible. The was no chance to dodge bullets. The controls were so bad I couldnt play it more than 2mins. Hopefully you have done something about this! (Even though there is little you can do with wasd and bnet delay)
Unfortunately there isn't much I can do about the key delay. That's something that I can't work around. The best I can do is let players choose their own keybinds.
I've played it online with 4 players and the lag isn't that bad. You get used to it I guess.
My sidescroller brother, we should wait for the blizzard fix :P
What's taking them so long! >:[
The first one was Amazing. Wonder about this one. Is it on American server?
You should make a side scrolling fighting game like the original Mortal Combats/Killer Instant etc. Imagine the pretty stages you could make
Yea it's on the US server. You can download the map file and play it offline though. I *think* it is localized. If not let me know and I'll localize it.
Also, once I finish it I'll get it uploaded to the EU server.
I'll think of some other classic game to emulate. Maybe some type of parody fighting game. We'll see!
It's probably a huge change that involve rewriting a good part of the netcode... probably it's not on their priority list though.
They are dumb if they don't understand that's the most crippling problem of the editor right now, half of the maps can't be done :|
Let's hope in HOTS
Understandable, the netcode would be far to difficult to rewrite at this point. That would require testing and such but maybe they could do that during HOTS prerelease.
You have my support, I love this map even without the disc, although I'll be getting it next week(:
Anyways, hope to see even more of your awesome content and special features (Maybe some stuff similar to the 'Zombie Transformation' and such in the original), so yeah looking forward to this!
PS: Just wondering, is it possible to trigger it in a way which causes the unit being shot to like, have a brief 'white glow/tint over the unit' and back to the it's previous colour like how the original Metal Slug has? To easily tell if somebody's being hit or whatsoever, hehe just requesting...
Thanks.
And yes it would be possible to script it so units have a tint whenever they take damage.
It would look something like this.
Event:
Any Unit Takes Damage
Actions:
Send Actor Message, Set Tint Color Red 25, to actor of Triggering Unit
Wait 0.3 Game Time Seconds
Send Actor message, Set Tint 0, to the actor of Triggering Unit
The only problem is that since units take damage all the time I dunno if it would be too asthetically pleasing to see everyone red all the time XD
@ArcadeRenegade: Go
It would also be very easy to throttle the tinting by using a custom value on the tinted unit. For example it could tint any given unit at most once every .5 seconds.
True. I'll implement it and see how it looks.
Any feedback is appreciated! I'm trying to make the engine as foolproof as possible before getting far into the game levels.
very good nice. hey, can u share this map? i want traslater this map. contect mail [email protected]
hey guys!
I'm looking for a Terrain Artist to add some detail to the background and environment. If you're interested please reply or send me a message!