Ikari Warriors by ZealNaga
The Ikari Warriors project has finally reached v2.0! Whether you play it alone or with a friend, you will enjoy this map if you're looking for the excitement of an old "run and gun" shoot-em-up game in SC2! The project features 2 levels in one file, exclusive weapons and items to collect, various vehicles to drive in, and a few settings to choose from that will increase the challenge.
The main project page now also features an encyclopaedia. As you will notice in these pages, v3.0 will mainly be focused on improving the co-operation experience with more game modes and challenges.
I made no request. I was inquiring if the missiles moved slowly as a matter of design or one of technical limitation and, if the latter, suggested means by which such technical limitations could be resolved.
@JademusSreg: Go
Request denied, let me explain why... Well, I'll try at least, but I don't think it will work, I already tweaked it back in alpha. The projectiles are slow enough so you can dodge them. I'd rather not change this because:
A - there are narrow places everywhere, good timings are often the key
B - the BNet lag makes it much harder to dodge, it's actually my nemesis
C - you can try speeding up the game instead (keypad +/-)
@JademusSreg: Go
The projectiles are made so we can evade them. You see in the trailer that purple orbs are slower than greens but bigger.
But I agree with you, they could be a little bit faster and that would be better in my opinion.
Is the video in slow motion or do the projectiles move that slowly?
If they move slowly for the sake of collision, I am certain they afford to move faster. A data-based approach assuming 0.5 collision radius with a collision check period of 0.0625 can have a move speed up to 16 before it loses precision (better expressed as speedLimit = (radius*2)*(1/period)). And script-based approach utilizing linear interpolation can do even better. =D
@ZealNaga: Go
no need for credit, I would be pleased to see my idea come true someday :D
@mnadeau1992: Go
An underwater boss may be a little bit too far from the original game. But there will be minigames in v3, and a challenge where you need to survive in a flooded arena can be very funny in co-op. Thanks for the idea and I'll be sure to give you credits if it's included someday!
@Selfcreation: Go
You can read the encyclopaedia for more info:
http://www.sc2mapster.com/maps/ikari-warriors/pages/powerups/#w-weapons
Everything mentioned in the trailer and the encyclopaedia is available in Ikari Warriors v2, independently of what you can see in the video.
@mnadeau1992: Go
Exactly what I thought... ಠ_à²
@ZealNaga: Go
well, I saw there was an Oxygen system. Love it! I wonder, you could make floating balloons or small islands on which the hero could rest, make the Boss be a huge squid and we have to... ohhh crap, That is going to my map!
Thank you for the inspiration :D
looks cool!!! , maybe cause its a demo but i only saw 1 or 2 different attacks/abilities??
@mnadeau1992: Go
Thank you! Feedback is always welcome, by the way.
@EpicurusDarwin: Go
I will be in Canada this year (just received confirmation 2 days ago). I was planning to find someone there who could share my maps and handle updates once in a while on the NA servers for me. If anyone reading this lives in Canada (especially Montreal), feel free to contact me. :)
:3 I just had a nerdgasm and I need to change my pantz
Whenever I see a game that looks this good, I get depressed because most people will just play Nexus Wars. :(
It looks great. Get it into the US please.
This looks awesome!
This looks nice If the game is as attractive as it's trailer then it's gonna be crazy :D