Reaper Arena
I flipped the reaper model on it's side and turned the camera to face directly down on it, creating the illusion that the floor of the map was actually a backdrop and the changes in cliff height were actually the floors, walls, and ceilings, in order to create a sidescroller effect. Here I present a simple demonstration of what can be done with this idea, and I plan to make a fully functioning game out of it.
I'm working on making the Grenades look more natural and realistic, as right now they are not working as I intend. Regardless, here's the first look into the game in it's most simplest form. When I'm finished I hope to have a few different game modes ranging from Team Deathmatch to other more obscure modes such as Capture the Flag or Base Defense. It will also have a much larger selection of weapons and abilities.
The controls are arrow keys. left and right to move left and right, up to fly upwards, and down to hover in place. Holding Shift while moving will slow your horizontal movement by a large amount, allowing for more precise movements. Press C to pick up a nearby weapon (Grenades and other secondary weapons will automatically pick up if you do not have any secondary weapons, and any weapon will auto-pickup if you already are holding a weapon of the same type). The weapons are currently set on Z for primary fire (Missile Launcher, Flamethrower, and Taser), and X for secondary fire (Grenades, Molotov's, and Seeker Drone). You are given Reaper Pistols by default, which are used when you aren't holding any primary weapon.
Some of the more advanced movements can be achieved by holding down both left and right at the same time, or other similar tricks (Left, Down, and Right at the same time will stop you instantly wherever you are moving). Try flying backwards, it's simple using the controls. If you preferred the WASD movement of earlier patches, I'm still deciding what the controls should be.
Forum thread can be found here: http://forums.sc2mapster.com/development/project-workplace/3677-reaper-arena/
Here's a youtube video for your viewing pleasure. I'm absolutely terrible at my own game, lol. In the video I am doing a single player Speed Run mode (The only mode currently available at the moment) in which the goal is to destroy all 20 stationary reaper targets in the shortest possible time. When the game is finished I intend it to be played multiplayer with the weapons used by both sides against each other.
Continuing work on the map now that SC2 is out. V 0.2 should be up in about 3-5 days, and I'm planning on a big update...
EDIT: Prolly a few more days, I'm focusing on making this version BNet Compatible.
Well I've basically decided to put this project on hiatus until SC2 comes out. The Phase 2 changes to the editor did some damage to most of the maps on here, but it basically tore my map in half and defecated on the remains. It'll take weeks to repair the damages alone, and even longer to get the rest of the game set up. I don't want this to happen again when the game comes out, so I'm just going to wait for release day before doing any more work.
Yea its alot like soldiers which would be great to bring it back. In soldiers u aimed a shot with your mouse. Bring back the laser :D
Yah I don't know what to do to fix the movement system. It is using actual physics equations for velocity and movement in the triggers, but the actual movement is done through a series of rapid issue order commands telling the reaper where it should be, rather than where it is. There also was a problem in the reaper attempting to walk around the ground and being unable to actually land anywhere that forced me to introduce a second system that adjusts the reaper's movement so it is never told to move onto an area that it cannot reach. The problem with these two systems working at the same time is that it's never been done before, and thus the people who use it won't be used to it and it'll feel really unusual. Also, the sudden drop thing is mostly because in addition to their regular movement, most blizzard units in SC2 have the ability to very quickly reverse their direction without losing any speed, which is very difficult to work around, as regular physics don't do that.
I could probably introduce that shift movement idea in pretty easily actually. I've been trying different control systems (The next patch will have a different movement system than it has currently, just so I can get some feedback on a different way to play). I'll be sure to try and fit some variation of the shift movement idea into the next update.
Next weapon to come out is the Flamethrower by the way. It's already done, and its really cool looking, lol.
Really well done. I'm very impressed.
My thoughts:
1) Movement is funky. You already said your looking to improve that system.
2) I like the weapons you've got so far, keep them coming! :D
Again, well done. :)
Very cool! I like your ideas, and I'm looking forward to test them again (and play it online!)
The item system is not yet set up. When it is, the player will be able to carry one gun-weapon and one thrown weapon. The gun-weapons are: Flamethrower, Taser, Rocket Launcher, and Minigun. The thrown weapons are: Grenade, Seeker Drone, Molotov, and EMP. The Reaper Pistols are the default weapon when the player doesn't have any other one. All the weapons will have actual ammunition when the game is done, and will spawn at the small green beacons scattered across the map randomly. It should be functional with v.0.1.5 which will be ready probably 3 days from now.
EDIT: Yah, prolly gunna be more than 3 days on this one, lol.
Also the reason the map is fairly small and mirrored is to promote effective tournament play and reduce the number of variables when it comes time to balance out the details later. If this map becomes a success I'll probably be able to release a much larger scale version with multiple different and more unique battlefields in the future.
Fantastic map!
Reminds me so much of Soldiers from Warcraft 3 (which isn't a bad thing!)
Some suggestion though: Make it limited to how many weapons you can use at a time. Just spamming Homing Nukes seems a bit overpowered ;)
Maybe you should try to make a "base" where, before you spawn, you pick your weapon of choice (like a sniper, rocket launcher and so on) and you spawn with the weapon you choosed. (Ofcause, could differ if you take a gamemode with beacon spawns, or pick a gamemode with basespawn)
Differ the map; Don't make it syncronised, make it different from side to side, so on the left you might have a different spawn point, a little higher cliff.
Just my few cents :)
I'd do the cursor idea, but unfortunately the editor can only detect mouse movement through mouse clicks, which kinda makes that not work very well. I was kinda planning on space being the weapon fire button when the game is finally released, but I can certainly try some other control schemes before then.
I have a suggestion :) i love it btw! so excited what is going to happen with it
I think the controls should change.. let me explain. W up A right D left still the same there.. but with S you go down wards and when no keys are pressed you slowly go down. And to hover in place press the space bar once, if you press it again you aren't hovering in place alternate: if you press either W or D you will break out of hovering. (of course not A or D because you need to move side ways)
Just a suggestion :P also it would be really cool if the reaper faced its weapon to where your cursor is and you can shoot things where ever you are pointing :P ik it would be hard but that would be SICK! :P
Yeah Tim, this is real awesome stuff. Keep up the good work, its crazy to see what people can do with this editor. (=
What you have is pretty impressive. Really eager to see what you can do with it.
This is really cool. Seems like a really clever and useful system for 2D side-scrollers, and I can't wait to see what comes out of this. I'll be watching this map develop :)