SC2Mapster Forums

Player Zone > Map Feedback

SPACEWAR Tribute.... remake of old game

    #1 Oct 26, 2011 at 07:50 UTC - 0 likes

    Remake of SPACEWARS from the good old days.

    Game info

    Controls

    • W = forward thrusters
    • A = turn left
    • S = reverse thrusters
    • D = turn right
    • Mouse L-Click = Fire Projectiles
    • Mouse Over enemy player (when in range) = lock on
    • Mouse R-Click (when you have a lock on) = fires guided missiles at the locked-on target
    • E converts energy to Shields

    Rules

    Co-op play vs ai controlled hosiles. Destroy all hostiles to procede to next level. One player must survive the level for all player to procede to the next level.

    Imported Assests

    • Base of Physics engine
      • Physics engine by LostTacos
      • This was the base for the physics engine I am currently using.
        • Learning how to modify this may take you awhile but it can be some interesting work.
    • Models Art Work
      • Custom Planet/ Sun models
      • Custom Meteor Model
        • From Model Pack Requests by Draala
          • Draala did this by specific request for me .... what can I say he was very out going in doing this for me ... thanx

    First time uploading anything to you tube.

    SPACEWAR Tribute - Development

    SPACEWAR Tribute - Online Gameplay

    SPACEWAR Tribute - Planet

    SPACEWAR Tribute - Sun

    SPACEWAR Tribute - Asteroids

    Let me know what you think.

    Find it on USA server called "SPACEWAR Tribute"


    Planet models from Planet Package! by xcorbo

    Another Example of the physics engine in use is this 3d space fighter game


    Another Example with some football ball throwing mechanics...... Ive changed it quite a bit for the original ball throw from the demo that comes with the engine.

    Last edited Nov 28, 2011 by SouLCarveRR

    Skype
    KageNinpo

    League Of Legends
    KageNinpo

    My Projects
    SPACEWAR Tribute
    Infinite TD

    #2 Oct 27, 2011 at 00:09 UTC - 0 likes

    @SouLCarveRR: Go

    No comments?

    #3 Oct 27, 2011 at 00:47 UTC - 0 likes

    @SouLCarveRR: Go

    Wow looks great, I cant wait to play it, you should consider doing more Arcade games, Maybe a pac man or a astroids, This is great though I will deffinatly bookmark this one when it comes out if it plays smooth.

    I keep an updated version of my map Published at all times, This allows Users to Test new problems as they arise(For now its just on the one map though LAWL), So check it out, right now its Chop Chop Forest, I will Publish the newest update every day I work on the map. SO its ALWAYS IN THE BETA STAGES!!!!.

    #4 Oct 28, 2011 at 00:01 UTC - 0 likes

    very interesting

    #5 Oct 28, 2011 at 07:10 UTC - 0 likes

    Added some models from Map Package! by xcorbo

    And tweaking.

    #6 Nov 02, 2011 at 16:34 UTC - 0 likes

    Need feed back.....

    #7 Nov 06, 2011 at 08:40 UTC - 0 likes

    @SouLCarveRR: Go

    Now with asteroids flying all over

    taking suggestions on things to add btw....

    Last edited Nov 06, 2011 by SouLCarveRR
    #8 Nov 06, 2011 at 14:19 UTC - 0 likes
    Quote from SouLCarveRR: Go

    @SouLCarveRR: Go

    Now with asteroids flying all over

    taking suggestions on things to add btw....

    This would just be for cosmetics but a space station in the back ground would be cool.

    Do you have weapons upgrades?

    my maps will always be Free. and Available to the public at the earliest possible date.

    If you need a tester feel free to ask IShadowWolf.258

    #9 Nov 06, 2011 at 19:00 UTC - 0 likes

    @Taintedwisp: Go

    no weapon grades or power ups currently in the game

    Ive thought about it just havent gotten there yet.

    #10 Nov 06, 2011 at 21:13 UTC - 0 likes
    Quote from SouLCarveRR: Go

    @Taintedwisp: Go

    no weapon grades or power ups currently in the game

    Ive thought about it just havent gotten there yet.

    ah, well its looking great.

    #11 Nov 23, 2011 at 07:33 UTC - 0 likes

    FULLY FUNCTIONAL Ai's added

    co-op Ai's and hostile Ai's

    Ship Customization Garage added....

    videos of them soon to come

    Last edited Nov 23, 2011 by SouLCarveRR
    #12 Nov 23, 2011 at 23:34 UTC - 0 likes

    bump....

    #13 Nov 24, 2011 at 00:15 UTC - 0 likes

    @SouLCarveRR: Go

    Post to subreddit!

    Development: TACTICS
    Development Log: Legend of Z
    Release: TagCraft: Ehlna Ruins
    Release: Facility 17: A Terran RPG

    #14 Nov 25, 2011 at 21:39 UTC - 0 likes

    The concepts are interesting. The game mechanics make it very hard to maneuver (as it was in the original game) but add the battle.net lag on top, and it's very difficult to control your vessel.

    I don't think the game should start before you have picked your vessel. Also, it's tricky and time consuming to use these little sliders... I would rather just put a selection of ships to pick from.

    Still, it's interesting, but it's so hard to control your ship around! :)

    #15 Nov 28, 2011 at 14:57 UTC - 0 likes

    @StragusMapster: Go

    thanx for the feed back.

    I understand controls are a bit touchy and hard to get used to. The current sliders available are intended to allow the player some ammount of control over how thier ship handles.

    Game starts right away so that other players do not have to wait for people to do thier garage stuff.

    In the garage you can set it to auto spawn. So your ship will always be spawned automatically at the begging of every level.

    I intend to add a lot more areas of customization in the garage.

    The b.net lagg is quite a pain, not much I can do there.

    Any suggestions on changing how things are handled will be considered


    re-worked ai's to do a few more things.

    working on adding some more levels.....

    Last edited Nov 28, 2011 by SouLCarveRR
    #16 Jan 09, 2012 at 22:28 UTC - 0 likes

    Looks fun! Thanks for giving credit, but you spelled my name wrong.

    Here's a tip for overcoming the b.net lag. You want to use a control scheme that has immediate feedback. Have you ever played a first person shooter with a high input delay for the mouse? It's a nightmare, because it doesn't have immediate feedback, causing you to overcorrect and have to make guesses all the time. The mouse in sc2 has immediate feedback, so if you devised a control scheme that involved pointing to where you want to go with your mouse and then let the ship turn until it's facing that direction automatically that would be easier to control. Or something like that.

    Good luck.

    Channel: Clan TTG

    #17 Jan 11, 2012 at 22:29 UTC - 0 likes

    I am on NA, and I cannot locate the game via search, unless it is intended for only 2 players at this time. Is there a way to increase that?

    Foolish_Fool : "I'm not going to go out and yell at the clouds for blocking my sun." capnflummox : "why the hell not??" crawlers : "Never underestimate people's ability to blame others." Ranakastrasz: "Headshot!" Random person:" Hey, I was typing!" Ranakastrasz: "That will teach you to type on the front line!"

    #18 Jan 11, 2012 at 22:37 UTC - 0 likes

    @Ranakastrasz: Go

    its currently only intended for 2 players..... It can handle more just.... the content of the levels doesnt really support it.

    So if you found the one that has only 2 lobby slots thats the one. You can remove the computer player and invite a friend.

    #19 Jan 11, 2012 at 23:49 UTC - 0 likes

    @SouLCarveRR: Go

    Ah, ok. I understand.

    For the AI, Can you add some leading for the Aim ai, except add a random factor in?

    I think missiles are a bit too powerful, and at least should have a timed life.

    Do projectiles wrap? If so, I suggest you use the torus equation for range finding as well as angle finding. Also, Is it viable to display some *dummies* for objects to help with the map wrap illusion? Like show four (or 8 counting the dyagonals) more ships that have the same position and rotation, possibly stats as well, Offset a map width so that you can see enemies past the border of the map.

    Also, Gravity could actually be translated the same way, just taking into account which method gives the lowest distance.

    Last edited Jan 11, 2012 by Ranakastrasz
    #20 Jan 12, 2012 at 00:17 UTC - 0 likes

    @Ranakastrasz: Go

    Ill look into it

You must login to post a comment. Don't have an account? Register to get one!