Ikari Warriors

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.

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  • Avatar of JademusSreg JademusSreg Feb 05, 2012 at 08:39 UTC - 0 likes

    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.

  • Avatar of ZealNaga ZealNaga Feb 04, 2012 at 23:36 UTC - 0 likes

    @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 +/-)

    Last edited Feb 04, 2012 by ZealNaga
  • Avatar of mnadeau1992 mnadeau1992 Feb 04, 2012 at 22:34 UTC - 0 likes

    @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.

    Out Of Stock Sorry xD Real Number of hours: ''135''

  • Avatar of JademusSreg JademusSreg Feb 04, 2012 at 21:28 UTC - 0 likes

    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

  • Avatar of mnadeau1992 mnadeau1992 Feb 04, 2012 at 17:16 UTC - 0 likes

    @ZealNaga: Go

    no need for credit, I would be pleased to see my idea come true someday :D

  • Avatar of ZealNaga ZealNaga Feb 03, 2012 at 22:55 UTC - 0 likes

    @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!

  • Avatar of ZealNaga ZealNaga Feb 03, 2012 at 22:42 UTC - 0 likes

    @Selfcreation: Go

    You can read the encyclopaedia for more info:

    Everything mentioned in the trailer and the encyclopaedia is available in Ikari Warriors v2, independently of what you can see in the video.

    Last edited Feb 03, 2012 by ZealNaga
  • Avatar of Neonsz Neonsz Feb 03, 2012 at 22:28 UTC - 0 likes

    @mnadeau1992: Go

    Exactly what I thought... ಠ_ಠ

    Last edited Feb 03, 2012 by Neonsz


    If you're not paying for the service, you're not the customer - you're the product.

  • Avatar of mnadeau1992 mnadeau1992 Feb 03, 2012 at 21:52 UTC - 0 likes

    @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

  • Avatar of Selfcreation Selfcreation Feb 03, 2012 at 21:16 UTC - 0 likes

    looks cool!!! , maybe cause its a demo but i only saw 1 or 2 different attacks/abilities??

    Last edited Feb 03, 2012 by Selfcreation


Date created
Feb 03, 2012
Last updated
Feb 03, 2012