“Codename: Demons” is a series of fast paced, Survival Rpg maps where you and your teammates each control a hero, and must cooperate against a never ending army of Zerg. Chapter 1 Darkside starts after crash landing on a desolate moon not far from the Labyrinth. You must fight every inch of your way to the Labyrinth’s loading dock and find someway inside. Chapter 2 Labyrinth is a series of 4 levels inside the Labyrinth where you must find away to signal HQ for help and maybe find out what went wrong.
1-10 players 5 hero classes 4 unique abilities per class +3 levelable upgrades which are the same for all classes. Left 2 Die Zerg enemies. 360° camera rotation (if you have a middle mouse button) Flashlights which only allow you to see in the direction your unit is facing, not just a pretty model.
Story:
You are a member of an elite squad of highly trained special operatives, from a top secret Dominion organization known only as “The Demons”. While on route to a distress call from an R&D lab known as the Labyrinth, which is hidden on the dark side of an otherwise desolate moon. Your ship was hit by an asteroid, luckily you where close enough to limp on the the right moon but, the ship is scraped and, no one at the Labyrinth is responding to your calls. Now you and the surviving members of “Diablo Squad” are stranded with minimal supplies and no orbital support. The only chance of getting a signal back to mission command is by getting to the Labyrinth and finding out what the hell happened…
Tips:
1. Stay together, cover you buddy while he’s laying mines or siphoning fuel to restart the generator. 2. The Zerg infestation is getting stronger by the minute. If your not inside the Labyrinth in under 30 minutes It’s gunna get hard.
Work in progress:
I still got a lot other of stuff planned, but I need feedback mostly for help tuning the difficulty (which is pretty well tuned already).
I really enjoy this map it's very fast paced and the upgradeable player
skills are really fun. I got to watch the making of this map as well as
It's sequel (Labryinth, which I strongly urge all to play as well for
similar action packed pandemonium) and I gotta say I think it's awesome
With 4+ people the waves are insane!, Hurry up go play Codename
Darkside!!
Grunt - Smart Rounds: Fires up to 10 rounds dealing extra damage and slowing enemies 15.
Pyro - Flame Nova: Set enemies on fire, burning and slowing them for 15 seconds.
Sniper - Penetrator round: After aiming the sniper fires a bullet in a strait line dealing 150 to all units it hits.
Brute - Carpet Bomb: Fires 10 RPB's in a strait line form the target away from the brute.
Scout - Cluster-bomb: Attracts most Zerg that hear is sound then explodes after a 10 second delay (This is my new favorite its like the pipe bomb in L4D).
Things to Note:
Pretty easy over all but fun.
Has the traditional StarCraft2 RPG feel.
Love the flashlight effect you put in this game.
Great Job on Darkside.
Thanks for the feedback, can you expand on the traditional starcraft2 rpg part a little? My guess is you mean that it feels like my maps kinda fit into the sc2 universe which was kinda what I wanted. I mean I don't really mess with any lore but I still want it to feel like some kind of side story. I totally agree with it being too easy but if you noticed there are currently only 2 difficulties, beginner and hardcore I plan on adding a normal in there aswell but first I want too get beginner to play just how I want it. I just need to play a few more 6 man plus games. See the map like many scales depending on the number of players but it scales kinda mean, enemies don't just get life bonuses but wave times decrease and spawn counts increase. So its taken some trial and error but I think it's getting pretty close. Thanks again for your comments and if you want it to be a little harder get some friends to play with you. And friend me I always wanna play.
Okay for what I mean by traditional...
It feels a lot like other standard rpg's with narrow circling roads that lead to a room or area then more winding roads narrow roads. The mini map is what gives it that feeling the most because you see it spiraling around. Personally I would disable or redo some of the UI so you get more viewing area. I did this with the map I've most recently been working on. I've attached a picture below. Over all though your right on track for it feeling like a side story.
@gamemore: Goagreed so I started reading helrel's tuts today and have released a stripped down but still kinda ugly ui. But I think its gunna take me a while to understand how to move everything whaere I want it. Thank again for you input.
I played the map real quick to see what you did. Over all 100% better I can now see when I'm running down. Not sure but my mouse wheel didn't work right. I posted a picture below of the new UI.
@gamemore: Go Thanks for that pic I didn't think to make one before I got of the pc I'm posting from my cell right now. Currently the mouse wheel rotates the camera because it is locked to your hero unit but I may add a way to unlock it. I just don't see why you would want to unlock it, still I have had a few people tell me they wish they could.
Also its cool to see that the flashlight models I added work I can't turn shaders up high enough to see them on my pc. No one ever complaned about them looking funny so I just guessed they where working ok.
Well unlocking it would allow you to go see team mates but in your map it wont give any extra advantage because of the lighting.
Also as a side note StarCraft2 is an RTS and people like the free flying camera in RTS games. So I imagine that since your RPG is set up like a normal RTS camera people expect the same freedom.
It's true that the camera starts out almost identical to sc2 defalt camera, but its also quite simular to Diablo's camera angle. Plus with the middle mouse button you can rotate the camera 360 degress around your unit, and I added like 6 extra zoom levels so you can zoom in almost as close as in WoW and zoom out further than the defalt sc2 cam, and I think it incourages teammates to stick together. If we could get a few more people to talk in here, maybe I should make it a poll.
Feedback Thread for my series “Codename: Demons”
Maps Available so far are Codename: Darkside & Codename: Labyrinth
Maps on Battle.net US
Description:
“Codename: Demons” is a series of fast paced, Survival Rpg maps where you and your teammates each control a hero, and must cooperate against a never ending army of Zerg. Chapter 1 Darkside starts after crash landing on a desolate moon not far from the Labyrinth. You must fight every inch of your way to the Labyrinth’s loading dock and find someway inside. Chapter 2 Labyrinth is a series of 4 levels inside the Labyrinth where you must find away to signal HQ for help and maybe find out what went wrong.
1-10 players
5 hero classes
4 unique abilities per class +3 levelable upgrades which are the same for all classes.
Left 2 Die Zerg enemies.
360° camera rotation (if you have a middle mouse button)
Flashlights which only allow you to see in the direction your unit is facing, not just a pretty model.
Story:
You are a member of an elite squad of highly trained special operatives, from a top secret Dominion organization known only as “The Demons”. While on route to a distress call from an R&D lab known as the Labyrinth, which is hidden on the dark side of an otherwise desolate moon. Your ship was hit by an asteroid, luckily you where close enough to limp on the the right moon but, the ship is scraped and, no one at the Labyrinth is responding to your calls. Now you and the surviving members of “Diablo Squad” are stranded with minimal supplies and no orbital support. The only chance of getting a signal back to mission command is by getting to the Labyrinth and finding out what the hell happened…
Tips:
1. Stay together, cover you buddy while he’s laying mines or siphoning fuel to restart the generator.
2. The Zerg infestation is getting stronger by the minute. If your not inside the Labyrinth in under 30 minutes It’s gunna get hard.
Work in progress:
I still got a lot other of stuff planned, but I need feedback mostly for help tuning the difficulty (which is pretty well tuned already).
Both maps Updated, Working on a new video for Codename: Labyrinth
I really enjoy this map it's very fast paced and the upgradeable player skills are really fun. I got to watch the making of this map as well as It's sequel (Labryinth, which I strongly urge all to play as well for similar action packed pandemonium) and I gotta say I think it's awesome With 4+ people the waves are insane!, Hurry up go play Codename Darkside!!
@BoonTobias719: Awesome thanks for your comment!
Codename Darkside Updated!
5 new abilitys 1 for each class.
After they get a little play testing I will add them to Labyrinth.
Updated - Codename: Labyrinth & Codename: Darkside
New Abilities Balanced and added to both maps.
New Abilities:
Grunt - Smart Rounds: Fires up to 10 rounds dealing extra damage and slowing enemies 15.
Pyro - Flame Nova: Set enemies on fire, burning and slowing them for 15 seconds.
Sniper - Penetrator round: After aiming the sniper fires a bullet in a strait line dealing 150 to all units it hits.
Brute - Carpet Bomb: Fires 10 RPB's in a strait line form the target away from the brute.
Scout - Cluster-bomb: Attracts most Zerg that hear is sound then explodes after a 10 second delay (This is my new favorite its like the pipe bomb in L4D).
Looks interesting!
I'll play it tomorrow and post what I think about it.
Okay got around to playing it.
Things to Note:
Pretty easy over all but fun.
Has the traditional StarCraft2 RPG feel.
Love the flashlight effect you put in this game.
Great Job on Darkside.
@gamemore: Go
Thanks for the feedback, can you expand on the traditional starcraft2 rpg part a little? My guess is you mean that it feels like my maps kinda fit into the sc2 universe which was kinda what I wanted. I mean I don't really mess with any lore but I still want it to feel like some kind of side story. I totally agree with it being too easy but if you noticed there are currently only 2 difficulties, beginner and hardcore I plan on adding a normal in there aswell but first I want too get beginner to play just how I want it. I just need to play a few more 6 man plus games. See the map like many scales depending on the number of players but it scales kinda mean, enemies don't just get life bonuses but wave times decrease and spawn counts increase. So its taken some trial and error but I think it's getting pretty close. Thanks again for your comments and if you want it to be a little harder get some friends to play with you. And friend me I always wanna play.
Okay for what I mean by traditional...
It feels a lot like other standard rpg's with narrow circling roads that lead to a room or area then more winding roads narrow roads. The mini map is what gives it that feeling the most because you see it spiraling around. Personally I would disable or redo some of the UI so you get more viewing area. I did this with the map I've most recently been working on. I've attached a picture below. Over all though your right on track for it feeling like a side story.
updated both maps with a new ui
@gamemore: Goagreed so I started reading helrel's tuts today and have released a stripped down but still kinda ugly ui. But I think its gunna take me a while to understand how to move everything whaere I want it. Thank again for you input.
No problem
I played the map real quick to see what you did. Over all 100% better I can now see when I'm running down. Not sure but my mouse wheel didn't work right. I posted a picture below of the new UI.
@gamemore: Go Thanks for that pic I didn't think to make one before I got of the pc I'm posting from my cell right now. Currently the mouse wheel rotates the camera because it is locked to your hero unit but I may add a way to unlock it. I just don't see why you would want to unlock it, still I have had a few people tell me they wish they could.
Also its cool to see that the flashlight models I added work I can't turn shaders up high enough to see them on my pc. No one ever complaned about them looking funny so I just guessed they where working ok.
Edit: this is my 100th post woot!
Well unlocking it would allow you to go see team mates but in your map it wont give any extra advantage because of the lighting.
Also as a side note StarCraft2 is an RTS and people like the free flying camera in RTS games. So I imagine that since your RPG is set up like a normal RTS camera people expect the same freedom.
It's true that the camera starts out almost identical to sc2 defalt camera, but its also quite simular to Diablo's camera angle. Plus with the middle mouse button you can rotate the camera 360 degress around your unit, and I added like 6 extra zoom levels so you can zoom in almost as close as in WoW and zoom out further than the defalt sc2 cam, and I think it incourages teammates to stick together. If we could get a few more people to talk in here, maybe I should make it a poll.
You have a good point.