My name is rut and I'm the creator of the game StarDodgeBall. I started working on a new project shortly after the Rock the Cabinet contest was announced and have been able to publish a playable version just a few days ago. It is titled "Airstrike," and is a top-down 2d airplane fighter game with some RPG elements (levelling, skill trees, etc.).
Right now it's in testing stages. If you try the game out you'll start at level 7 and be able to upgrade your stats/abilities and play the first level.
The actual game is played with ASDW and the arrow keys. Use A and D to move left and right, and use arrows LEFT and RIGHT to aim left and right. W, S, and arrows UP and DOWN can be equipped with special abilities, and holding the Spacebar fires the standard attack.
Abilities require energy and have cooldown times.
Here's a picture of the Upgrading screen.
On the left is where you upgrade your stats, and underneath that is where you equip your abilities. The large grid on the right is the skilltree. It's divided into passive skills and active skills - active ones being equippable.
The game is still in development stages but I'm hoping to have a healthy slew of levels available by the end of May! And of course I need to finish the levelling system and stat-tracking. I also want to have an "Arena" mode where you can fight against other players.
Please give the game a try and let me know what you think! I'm always looking for criticism, whether constructive or not so constructive.
Interesting concept you got there, I used to play lots of airplane fighters years ago, so I had a feeling I'd enjoy this one (and I did), terrain could use some more work though, doesn't look so appealing when it's just one texture and completely devoid of doodads. Later levels will also get more enemy variety, right? As in, enemies with different attacks and/or abilities, rather than reskins of previously encountered ones, that'd be a nice addition.
The RPG element is a neat concept, I like the idea of being able to upgrade your ship in-between missions and the abilities were fun to use. By the way, were any of them charge-type, like hold the button to launch further, or are they just really close-range? (referring to the one that creates a cluster of mines, specifically, had me confused at first :P)
I'm also interested to see how you'll make the Arena mode (considering you don't control your movement, I'm assuming you'd either be static or going up against each other from opposite sides), but I have a feeling higher-level players will wreck lower-level ones.
Anyway, it does have potential, I'll be looking forward to seeing any updates with more levels. :)
Yeah the terrain is nonexistent at the moment - I definitely want to make it look nice, with jungles and cities and the like, but that's way back in the list of priorities for now. I definitely agree about adding as much enemy variety as possible. The next level I'm working on will be a sideways-panning crawl through terrain that overlooks a large cliff with Protoss airships being the enemies and a ginormous Colossus as the boss!
And yes you are correct that several abilities you have to hold down the key to adjust the range of the attack. (I have to find a way to tell players about that in-game, I can definitely see confusion coming out of it.)
Arena mode will probably be 1v1 or 2v2, with both teams on separate sides facing toward eachother, like two games of space-invaders superimposed, mirror-style on top of eachother. (That makes perfect sense in my head!)
Thanks for your feedback, let me know if you have any ideas or features you'd like to see!
Hey, I played your map with you today on Fadeleaf#1469
Looking pretty good so far, I enjoyed it. A bit of input lag, but I still felt I had enough time to dodge any missiles in the first two scenarios.
I liked the upgrade screen at the start of the game, especially the diagram showing the keys, and that the abilities you select are added to the diagram. It was an effective way to let me know what keys would be used in the game. However, I didn't realize that A D would be used for movement and LEFT RIGHT for aiming, until I got into the game and started mashing buttons. The UI actually led me to think that AD LR would also have been ability keys if I had chosen more active skills (I picked 3 active, which went into W, S, UP). I thought so because there were 8 keys and up to 8 active skills.
Chat is difficult to read with the upgrades UI up.
You mentioned that holding down spacebar fires the standard attack. Is there ever a reason to not hold it down, e.g. does it use up energy or some other resource? If not, is there a reason that you don't automate it?
I'm thinking I should include a diagram of the controls for everyone to see before each stage starts so there's no guesswork for new players.
You're not the first person to suggest making the standard attack automatic. The only ship that might not want to be firing continuously is the Banshee, since its fire rate is so slow it may be beneficial to save it for when enemies spawn. It also seems that in all the 2d airplane fighter games I've played, the player is required to hold down the fire button, even if there is no reason not be continuously firing. I may be wrong about that and it's not a good justification in and of itself, but I kind of like the feel of being the one to fire the weapon, if that makes sense. I'll be thinking about it, though.
I also agree that the chat is difficult to read when you're in the upgrading menu. It's something I've noticed and I'm not sure how to go about solving that. Maybe I can change the text font to a different color, but I don't know how much that'd help. Or maybe I can look into having chat appear in a corner of the screen instead of the middle.
Thanks for the ideas!
On the side, I should also mention that a bunch of new features have been added, including respawning when a player dies and a representation of everyone playing and which ships they've chosen in the main menus!
I've released level 3, titled "Defense," where you defend against a Terran push. I've also just released PvP arena mode, where you can battle with another player! It's only 1v1 right now but 2v2s will become available soon (possibly FFA after that, but I'm not sure if FFA can work in the framework of this game).
Also a big thank you to those who tested my map on the Blizz Arcade night and I apologize again for the bugs. I've got them fixed though so your help was invaluable.
This one is titled "Ultralisk Safari" and takes place in a volcano-esque setting. Once you find the Ultralisk, it will chase you backwards through the level. Be careful, as travelling over any of the lava will deal massive damage to your ship!
I started the map a few days after the competition was announced. Luckily many of the abilities and enemy attacks could be copy-pasted and then modified slightly, so that didn't take all too long. The bosses though were pretty tricky and bug-fixing has been a nightmare! But things really started to fit together by the deadline day.
Right now I'm working on Protoss ships that you'll be able to pick and they'll have their own Protoss Skilltree with completely new skills and abilities. It's kind of nice that I'm not allowed to update the map while Blizz judges it so I can undertake a huge addition without feeling any pressure!
Airstrike has made the top 10 of the contest! I thought I should write just a little bit about the game and make a case for why you (yes, you!) should give it a vote.
First off the game is brand-new and there really aren’t any other games in the same genre in Battlenet. It’s always been a little surprising to me because most people I know enjoy the top-down airplane shooter genre and the SC2 Editor is actually very well suited for it. The game is also very challenging and varied from stage to stage—there’s tremendous variety within the campaign.
I’d also like to defend the game from claims that it is a remake or copy of an existing game (one person has called it a ripoff of a game called “Raiden,” which I have never heard of before). Although I really enjoyed 2d airplane shooters growing up, there were only a few that I played with any fervor. “Super Earth Defense Force,” “Einhander,” and “Mars Matrix” are all great games that helped to inspire the making of Airstrike, but if you’ve played any of them you’d see Airstrike is completely different.
Airstrike is actually an amalgamation of two different and previously unrelated games I wanted to make. I came up with the stat points system and the skilltree for a fast-paced RPG idea and the top-down ship idea was originally a PvP space-invaders-esque game I made years ago but was never happy with.
I’ve also seen a claim that all the games chosen as the top 10 are minigames, as opposed to games larger in scope. Originally I wanted to remake my PvP airplane minigame that I referenced earlier and even started to work on the controls, but then thought a simple minigame wouldn’t be able to win a competition like this. So I decided on making it more of a PvE experience (with PvP duels optional just for fun) with an actual campaign and a gradual progression of your character.
Anyway, I highly suggest playing through as many levels as you can and even trying the game multiple times and using different builds. Beating the game is quite satisfying and the final boss is epic!
And on the side, I haven’t updated the game since the competition ended (for obvious reasons) but am working on 4 new Protoss ships with their own skilltree! This means 16 new active abilities and a slew of different passive ones. I’m hoping to have them done by the time the competition ends. After that I’ll be working on UI improvements and cross-game stat tracking, and I’ve also got some exciting ideas for new levels.
I also want to throw out there that if you have a talent or even just an affinity for terraining and would like to be a part of Airstrike, let me know! Terraining is by far my weakest quality as a mapmaker and I’d love to make the stages look a little nicer. Right now the textures are pretty plain and there are few doodads. This was done on purpose in order to emphasize visibility, but I think with some creativity and skill the levels can be made a lot more aesthetically pleasing while retaining their clarity.
I've tracked down a bug that can crash the part of the code that handles health/energy regeneration, on-screen healthbars, and some elements of the movement. I've fixed the bug but unfortunately can't release the patch until the competition is over.
To avoid the bug, do NOT upgrade the "Shield Reliance" passive skill located on the 7th row, 4th from the left. Please note that this bug only occurs in games of more than 1 person and is triggered by a player with this skill respawning after death, during a game. If it occurs, it will revert back to normal once the level is over, though a few of the levels won't be able to be beaten if this bug occurs.
And again, the fix has been made but won't be published until the competition is over.
I received an email from Blizz informing me that Airstrike has been disqualified from the Rock the Cabinet competition due to copyright issues with the game’s music. I wanted to share my thoughts on the subject and let you know the circumstances behind it.
First of all I want to make clear that this is not Blizzard’s fault. I took a risk using the music that I did and I made the assumption it wouldn’t come back to bite me due to previous experience (Blizz had played Airstrike before and hadn’t mentioned anything, and my map StarDodgeBall, which was previously spotlighted by Blizzard used exclusively copyrighted music). I should have been more careful, especially considering what I’ve seen from other games (ie Nexus Word Wars).
What we have to keep in mind is that Blizzard is a large company and needs to protect itself. My background in real life is actually business so I understand as well as anyone how crippling litigation can be and how easy it is to be sued. In a competition involving cash prizes, it makes very clear sense that Blizzard needs to be careful.
The second thing issue that I find very important is that no one play the blame game. It’s true that the mapmaker Bounty is the one who brought this issue to the forefront, but the very last thing we need is to point fingers or to harbor grudges. Regardless of motive (which no one can claim to know), Bounty’s assessment was correct, and in the off-chance that Airstrike placed highly in the competition and Nintendo sued as a result, he very well could have saved Blizzard (and myself) some legal woes.
I hope no one gets the impression that I was attempting to pass off the music as my own, or attempting to cheat in some way for the cash prize. I always thought it was obvious the music was from Kirby, though I understand not everyone had the same upbringing I did. And those who I played with who didn’t recognize the music I was very quick and eager to share what games the music came from.
Here’s a quick list:
Airstrike
Main title: “The Great Cave Offensive” – Kirby Super Star
Standard levels: “Begin Treasure Hunting” – Kirby Super Star
Level 2: “Dynablade Area 4” – Kirby Super Star
Level 4: “Red Mountain” – Bomberman 64
Level 6: “Dawn” – Einhander
Arena Mode: “Gladiator Kirby” – Kirby Super Star
Boss Music: “Shudder” – Einhander
Final Boss: “Thermosphere” – Einhander
(I’ll be working on removing the music and reuploading my two games.)
I have OSTs for many games on my Ipod and I love listening to them and imagining what kinds of games I could make for them. When I get an idea for a new project, one of the first things I do is start listening to video game soundtracks and finding music that fits and matches the mood I want. The last thing I’d want to do is to take credit for them, away from the composers or games that they’re from—I’d say, actually, my intention has been quite the opposite, to lead more people towards the amazing soundtracks that shaped my childhood (particularly Einhander, a game whose soundtrack was so amazing it sold more copies than the game itself!).
In conclusion, thanks for reading my side of the story and please keep in mind that the last thing I’d want is for anyone to feel hostile towards Blizzard, Bounty, or anyone else in the SC2 mapmaking community!
GG, and good luck to the competitors remaining in the competition!
Sorry to hear that i was beating on ARSTRIKE to win this one with my buddy's I guess HOVER will take first place since the other ones are good but really it was all between this 2 maps!
My brother and I put together a video of a playthrough with commentary, showing off the new Protoss ships and updated terrain, which was expertly crafted by Wargirl. (The new update will be coming out very shortly!)
Unfortunately my brother's comp wasn't able to do the video capture without lowering the SC visual settings to Low across the board, so the video doesn't fully represent how awesome Wargirl's new terrain is.
And I should also put forth the disclaimer that my brother and I have a very dry sense of humor, so about 99% of what we say is in jest and should not be taken seriously in any way whatsoever!
Hey everyone! I'm excited to announce a huge update to Airstrike has just been published. Among the changes:
- Brand new terrain courtesy of the fantastic terrainer Wargirl
- 4 new playable Protoss ships with their own unique skilltree and abilities
- Several thousand bug fixes and balance modifications
I highly suggest playing through the game when you get the chance, at the very least to see the new terrain!
In the future I'll be adding 2-3 more levels to the campaign, 2v2 arena duels, an "experts" mode, and custom music composed just for this game! If you have any other ideas or suggestions, please share them!
I should also mention that I would love to release a high-definition video of the game (whether a gameplay video or just a features showcase) in order to show the amazing new terrain. If you have any expertise and interest in making a video, please let me know!
Hey there!
My name is rut and I'm the creator of the game StarDodgeBall. I started working on a new project shortly after the Rock the Cabinet contest was announced and have been able to publish a playable version just a few days ago. It is titled "Airstrike," and is a top-down 2d airplane fighter game with some RPG elements (levelling, skill trees, etc.).
starcraft://map/1/235036
Gameplay video:
Right now it's in testing stages. If you try the game out you'll start at level 7 and be able to upgrade your stats/abilities and play the first level.
The actual game is played with ASDW and the arrow keys. Use A and D to move left and right, and use arrows LEFT and RIGHT to aim left and right. W, S, and arrows UP and DOWN can be equipped with special abilities, and holding the Spacebar fires the standard attack.
Abilities require energy and have cooldown times.
Here's a picture of the Upgrading screen.
On the left is where you upgrade your stats, and underneath that is where you equip your abilities. The large grid on the right is the skilltree. It's divided into passive skills and active skills - active ones being equippable.
The game is still in development stages but I'm hoping to have a healthy slew of levels available by the end of May! And of course I need to finish the levelling system and stat-tracking. I also want to have an "Arena" mode where you can fight against other players.
Please give the game a try and let me know what you think! I'm always looking for criticism, whether constructive or not so constructive.
Thanks,
rut
Action Shots: Fighting a Spore Crawler
The first boss performing a jumping attack
The first boss using a fireball attack
Interesting concept you got there, I used to play lots of airplane fighters years ago, so I had a feeling I'd enjoy this one (and I did), terrain could use some more work though, doesn't look so appealing when it's just one texture and completely devoid of doodads. Later levels will also get more enemy variety, right? As in, enemies with different attacks and/or abilities, rather than reskins of previously encountered ones, that'd be a nice addition.
The RPG element is a neat concept, I like the idea of being able to upgrade your ship in-between missions and the abilities were fun to use. By the way, were any of them charge-type, like hold the button to launch further, or are they just really close-range? (referring to the one that creates a cluster of mines, specifically, had me confused at first :P)
I'm also interested to see how you'll make the Arena mode (considering you don't control your movement, I'm assuming you'd either be static or going up against each other from opposite sides), but I have a feeling higher-level players will wreck lower-level ones.
Anyway, it does have potential, I'll be looking forward to seeing any updates with more levels. :)
Thanks for the comments, Toast!
Yeah the terrain is nonexistent at the moment - I definitely want to make it look nice, with jungles and cities and the like, but that's way back in the list of priorities for now. I definitely agree about adding as much enemy variety as possible. The next level I'm working on will be a sideways-panning crawl through terrain that overlooks a large cliff with Protoss airships being the enemies and a ginormous Colossus as the boss!
And yes you are correct that several abilities you have to hold down the key to adjust the range of the attack. (I have to find a way to tell players about that in-game, I can definitely see confusion coming out of it.)
Arena mode will probably be 1v1 or 2v2, with both teams on separate sides facing toward eachother, like two games of space-invaders superimposed, mirror-style on top of eachother. (That makes perfect sense in my head!)
Thanks for your feedback, let me know if you have any ideas or features you'd like to see!
rut
Hey, I played your map with you today on Fadeleaf#1469
Looking pretty good so far, I enjoyed it. A bit of input lag, but I still felt I had enough time to dodge any missiles in the first two scenarios. I liked the upgrade screen at the start of the game, especially the diagram showing the keys, and that the abilities you select are added to the diagram. It was an effective way to let me know what keys would be used in the game. However, I didn't realize that A D would be used for movement and LEFT RIGHT for aiming, until I got into the game and started mashing buttons. The UI actually led me to think that AD LR would also have been ability keys if I had chosen more active skills (I picked 3 active, which went into W, S, UP). I thought so because there were 8 keys and up to 8 active skills.
Chat is difficult to read with the upgrades UI up.
You mentioned that holding down spacebar fires the standard attack. Is there ever a reason to not hold it down, e.g. does it use up energy or some other resource? If not, is there a reason that you don't automate it?
@CheezDip: Go
Thanks for the feedback!
I'm thinking I should include a diagram of the controls for everyone to see before each stage starts so there's no guesswork for new players.
You're not the first person to suggest making the standard attack automatic. The only ship that might not want to be firing continuously is the Banshee, since its fire rate is so slow it may be beneficial to save it for when enemies spawn. It also seems that in all the 2d airplane fighter games I've played, the player is required to hold down the fire button, even if there is no reason not be continuously firing. I may be wrong about that and it's not a good justification in and of itself, but I kind of like the feel of being the one to fire the weapon, if that makes sense. I'll be thinking about it, though.
I also agree that the chat is difficult to read when you're in the upgrading menu. It's something I've noticed and I'm not sure how to go about solving that. Maybe I can change the text font to a different color, but I don't know how much that'd help. Or maybe I can look into having chat appear in a corner of the screen instead of the middle.
Thanks for the ideas!
On the side, I should also mention that a bunch of new features have been added, including respawning when a player dies and a representation of everyone playing and which ships they've chosen in the main menus!
Thanks!
rut
I've released level 3, titled "Defense," where you defend against a Terran push. I've also just released PvP arena mode, where you can battle with another player! It's only 1v1 right now but 2v2s will become available soon (possibly FFA after that, but I'm not sure if FFA can work in the framework of this game).
Also a big thank you to those who tested my map on the Blizz Arcade night and I apologize again for the bugs. I've got them fixed though so your help was invaluable.
rut
New level added!
This one is titled "Ultralisk Safari" and takes place in a volcano-esque setting. Once you find the Ultralisk, it will chase you backwards through the level. Be careful, as travelling over any of the lava will deal massive damage to your ship!
Give it a try, and let me know what you think!
rut
Gameplay video!
Level 5, titled "The Challenge" has been uploaded! This level pits you against three powerful Protoss enemies in a colosseum-esque setting. Enjoy!
Seems to be a nice project!
It must have taken long to make all those upgrades and bosses. Keep it up :)
Thanks, repliquant!
I started the map a few days after the competition was announced. Luckily many of the abilities and enemy attacks could be copy-pasted and then modified slightly, so that didn't take all too long. The bosses though were pretty tricky and bug-fixing has been a nightmare! But things really started to fit together by the deadline day.
Right now I'm working on Protoss ships that you'll be able to pick and they'll have their own Protoss Skilltree with completely new skills and abilities. It's kind of nice that I'm not allowed to update the map while Blizz judges it so I can undertake a huge addition without feeling any pressure!
rut
Airstrike has made the top 10 of the contest! I thought I should write just a little bit about the game and make a case for why you (yes, you!) should give it a vote.
First off the game is brand-new and there really aren’t any other games in the same genre in Battlenet. It’s always been a little surprising to me because most people I know enjoy the top-down airplane shooter genre and the SC2 Editor is actually very well suited for it. The game is also very challenging and varied from stage to stage—there’s tremendous variety within the campaign.
I’d also like to defend the game from claims that it is a remake or copy of an existing game (one person has called it a ripoff of a game called “Raiden,” which I have never heard of before). Although I really enjoyed 2d airplane shooters growing up, there were only a few that I played with any fervor. “Super Earth Defense Force,” “Einhander,” and “Mars Matrix” are all great games that helped to inspire the making of Airstrike, but if you’ve played any of them you’d see Airstrike is completely different.
Airstrike is actually an amalgamation of two different and previously unrelated games I wanted to make. I came up with the stat points system and the skilltree for a fast-paced RPG idea and the top-down ship idea was originally a PvP space-invaders-esque game I made years ago but was never happy with.
I’ve also seen a claim that all the games chosen as the top 10 are minigames, as opposed to games larger in scope. Originally I wanted to remake my PvP airplane minigame that I referenced earlier and even started to work on the controls, but then thought a simple minigame wouldn’t be able to win a competition like this. So I decided on making it more of a PvE experience (with PvP duels optional just for fun) with an actual campaign and a gradual progression of your character.
Anyway, I highly suggest playing through as many levels as you can and even trying the game multiple times and using different builds. Beating the game is quite satisfying and the final boss is epic!
And on the side, I haven’t updated the game since the competition ended (for obvious reasons) but am working on 4 new Protoss ships with their own skilltree! This means 16 new active abilities and a slew of different passive ones. I’m hoping to have them done by the time the competition ends. After that I’ll be working on UI improvements and cross-game stat tracking, and I’ve also got some exciting ideas for new levels.
I also want to throw out there that if you have a talent or even just an affinity for terraining and would like to be a part of Airstrike, let me know! Terraining is by far my weakest quality as a mapmaker and I’d love to make the stages look a little nicer. Right now the textures are pretty plain and there are few doodads. This was done on purpose in order to emphasize visibility, but I think with some creativity and skill the levels can be made a lot more aesthetically pleasing while retaining their clarity.
Thanks for reading, gl hf!
rut
Rut, I have PM you, you could have a look..
Hey everyone,
I've tracked down a bug that can crash the part of the code that handles health/energy regeneration, on-screen healthbars, and some elements of the movement. I've fixed the bug but unfortunately can't release the patch until the competition is over.
To avoid the bug, do NOT upgrade the "Shield Reliance" passive skill located on the 7th row, 4th from the left. Please note that this bug only occurs in games of more than 1 person and is triggered by a player with this skill respawning after death, during a game. If it occurs, it will revert back to normal once the level is over, though a few of the levels won't be able to be beaten if this bug occurs.
And again, the fix has been made but won't be published until the competition is over.
rut
Hey everyone!
I received an email from Blizz informing me that Airstrike has been disqualified from the Rock the Cabinet competition due to copyright issues with the game’s music. I wanted to share my thoughts on the subject and let you know the circumstances behind it.
First of all I want to make clear that this is not Blizzard’s fault. I took a risk using the music that I did and I made the assumption it wouldn’t come back to bite me due to previous experience (Blizz had played Airstrike before and hadn’t mentioned anything, and my map StarDodgeBall, which was previously spotlighted by Blizzard used exclusively copyrighted music). I should have been more careful, especially considering what I’ve seen from other games (ie Nexus Word Wars).
What we have to keep in mind is that Blizzard is a large company and needs to protect itself. My background in real life is actually business so I understand as well as anyone how crippling litigation can be and how easy it is to be sued. In a competition involving cash prizes, it makes very clear sense that Blizzard needs to be careful.
The second thing issue that I find very important is that no one play the blame game. It’s true that the mapmaker Bounty is the one who brought this issue to the forefront, but the very last thing we need is to point fingers or to harbor grudges. Regardless of motive (which no one can claim to know), Bounty’s assessment was correct, and in the off-chance that Airstrike placed highly in the competition and Nintendo sued as a result, he very well could have saved Blizzard (and myself) some legal woes.
I hope no one gets the impression that I was attempting to pass off the music as my own, or attempting to cheat in some way for the cash prize. I always thought it was obvious the music was from Kirby, though I understand not everyone had the same upbringing I did. And those who I played with who didn’t recognize the music I was very quick and eager to share what games the music came from.
Here’s a quick list:
Airstrike Main title: “The Great Cave Offensive” – Kirby Super Star Standard levels: “Begin Treasure Hunting” – Kirby Super Star Level 2: “Dynablade Area 4” – Kirby Super Star Level 4: “Red Mountain” – Bomberman 64 Level 6: “Dawn” – Einhander Arena Mode: “Gladiator Kirby” – Kirby Super Star Boss Music: “Shudder” – Einhander Final Boss: “Thermosphere” – Einhander
StarDodgeBall Menus: “Dawn” – Einhander Round 1: “Chase” – Einhander Round 2: “Impatience” – Einhander Round 3: “Conflict” – Einhander Round 4: “Machine Shop” – Einhander Round 5: “Bloody Battle” – Einhander Between Rounds: “Blue Resort” – Bomberman 64
(I’ll be working on removing the music and reuploading my two games.)
I have OSTs for many games on my Ipod and I love listening to them and imagining what kinds of games I could make for them. When I get an idea for a new project, one of the first things I do is start listening to video game soundtracks and finding music that fits and matches the mood I want. The last thing I’d want to do is to take credit for them, away from the composers or games that they’re from—I’d say, actually, my intention has been quite the opposite, to lead more people towards the amazing soundtracks that shaped my childhood (particularly Einhander, a game whose soundtrack was so amazing it sold more copies than the game itself!).
In conclusion, thanks for reading my side of the story and please keep in mind that the last thing I’d want is for anyone to feel hostile towards Blizzard, Bounty, or anyone else in the SC2 mapmaking community!
GG, and good luck to the competitors remaining in the competition!
rut
Sorry to hear that i was beating on ARSTRIKE to win this one with my buddy's I guess HOVER will take first place since the other ones are good but really it was all between this 2 maps!
My brother and I put together a video of a playthrough with commentary, showing off the new Protoss ships and updated terrain, which was expertly crafted by Wargirl. (The new update will be coming out very shortly!)
Unfortunately my brother's comp wasn't able to do the video capture without lowering the SC visual settings to Low across the board, so the video doesn't fully represent how awesome Wargirl's new terrain is.
And I should also put forth the disclaimer that my brother and I have a very dry sense of humor, so about 99% of what we say is in jest and should not be taken seriously in any way whatsoever!
rut
Hey everyone! I'm excited to announce a huge update to Airstrike has just been published. Among the changes:
- Brand new terrain courtesy of the fantastic terrainer Wargirl
- 4 new playable Protoss ships with their own unique skilltree and abilities
- Several thousand bug fixes and balance modifications
I highly suggest playing through the game when you get the chance, at the very least to see the new terrain!
In the future I'll be adding 2-3 more levels to the campaign, 2v2 arena duels, an "experts" mode, and custom music composed just for this game! If you have any other ideas or suggestions, please share them!
I should also mention that I would love to release a high-definition video of the game (whether a gameplay video or just a features showcase) in order to show the amazing new terrain. If you have any expertise and interest in making a video, please let me know!
My email is: [email protected]
rut
This is the new and improve Level #1 Brutalisk Hunt It is a simple yet deadly level dont let the terrain fool you level and is one of my favorites.
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
This is the new and improve Level #2 The Cliffs
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su