Hi guys! I recently published my new map, Battle Planets to Battle.net a few days ago, and made a post
similiar to this one on the Blizzard Custom Maps forum. Very few people have played it so far and I haven't gotten any feedback at all. It's a new style of game and I haven't seen anything remotely like it on battle.net so far. In the game, each player controls a planet and attempts to knock all other players planets out of the solar system. The game incorporates 2d physics, and multiple star systems and game modes are selectable in game.
Please tell me what you think!
Also, I would like to thank xcorbo for his planet package, as I use many of his models/textures in game.
Features:
2D physics simulations.
Multiple game modes and star systems to play on.
Brief interactive tutorial which only plays if there is a majority of new players in the game.
Unlockable Planet models.
5 Secondary Weapons.
Lag correction on shots to make battle.net delays less noticeable.
I still haven't gotten any feedback so far, but I'm still at work updating this project. Here's the planned changes for the next update this weekend.
Secondary Weapons which are fired by right clicking. These weapons are much more powerful than left-click asteroids, but have a recharge time before they may be used again. These weapons offer both defensive and offensive utility to help make the game more dynamic. Only 1 Secondary Weapon can be equipped per round. Additional weapons can be unlocked as you gain ranking in the game.
Complete redesign of the Orbital War game mode. Players now start with 100 HP and lose hp when hit by objects. At 0 HP, a planet will explode, applying a force to all objects around them. Last planet alive wins.
Unlockable star systems to play on. This might not make the update this weekend, but is still on my list regardless.
Performance improvements. I'm at work optimizing my galaxy code to run faster over battle.net. I'm considering upping the player count to 5 or even 6 depending on lag.
New weapons are game mode changes have been implemented in the latest version on Battle.net. Still, I haven't received any feedback on the map yet, and almost no one is playing it according to the popularity list. It'd be great if someone could try it with a few friends and tell me what they thought. I'm working on getting a video for the map out soon.
Version 2.9 is out. Major bugs are fixed and I've tweaked the balance on the secondary weapons. Also, I've released a video showcasing the map. Let me know what you guys think.
Just a thought but might want to use the << >> to make the vids appear on the post. I'm not sure how lazy everyone is but I know sometimes if I'm feeling lazy I won't check out a map's vid or pictures if it's a link.
Hey man I just wanted to comment on your map. Seemed kind of sad no one's given feedback. Just keep in mind that it was JUST put on the front page. I've yet to play it I'm at work but hopefully i can find some people tonight to play it.
But it looks pretty fun, or atleast original. And as an editor enthusiest that really pleased me to see something original
I played a couple games of this with a group of my friends, and I must say we had a lot of fun. I was initially a little worried that like many games where you have to push people outside the ring it might be a little slow paced, but I have to say it is just great.
I look forward to more star systems and perhaps some new terrain features (Not sure what, but maybe asteroid fields or something). New planets too, it struck me as odd that there are only 5 planets, they must be pretty easy to add, and there are already so many planet models in the editor.
I have a suggestion though, give the vortex a gravitational pull. Right now it is a bit hard to get into them, even when you want to. And if they pulled a bit more then it might be viable to try and push people into them.
Also what could be interesting, either as a weapon, or a mode, or some such, is moons.
I have more terrain features planned, one of which supernova systems which periodically emit a force outward from the center, or have an outward force that grows over time. I test these features extensively to make sure they aren't frustrating to play on. I don't want to release a new system that is impossibly difficult, as that will make the game less about players fighting each other and much more about fighting gravity/external forces.
More planets are planned. Planet models are indeed easy to make, I just need time to draw the custom skins and link them up with their own sphere models. I however am more concerned at the moment with getting a few more weapon unlocks done to give each exp rank in game a unique reward.
Vortexes on the Nemesis map actually used to have a gravitational pull, but it was possible to slow down to near zero velocities near them and enter into an infinite looping back and forth between them that made you near invisible. For a quick fix I removed their gravity, and I intend to add it back when I implement a minimum exit speed for wormholes or some other negligible effect that prevents looping.
Also, I'm going to be busy with classes for the next week, so I wont have very much time to get the next content release ready until after then. If there are any bugs, report them to me and I'll try to fix them asap.
Wait, you aren't you using the planet models which are already in the editor? I am pretty sure there are versions which are separate from the backgrounds.
Ooh, Supernova sounds very interesting. Also, something one of my friends suggested when we were playing today, as a possible terrain feature. Comets. Could be interesting.
After playing on Nemesis, I was wondering, do different stars have different gravitational pulls and bounce strengths?
Also, do you think you'll ever be able to put in Trinary Star Systems? Or perhaps even higher?
Some other binary star systems, with varying star sizes, could also be interesting.
The way I've made the physics work, I could fill the map with as many stars or objects I wanted and make them orbit in either predetermined paths or apply forces to them in real time. The physics 'engine' I made, if I can call it that, is pretty flexible. And yes, the stars across the maps have different masses, so their gravitational pulls vary accordingly. (Nemesis has the highest mass, but the Centauri System has 2 stars which together add to a greater mass than Nemesis, which is why the system feels more gravity oriented.)
The force applied applied from a collision with a star however only depends on your mass. In the orbital war game mode, this is constant, so it doesn't matter. In Super Smash Planets, damaged planets have less mass, and therefore fly farther when hitting a sun. Also, planets velocities are reset before being applied the repulsive force from the collision to avoid any possibility of flying through a portion of the star. These technicalities obviously differ from real physics, but it is in place to avoid planets from getting attached to suns or flying through them.
Hi guys! I recently published my new map, Battle Planets to Battle.net a few days ago, and made a post similiar to this one on the Blizzard Custom Maps forum. Very few people have played it so far and I haven't gotten any feedback at all. It's a new style of game and I haven't seen anything remotely like it on battle.net so far. In the game, each player controls a planet and attempts to knock all other players planets out of the solar system. The game incorporates 2d physics, and multiple star systems and game modes are selectable in game.
Please tell me what you think!
Also, I would like to thank xcorbo for his planet package, as I use many of his models/textures in game.
Features:
Videos (Watch in HQ!)
Gameplay Trailer
Example Game (By Keyeszx)
I still haven't gotten any feedback so far, but I'm still at work updating this project. Here's the planned changes for the next update this weekend.
New weapons are game mode changes have been implemented in the latest version on Battle.net. Still, I haven't received any feedback on the map yet, and almost no one is playing it according to the popularity list. It'd be great if someone could try it with a few friends and tell me what they thought. I'm working on getting a video for the map out soon.
Version 2.9 is out. Major bugs are fixed and I've tweaked the balance on the secondary weapons. Also, I've released a video showcasing the map. Let me know what you guys think.
Just a thought but might want to use the << >> to make the vids appear on the post. I'm not sure how lazy everyone is but I know sometimes if I'm feeling lazy I won't check out a map's vid or pictures if it's a link.
Version 3.6 is out.
Bug Fixes
This forum is pretty quiet O.o
Yeah, it is.
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
This map is published on the NA server I suppose? I couldn't find it on the EU server.
Don't have the time to play, but based on the videos it looks cool! :) Nice to see some new game modes.
@Exaken: Go
Yeah, this is on NA atm only. If someone could publish it on EU for me, that'd be nice. Just send me a PM.
Hey man I just wanted to comment on your map. Seemed kind of sad no one's given feedback. Just keep in mind that it was JUST put on the front page. I've yet to play it I'm at work but hopefully i can find some people tonight to play it.
But it looks pretty fun, or atleast original. And as an editor enthusiest that really pleased me to see something original
Made me feel so useful :P
I'll have to make sure to play it later too so I can feedback on it but congrats on the frontpage xD
Your map looks cool. Can't wait to play it please let me publish it on the EU-Servers.
I played a couple games of this with a group of my friends, and I must say we had a lot of fun. I was initially a little worried that like many games where you have to push people outside the ring it might be a little slow paced, but I have to say it is just great.
I look forward to more star systems and perhaps some new terrain features (Not sure what, but maybe asteroid fields or something). New planets too, it struck me as odd that there are only 5 planets, they must be pretty easy to add, and there are already so many planet models in the editor.
I have a suggestion though, give the vortex a gravitational pull. Right now it is a bit hard to get into them, even when you want to. And if they pulled a bit more then it might be viable to try and push people into them.
Also what could be interesting, either as a weapon, or a mode, or some such, is moons.
I have more terrain features planned, one of which supernova systems which periodically emit a force outward from the center, or have an outward force that grows over time. I test these features extensively to make sure they aren't frustrating to play on. I don't want to release a new system that is impossibly difficult, as that will make the game less about players fighting each other and much more about fighting gravity/external forces.
More planets are planned. Planet models are indeed easy to make, I just need time to draw the custom skins and link them up with their own sphere models. I however am more concerned at the moment with getting a few more weapon unlocks done to give each exp rank in game a unique reward.
Vortexes on the Nemesis map actually used to have a gravitational pull, but it was possible to slow down to near zero velocities near them and enter into an infinite looping back and forth between them that made you near invisible. For a quick fix I removed their gravity, and I intend to add it back when I implement a minimum exit speed for wormholes or some other negligible effect that prevents looping.
Also, I'm going to be busy with classes for the next week, so I wont have very much time to get the next content release ready until after then. If there are any bugs, report them to me and I'll try to fix them asap.
Wait, you aren't you using the planet models which are already in the editor? I am pretty sure there are versions which are separate from the backgrounds.
Ooh, Supernova sounds very interesting. Also, something one of my friends suggested when we were playing today, as a possible terrain feature. Comets. Could be interesting.
After playing on Nemesis, I was wondering, do different stars have different gravitational pulls and bounce strengths?
Also, do you think you'll ever be able to put in Trinary Star Systems? Or perhaps even higher?
Some other binary star systems, with varying star sizes, could also be interesting.
@Ardnived: Go
The way I've made the physics work, I could fill the map with as many stars or objects I wanted and make them orbit in either predetermined paths or apply forces to them in real time. The physics 'engine' I made, if I can call it that, is pretty flexible. And yes, the stars across the maps have different masses, so their gravitational pulls vary accordingly. (Nemesis has the highest mass, but the Centauri System has 2 stars which together add to a greater mass than Nemesis, which is why the system feels more gravity oriented.)
The force applied applied from a collision with a star however only depends on your mass. In the orbital war game mode, this is constant, so it doesn't matter. In Super Smash Planets, damaged planets have less mass, and therefore fly farther when hitting a sun. Also, planets velocities are reset before being applied the repulsive force from the collision to avoid any possibility of flying through a portion of the star. These technicalities obviously differ from real physics, but it is in place to avoid planets from getting attached to suns or flying through them.
I've just sent the map to Exaken who has an account on EU Battle.net so it should be published there soon. Sorry for the wait.
The map is now published on the EU.