I've finally decided to show you my project Bullettime which wouldn't have been possible if not for your immense help in the forum. So without further ado here's a trailer of my mod.
Basic Description
Bullettime is fast-paced top down shooter in which you battle in various game modes, with different characters against others.
A bit more specific
In Bullettime your main ability is to shoot a projectile that collides either with obstacles or an opponent dealing damage based on the chosen character. Shooting is connected with an ammo system, so reload is a thing. These shots travel at a speed slow enough to be dodged, so they can be considered skillshots. The game is a competitive top down shooter which features six game modes and currently fourteen unique playable characters divided into four difficulty categories. You either play in a team against another team or alone against all others. Twelve players can join together in an epic battle, but there's also a six player version. Each shooter has two spells and a passive as well as stats unique to them, so every shooter feels a bit different and also fulfills different roles. There's the option to rematch in-game so you don't have to create a new lobby if you want to play again.
Current State
As I'm the only one who works on this project, progress is rather slow, however, I've finally reached a state which was decent enough to be presented so I made this thread here. I'm quite happy with the basic concepts of the game, but I see possible room for more content e.g. more playable characters and maps/game modes. Also having not much feedback, balancing might not be perfect (it's certainly not).
Final Words
Without this community here I would never have been to able go this far. I never created a thread, but I found many solutions for various problems I encountered in this forum and so I'm glad to be finally able to show you my project. I know it's not massive in scale, as I always struggled finding time for it even though I'm quite passionate about it. Nevertheless I hope you like it. If you don't mind I would also appreciate some feedback to give me a bit of a direction for further development.
Thank you for your feedback. I actually thought about it already, but postponed overhauling the terrain due to time issues. Terrain currently lacks a lot of details and doesn't really look neat, so if I get some time on my hands I'll surely try to do something about it. The difficulty in designing terrain is though to make it look good, but in the same time keep it simple enough to not distract the player. Kind of have to figure this one out before doing some work.
Got a question regarding this actually: Is there any way to include more textures into the texture sets (textures like "Tarsonis Grass" or "Agria Grass Yellow")?
Got a question regarding this actually: Is there any way to include more textures into the texture sets (textures like "Tarsonis Grass" or "Agria Grass Yellow")?
In the data editor, you can always change textures of a given Texture set in the "Terrain Types" Tab. In order to apply them to your map you need to go to the Terrain Editor and click on Map -> Map Textures. Clicking on the Textures on the right side of the window makes it possible to change them.
Currently working on three more playable characters, namely the spectre, the sentry and the drone. Concept is done, so expect them in one to two weeks!
Introduction
Hey guys
I've finally decided to show you my project Bullettime which wouldn't have been possible if not for your immense help in the forum. So without further ado here's a trailer of my mod.
Basic Description
Bullettime is fast-paced top down shooter in which you battle in various game modes, with different characters against others.
A bit more specific
In Bullettime your main ability is to shoot a projectile that collides either with obstacles or an opponent dealing damage based on the chosen character. Shooting is connected with an ammo system, so reload is a thing. These shots travel at a speed slow enough to be dodged, so they can be considered skillshots. The game is a competitive top down shooter which features six game modes and currently fourteen unique playable characters divided into four difficulty categories. You either play in a team against another team or alone against all others. Twelve players can join together in an epic battle, but there's also a six player version. Each shooter has two spells and a passive as well as stats unique to them, so every shooter feels a bit different and also fulfills different roles. There's the option to rematch in-game so you don't have to create a new lobby if you want to play again.
Current State
As I'm the only one who works on this project, progress is rather slow, however, I've finally reached a state which was decent enough to be presented so I made this thread here. I'm quite happy with the basic concepts of the game, but I see possible room for more content e.g. more playable characters and maps/game modes. Also having not much feedback, balancing might not be perfect (it's certainly not).
Final Words
Without this community here I would never have been to able go this far. I never created a thread, but I found many solutions for various problems I encountered in this forum and so I'm glad to be finally able to show you my project. I know it's not massive in scale, as I always struggled finding time for it even though I'm quite passionate about it. Nevertheless I hope you like it. If you don't mind I would also appreciate some feedback to give me a bit of a direction for further development.
Thank you so much for reading
Made a new loadingscreen to introduce new players to the mod:
//i57.tinypic.com/1zpkspj.png" rel="noopener nofollow" target="_blank">http://i57.tinypic.com/1zpkspj.png[/IMG]" alt="Loadingscreen" title="Loadingscreen">
Interesting I will be checking this out!
See if you can add good terrain make more appealing for gamers.
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Thank you for your feedback. I actually thought about it already, but postponed overhauling the terrain due to time issues. Terrain currently lacks a lot of details and doesn't really look neat, so if I get some time on my hands I'll surely try to do something about it. The difficulty in designing terrain is though to make it look good, but in the same time keep it simple enough to not distract the player. Kind of have to figure this one out before doing some work.
Got a question regarding this actually: Is there any way to include more textures into the texture sets (textures like "Tarsonis Grass" or "Agria Grass Yellow")?
Looks interesting. Might check it out as well
In the data editor, you can always change textures of a given Texture set in the "Terrain Types" Tab. In order to apply them to your map you need to go to the Terrain Editor and click on Map -> Map Textures. Clicking on the Textures on the right side of the window makes it possible to change them.
If you mean adding more textures to the texture cap of 8 though then I gotta say that this isnt possible yet, but in this thread (http://www.sc2mapster.com/forums/general/general-chat/80905-datamined-terrain-changes-in-heroes-of-the-storm-void/ ) ArcaneDurandel described changes in Heroes that might be applied to LotV concerning the max cap of terrain textures per map.
@TheUltragon: Go
Oh, being capable of adding more than 8 would be great news indeed.
A little insight on how development is going:
Currently working on three more playable characters, namely the spectre, the sentry and the drone. Concept is done, so expect them in one to two weeks!
Bump this one I will like to know how is the project going?