This is an old youtube video of the old map to show you what the platfomer is like. The gameplay is completely different from the old video though.
This is a CTF map much like pure CTF. In fact, it was that map that got me to make this map. Actually, I made a platformer map long ago but it didn't really have any gameplay. But after playing pure CTF, I decided to put in a CTF gameplay.
I'm not going to lie, I probably won't be playing this map. No one ever joins any lobby I create. Maybe if it gets popular, I'll try it! I just wanted to put in some kind of gameplay so that platformer map wasn't wasted. This means, this map is completely untested! And you guys get to test it! And I don't know what it plays like! You guys get to try it to see if sucks or what!
The gameplay coding is complete though. It is lacking a scoreboard which I'll put in later. And its missing some unimportant graphics right now like the loading screen and the arcade image.
One major concern is lag. This map uses a lot of mouse tracking trigger and key press event. Testing solo, this causes no problem. But with lots players, it may cause lots lag...dunno. If this is a huge problem, please report it so I can fix it by removing mouse tracking events. This means players can no longer aim, but fixing lag is much more important. (unless someone knows how to implement aiming without using mouse tracking? I assume pure CTF also uses mouse tracking for its aiming system)
And if you are trying solo, you can add AI players. The AI players don't really play, they just move randomly and shoot randomly.
Anyways, thought I make a post to test the water and see if anyone is interested. Yeah yah, no one reads these threads, but I like making posts of new maps. :)
Wow, someone replied! I lied about not playing this map. I ended up playing a few games, and that Two Die gave this a 2 calling it a chiness map or something with some slurs!
Anyways, I have lots to say, so sit down comfy and put on your reading glasses. The lag was very bad with 14 players, sorry about those players. Mouse tracking doesn't work with too many people. I guess that's why pure CTF limited it to 8. Oh yeah, I did get one 14 player games going (score one for those who said b.net arcade works fine!). It was during day two release, some one was hosting for over a hour and I happen to join. There were lots people in lobby already, I think they were attracted by the map name and 'screenshots'. :) Anyways, that 14 game ends in disaster, lag was so unbearably, everyone left the game... and the host came back with a vengenance rating this a 1.
It is total murder trying to get a game going though. After a full weekend of afk hosting (and getting kicked), finally managed to played a few games. There are many bad reviews for the map, it is understandable. Those reviews were based on the first version which was very bad. I almost quit this map but one player suggested non-stop clicking for shooting. So I changed it and it is so much FREAKING FUN!!! Especially the one 4vs4 game I had later, it was insane.
There are also lots 5 star reviews. I checked their match history, they were just testing solo. They were pretty impressed by the map. But they obviously didn't actually play a game. Thanks Goa for the Temerinator image and 5 stars, but I see that you actually don't play any of my maps. :(
Okay, here comes the comparison with Pure CTF. Unlike Pure CTF, Jetpack Girls character is larger and easier to hit. And instead of the camera zooming out into space, you can actually see your character and they are fairly close to the enemy. It becomes more about aiming and dodging instead of mindless shooting rockets at long range that won't hit anything unless the enemy is standing still. There was one review in Pure CTF that said the skill came in when you blink next to enemy and have close fights. That's what Jetpack Girls tries to focus on, these close fights where you really have to aim and dodge.
Another big plus with Jetpack Girls, when you use the special ability, it automatically activates. There's no need to press ability and then click on target location. The map is also much smaller. Pure CTF map is way too large. Also game is set to 10 minutes. Pure CTF lasts way too long, its obviously who won already, no need to play 7-8 more minutes.
With all that said, I believe my map plays better than Pure CTF. But ultimately, its just my own opinion. I tried again to play more Pure CTF games, but like Jetpack Girl, no one joins... This genre is dead apparently.
This game also uses suggestive images in order to attract players. I say it kinda works, tons of people actually came in. Unlike Starcruisers for example, I can sit there 24 hours straight and no one coming in. Jetpack Girls actually have a lot of people coming in. Unfortunately, most see that its just me in lobby and leave right away. I opened a game up for 1 hour straight once, about 50 people came in. Lobby never filled up more than up to 3.
Unfortantely, I think I exhausted the entire open map listing players. They all know this game is dead and no one plays. So they don't come in as often now. Spent all day, and only got one 3vs3 game going. Rest of the time, barely any one join now.
This concludes my report on Jetpack Girls CTF. Its awesome fun game now, but you just can't play it due to no one ever joins.
oh one last very important thing. I tried very hard to get 4vs4 games going, but it only happened once. The lag was pretty bad early on for about a minute. Then it kinda went away and the game played fine. I suspect many people who actually play 4vs4 might lag depending on their location. I don't know, but 3vs3 or fewer played flawlessly.
and if someone gives the word, maybe'll I'll upload a frap of the 4vs4 game I had..
We played this on NA map night. I dont know why do you need mouse tracking. It seems for me that you only need mouse clicked events (which wont lag with 14 players). 14 players map never fill up, you should make it 14 player until its no very popular.
I couldnt understand the mechanic behind shooting, sometimes it shoot sometimes it didnt. Reviving people at the same area where they died doesnt seems a good idea in ctf (more modes would be nice and less invulnerable time after revive). Its hard to make difference between teammates and enemy when you first play it, may be you should attach something to the models that is team colored. Found hard to pick up that armor bonus thingy. More and game changing pickups would be nice (pick up that changes your weapon for example). The current map doesnt provide much variety to the gameplay. Other than these issues its a nice start, I am fun of Soldat games.
Ah, thank you! I just looked at the trigger events. There is a mouse click function that returns world coordinates. For some reason, I thought that was not possible or something.
But to answer your question, mouse tracking was used so the character can properly animate toward your mouse cursor. And for special abilities, you don't need to click twice. Just press once and the force field will drop at your cursor. However, you are right that if lag needs to be reduced, mouse tracking needs to be removed. Right now, lag seems good 3vs3. Haven't played 4vs4 too much so dunno how that goes.
The shooting mechanic originally was you can only fire every 2 seconds. The idea is you don't nonstop click to attack and break your finger. You carefully aim once and shoot. But after switching to nonstop clicking, its more fun to click fast and shoot fast. But people die very fast now, so dunno...
Anyways, my real goal was to impress people with the artwork. Seems very few people are impressed, so oh well. Gameplay can be refined only after I actually manage to play it. First release usually is bad, I don't think I ever release a first release map that was good without me actually playing it some.
Oh, I also had so many ideas for this map. Powerups, different weapons, upgrades, armors, items, abilities, and new characters. And switch by texture ID for different teams. But you know what? Seeing nobody playing this map just discourages me from working on it. So this is probably it, I'm moving on! I literally have a million ideas. Jetpack Girl had its day, and unlike World War Three and Kingdom Rush, this one is DOA. Good bye Jetpack Girls, *sniff*.
I liked the game. I've played I a few times, and lag was always there but never terrible. I actually really like the artwork you did and I was very impressed the first time I played. I think a lot if people take it for granted with starcraft maps.
Anyway I hope you keep mapping and make something else great.
Seeing nobody playing this map just discourages me from working on it. So this is probably it, I'm moving on! I literally have a million ideas. Jetpack Girl had its day, and unlike World War Three and Kingdom Rush, this one is DOA. Good bye Jetpack Girls, *sniff*.
Nobody playing your map does not equal it's a bad map. I hope you can say out of honesty, that you make maps, not for popularity, but because you love creating them. If you do not enjoy the creation progress - bringing your ideas to life - mapping is not for you; but I assume you don't feel that way, since you already learned using the editor. As there's thousands of maps out there ready to be played, chances are your map will never get played by the big crowd, so I think that should be taken into account when making your map - that it needs to be playable with a low amount of players, perhaps with your own handcrafted AI. That way, you can get together with a couple of friends, or some guys from around here, and have fun playing your maps. That's what I and many others do, and I have not regret spending countless hours creating maps. I wish you tons of fun and excitement.
Actually, I did not mean I was moving on from mapping. I meant moving on to my next big idea. I have three big ideas lined up right now. Jetpack Girls were always meant to be a quickly made map. It only took a few days to implement the CTF part of the map. Like World War Three, first initial release was in a very poor state but it got played. Was hoping something like that happen - all luck. World War Three after a few more updates got extremely fun!
I'm moving toward making co-op maps. Co-op maps only need 3 or 4 players which should fill up fast. I only made one co-op map so far, and at the time when I made that there was no open map listing. The problem is, co-op takes far longer to make.
Went back and polished up this old map. More items added and got rid of the stupid right click moving mechanic. This is actually just a test map to test triggers and visuals, with a little CTF gameplay added so there's a little game going on. HoTS has some amazing background models that's perfect for this map. With the use of lightning and point lights, the visuals can be improved by a huge margin. Likely, this map will lag with 4+ players. It still uses mouse move event which is required for the aim animation to work properly.