Hmm you are right, you cant make correct ranking system for FFA. But you could still track player kills, death, games and so on.
Also if you want to make campaign right you have to add banks to save players current lvl in campaign.
@zenx1: Go
It would be great to have you back for few games, funzies and ragequits :D
@Hookah604: Go
The chain of events that leads to players demise can be quite complicated at a times. Stats are interesting to see, but the only amusing stat I can think of is "hours played". Deaths and wins.. I've played a few 3vs1 matches versus newer players, and won, they suicided alot. More experienced player will obliterate newcomers just because inexperienced then to kill themselves alot. Player kill often is more than result of skill, and difficulty of obtaining win is relative. I just don't feel the need for any stat tracking. :l
Even larger than this? Heh, but yeah, I understand where you're coming from. There are currently 7 different sizes of arenas, from standard to very big, but the problem is that host has to set them himself. I made it so that default size for 10-11 players was 3, but map-night made it apparent that it needs to be at least 5. I'm still tweaking default values, so some unpleasant surprises may happen.
About monsters and slower gameplay, it will be done, eventually. Mode in which you can relax and just solo play dungeon mode, blowing up silly monsters and going from level to level. I want it too. But before that I want SC2 to have something like . I'm not quite there yet, but after I'm happy with multilayer, I am going to create an awesome dungeon mode (I doubt it'll come before HotS though).
Thanks for all the positivity guys, hopefully there will be an update tomorrow. And thanks to everyone playing on MapNight. Automaton model got more teamcolor added which hopefully looks natural on it, and I also implemented item scaling for map sizes. Hopefully that eliminates last of inconveniences that disrupt fun.
This is by far the best UMS game I've played on SC2. It's about time someone made a decent map that is very well made and has the classic Bomberman feel with an SC2 twist. It could use a lot more work to it which would make this game outstanding.
I agree that gameplay should be just a tad bit slower to make things more interesting.
I think adding items such as slow poison, shrink, enlarge, death should be incorporated into the game, or any items that were from the original bomberman.
Another thing that's really important is bombermen should be able to pass each other. With speed ability, they should be able to trap other bombermen just like the original version.
I really like the items, although some of them could appear less frequent on Standard (auto) settings. Tracer, power up, and remote appear too frequent to be special items. If you recall from the original, power ups were the least obtainable and were exceptionally hard to find. you would only see 1 of these if you were lucky in a round, and power ups took up the space of the entire land. I want to emphasize that these items should be super rare and exclusive to 1 or 2 per round or maybe none at all.
I'm also concerned about the in game settings before game start. I think you should have general presets instead of the host having to tweak various settings. This would make it a lot easier for first time comers who ended up being host who have no clue what to do. You can categorize then as Basic (FFA), Team, and Advanced (for experienced players who know how to tweak settings), etc. All having the necessary adjustments: map size based on players, etc. All the other game settings like ghost mode, although fun, should be kept in advanced mode.
Also, can you adopt the name Bomberman instead of Bomberbot? A lot more people would come to your games if they see the name Bomberman.
I can help you through this process because I have a lot of ideas on how you can make it better. I loved the old bomberman and I know a lot of other people do as well. Its also very hard to find bomberman multiplayer online these days so I think this is a great alternative for people who want to play it. I'd love for this game to represent the original, and I feel that if they can relate to the old one then you have a good chance of gaining more popularity.
I'd love this game to be one of the most popular games on SC2. I could see this being one of them for years to come, if done right.
Looking forward to the updates and hope to see this game shine in the near future.
Another thing that's really important is bombermen should be able to pass each other. With speed ability, they should be able to trap other bombermen just like the original version.
Not a fan of that idea, superior speed is already a pretty good advantage. And I also don't like the feeling of people passing through me, makes me feel completely defenseless, having no place to retreat. At least when I'm solid I know I can always run back (unless enemy with better speed cuts me off). But it’s a feature that has been asked for multiple times already, so most likely it’ll manifest as a checkbox in settings menu.
I really like the items, although some of them could appear less frequent on Standard (auto) settings. Tracer, power up, and remote appear too frequent to be special items. If you recall from the original, power ups were the least obtainable and were exceptionally hard to find. you would only see 1 of these if you were lucky in a round, and power ups took up the space of the entire land. I want to emphasize that these items should be super rare and exclusive to 1 or 2 per round or maybe none at all.
They’re not as rare as in original to compensate for lack of other items. Once all other items are in the game (such as power glove and multibomb) I’ll decrease their spawn amount/probability in standard scheme. Once power glove is in, you can also expect negative effect items.
I'm also concerned about the in game settings before game start. I think you should have general presets instead of the host having to tweak various settings. This would make it a lot easier for first time comers who ended up being host who have no clue what to do. You can categorize then as Basic (FFA), Team, and Advanced (for experienced players who know how to tweak settings), etc. All having the necessary adjustments: map size based on players, etc. All the other game settings like ghost mode, although fun, should be kept in advanced mode.
In my experience first-timers don't go into options and launch game right away. Because of that default arena size adjusts itself based on player number at start of the game, and because of that standard scheme scales with arena size. But it's a good idea, I've been thinking myself that certain item schemes with certain settings would be quite cool.
... Allright, while typing it I realized that it's a wonderful idea. Much more fool-proof than what I have now. Thanks!
Btw, ghost mode and others are old item schemes that were before I implemented custom scheme where you can adjust powerup spawns to your liking. Most of them need to be updated/removed. If you got interesting idea for item scheme you can write it here and I'll add it to the game.
Also, can you adopt the name Bomberman instead of Bomberbot? A lot more people would come to your games if they see the name Bomberman.
Not sure, I like "Bomberbot" and people will know it's bomberman by looking into "category", which is "Bomberman". It might help those who search for "bomberman", but after failed results they most likely will try "bomber" and that's good enough. Besides, to do that now I would to remove current map, which would result in successfully screwing over everyone who bookmarked it >.>
Might be possible in HotS, but I feel that current name is better suited for map. Don't want to sacrifice it for the sake of recognizability.
I can help you through this process because I have a lot of ideas on how you can make it better. I loved the old bomberman and I know a lot of other people do as well. Its also very hard to find bomberman multiplayer online these days so I think this is a great alternative for people who want to play it. I'd love for this game to represent the original, and I feel that if they can relate to the old one then you have a good chance of gaining more popularity.
Yeah, it's pretty sad to see this franchise nearly dead (at least in English-speaking community). I really doubt that popularity is possible since overall state of bomberman games clearly states that people prefer to play other games instead :l
But hey, bomberman offers me things that other games don't, and if I can enjoy it with the help of SC2, I'll do what I can to provide best possible experience to anyone loving this game.
If you have ideas you can safely post them here, as any mapmaker I would love to read more suggestions. But I work slowly, veeeryy slow. So yeah, it'll be some time before next update.
Slower game play meaning actually turning down the game settings a tad bit slower. All it requires is turning down the in-game speed settings.
The best part of superior speed is being able to pass a bot with 4+ bombs and surrounding him resulting in total annihilation. I don't think this should be an option, this should be implemented in standard game! Passing each other makes it so a person with inferior speed will get trapped by four corners by someone who has superior speed. This is a classic standard feature in bomberman. If you ever played at jippii, there was a bomberman game there that had the exact same feature, although laggy (since its overseas), it was one of the most popular games on the site. I believe this feature should be standard in any bomberman.
I like the idea of the glove and the multibomb but I'm hoping you also add other items as well such as slow poison.
I think once you implement new items you will have to make other items less obtainable. But I'm hoping you can make tracer and power-ups ultra rare. A person with those items including speed and 2+ bombs will end the game quickly if they are good enough.
For game settings, I personally don't like the layout. I'm happy for the most part on the settings you have on their right now, but I feel it can be a lot more organized using 3 presets that I mentioned above. Like having three boxes the host can click on [Basic] [Team] [Advanced]. Those three options right from the beginning instead of the one you have now.
I forgot to mention, the complexity for standard (auto) should be 10%. It gets too predictable with 0% complexity. This will make gameplay much less repetitive and will make strategy even more viable rather than trying to max out on items.
I have an idea for the kick-bomb item. If a person gets hit by a kick bomb that person should be stunned for a split second. Kick-bomb w/ stun or something like that.
Make a channel, show people what channel to be in on the loading screen before game. Its hard to find players especially at night, but if you had a channel where everyone could meet, it will be easier to find parties.
Anyway, I'm only offering suggestions. Check the ones that I mentioned above that I believe are necessary for the enhancement of this game. Its still your game, but I think if there's a majority of us with the same ideas about how it should be better, those ideas should be part of standard gameplay and will increase your popularity. Also, I hope this isn't the only place where you get your ideas from, I get 80% of my ideas from the people talking during the game about how it could be better.
Good luck :)
EDIT: I need to add that when having more than 1 bomb, if i spam the q button while moving its very hard to lay bombs. I think you need to fix it so that you can laybombs while moving. It gets stuck at times. Please look into this.
@LoneImmortal: Go
Ah, you meant slower game speed. Don't think it's gonna happen.
I'm not convinced by your argument for implementing no-collision as default option. It might be cool for veterans, but I imagine newer player to be frustrated by someone passing through them and cornering them in such cruel way. But, I can imagine lots of different bizarre things, it doesn't mean that they hold true. First I'm gonna implement it, then test, and after that we will see about final result.
As I said, presets idea is a good one, definately more newb-friendly and fool-proof than the one I have now, so there will be some redesigning in future :D
But I'm hoping you can make tracer and power-ups ultra rare. A person with those items including speed and 2+ bombs will end the game quickly if they are good enough.
Not exactly true. The only really dangerous item in skilled hands is remote control. Tracer is countered by timing and kicking, other 2 powerups are purely situational(well, actually anything is dangerous when used by skilled player).
I forgot to mention, the complexity for standard (auto) should be 10%. It gets too predictable with 0% complexity. This will make gameplay much less repetitive and will make strategy even more viable rather than trying to max out on items.
Some people dislike complexity, and I'd rather prefer that new players play game with standard layout. It's good enough for casual games.
I have an idea for the kick-bomb item. If a person gets hit by a kick bomb that person should be stunned for a split second. Kick-bomb w/ stun or something like that.
I've seen how it works Battlefest gameplay videos and I can't say that I like that idea. I know that in future I'll experiment with different bomb kick alterations, maybe then.
Make a channel, show people what channel to be in on the loading screen before game. Its hard to find players especially at night, but if you had a channel where everyone could meet, it will be easier to find parties.
Another good idea. Even though I doubt it'll work, it's worth a try, weird things sometimes happen too.
EDIT: I need to add that when having more than 1 bomb, if i spam the q button while moving its very hard to lay bombs. I think you need to fix it so that you can laybombs while moving. It gets stuck at times. Please look into this.
It will stay like that for a while, so I can only suggest to time your bomb placements instead of spamming. But it's something that will probably be resolved in next big update.
I get ideas from wherever they come, but playing game itself is the best source for discovering needs for tweaks and random small adjustments.
Btw, are you on EU or NA? If EU then we could play sometimes, I'm always up for a challenge.
Thanks for the reply. On the comment on the channel, I was able to play with 8+ people today and I got people to come to channel bomberbot after the game. throughout the day I was checking to see if anyone came and to my surprise there were at least a number of 3 in that channel coming in and out throughout the day. Just add the name to the loading screen Channel Bomberbot and I believe people will come and play. I see a lot of people trying to play but there are only a few amount of people that join the game at different times. Most leave before anyone can start the game because people don't come frequent enough. If they saw that there are actually people trying to play in decent numbers in a chat room, it will be easier hosting games. Just my two cents.
I played this the other game and i have to say its very polished. The visuals are extremely nice and absolutely nothing is untouched (barely lookings like it has any relation to blizzard). I do have to say tho when i was playing, several of the players including myself got feed up and left because it seemed unfair since there was one player that had played alot and only he would ever have the ability to kick our own bombs back and set bombs without any time delay that were impossible to not die to.
Thanks for posting. It's something I experienced as well, newer players struggling with not killing themselves while veterans use them as target dummies to practice their kicking and timing skills on (or simply to please their ego by destroying everything around).
For now I can't think of anything other than playing team mode against veteran with 10+ complexity.
Unfortunately there are no visible indicators of players skill before game start. I'll probably have to implement rankings after all (Goa :D), at least that way you'll know what to expect.
I like the new kick and the menu, but at the moment I'm not a fan of the direction you seem to be taking with the maps. The latest addition of the jungle or fruit tree or whatever tileset is really cluttered. It partially hides bombs and the animated boundaries add to the distraction.
I may get used to it and look at hidden bombs as variety in the themes to cater for different game experiences, but right now it leaves a "I can have animated blocks and I can even go over the block boundaries to create lush hanging leaves" taste in my mouth with no regard to gameplay. I could be wrong though.
ps Loneimmortal seems a bit arrogant with his ideas - hope you keep to what you think is good and don't succumb to pressure
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Hmm you are right, you cant make correct ranking system for FFA. But you could still track player kills, death, games and so on.
Also if you want to make campaign right you have to add banks to save players current lvl in campaign.
Looking great. Perhaps I will return to this someday from other duties (skyrim and such).
@zenx1: Go
It would be great to have you back for few games, funzies and ragequits :D
@Hookah604: Go
The chain of events that leads to players demise can be quite complicated at a times. Stats are interesting to see, but the only amusing stat I can think of is "hours played". Deaths and wins.. I've played a few 3vs1 matches versus newer players, and won, they suicided alot. More experienced player will obliterate newcomers just because inexperienced then to kill themselves alot. Player kill often is more than result of skill, and difficulty of obtaining win is relative. I just don't feel the need for any stat tracking. :l
Or do I? >:]
There are 4 things I'd suggest for your map:
1. Monsters
2. Larger map
3. Slower gameplay
4. This music:
@Zolden: Go
Even larger than this? Heh, but yeah, I understand where you're coming from. There are currently 7 different sizes of arenas, from standard to very big, but the problem is that host has to set them himself. I made it so that default size for 10-11 players was 3, but map-night made it apparent that it needs to be at least 5. I'm still tweaking default values, so some unpleasant surprises may happen.
About monsters and slower gameplay, it will be done, eventually. Mode in which you can relax and just solo play dungeon mode, blowing up silly monsters and going from level to level. I want it too. But before that I want SC2 to have something like . I'm not quite there yet, but after I'm happy with multilayer, I am going to create an awesome dungeon mode (I doubt it'll come before HotS though).
is cool. I've had it on youtuberepeat a few times during games. I'm not sure if it's fitting though. I'll see what I can do ;]
P.S. I updated first page with . Hopefully my next attempt will be better :D
Looks like the best polished Bomber man map I have seen yet...
Keep up the good work!
WOW i didnt see the headline sixen wrote :D
GRATZ on Custom Map Spotlight Nebuli. Map looks great.
@Taintedwisp: Go xD
Thanks for all the positivity guys, hopefully there will be an update tomorrow. And thanks to everyone playing on MapNight. Automaton model got more teamcolor added which hopefully looks natural on it, and I also implemented item scaling for map sizes. Hopefully that eliminates last of inconveniences that disrupt fun.
@Taintedwisp: Go
I love how it's not even my map lol.
This is by far the best UMS game I've played on SC2. It's about time someone made a decent map that is very well made and has the classic Bomberman feel with an SC2 twist. It could use a lot more work to it which would make this game outstanding.
I agree that gameplay should be just a tad bit slower to make things more interesting.
I think adding items such as slow poison, shrink, enlarge, death should be incorporated into the game, or any items that were from the original bomberman.
Another thing that's really important is bombermen should be able to pass each other. With speed ability, they should be able to trap other bombermen just like the original version.
I really like the items, although some of them could appear less frequent on Standard (auto) settings. Tracer, power up, and remote appear too frequent to be special items. If you recall from the original, power ups were the least obtainable and were exceptionally hard to find. you would only see 1 of these if you were lucky in a round, and power ups took up the space of the entire land. I want to emphasize that these items should be super rare and exclusive to 1 or 2 per round or maybe none at all.
I'm also concerned about the in game settings before game start. I think you should have general presets instead of the host having to tweak various settings. This would make it a lot easier for first time comers who ended up being host who have no clue what to do. You can categorize then as Basic (FFA), Team, and Advanced (for experienced players who know how to tweak settings), etc. All having the necessary adjustments: map size based on players, etc. All the other game settings like ghost mode, although fun, should be kept in advanced mode.
Also, can you adopt the name Bomberman instead of Bomberbot? A lot more people would come to your games if they see the name Bomberman.
I can help you through this process because I have a lot of ideas on how you can make it better. I loved the old bomberman and I know a lot of other people do as well. Its also very hard to find bomberman multiplayer online these days so I think this is a great alternative for people who want to play it. I'd love for this game to represent the original, and I feel that if they can relate to the old one then you have a good chance of gaining more popularity.
I'd love this game to be one of the most popular games on SC2. I could see this being one of them for years to come, if done right.
Looking forward to the updates and hope to see this game shine in the near future.
@LoneImmortal: Go
Thanks for kind words. I agree, It’s a lasting experience for me and I don’t foresee marking it as “finished” anytime soon.
I find gameplay pace to be good, but I’m curious about what you think could slow it down. Less powerups? Less bomb-enhancment type powerups?
Not a fan of that idea, superior speed is already a pretty good advantage. And I also don't like the feeling of people passing through me, makes me feel completely defenseless, having no place to retreat. At least when I'm solid I know I can always run back (unless enemy with better speed cuts me off). But it’s a feature that has been asked for multiple times already, so most likely it’ll manifest as a checkbox in settings menu.
They’re not as rare as in original to compensate for lack of other items. Once all other items are in the game (such as power glove and multibomb) I’ll decrease their spawn amount/probability in standard scheme. Once power glove is in, you can also expect negative effect items.
In my experience first-timers don't go into options and launch game right away. Because of that default arena size adjusts itself based on player number at start of the game, and because of that standard scheme scales with arena size. But it's a good idea, I've been thinking myself that certain item schemes with certain settings would be quite cool.
... Allright, while typing it I realized that it's a wonderful idea. Much more fool-proof than what I have now. Thanks!
Btw, ghost mode and others are old item schemes that were before I implemented custom scheme where you can adjust powerup spawns to your liking. Most of them need to be updated/removed. If you got interesting idea for item scheme you can write it here and I'll add it to the game.
Not sure, I like "Bomberbot" and people will know it's bomberman by looking into "category", which is "Bomberman". It might help those who search for "bomberman", but after failed results they most likely will try "bomber" and that's good enough. Besides, to do that now I would to remove current map, which would result in successfully screwing over everyone who bookmarked it >.>
Might be possible in HotS, but I feel that current name is better suited for map. Don't want to sacrifice it for the sake of recognizability.
Yeah, it's pretty sad to see this franchise nearly dead (at least in English-speaking community). I really doubt that popularity is possible since overall state of bomberman games clearly states that people prefer to play other games instead :l
But hey, bomberman offers me things that other games don't, and if I can enjoy it with the help of SC2, I'll do what I can to provide best possible experience to anyone loving this game.
If you have ideas you can safely post them here, as any mapmaker I would love to read more suggestions. But I work slowly, veeeryy slow. So yeah, it'll be some time before next update.
Slower game play meaning actually turning down the game settings a tad bit slower. All it requires is turning down the in-game speed settings.
The best part of superior speed is being able to pass a bot with 4+ bombs and surrounding him resulting in total annihilation. I don't think this should be an option, this should be implemented in standard game! Passing each other makes it so a person with inferior speed will get trapped by four corners by someone who has superior speed. This is a classic standard feature in bomberman. If you ever played at jippii, there was a bomberman game there that had the exact same feature, although laggy (since its overseas), it was one of the most popular games on the site. I believe this feature should be standard in any bomberman.
I like the idea of the glove and the multibomb but I'm hoping you also add other items as well such as slow poison.
I think once you implement new items you will have to make other items less obtainable. But I'm hoping you can make tracer and power-ups ultra rare. A person with those items including speed and 2+ bombs will end the game quickly if they are good enough.
For game settings, I personally don't like the layout. I'm happy for the most part on the settings you have on their right now, but I feel it can be a lot more organized using 3 presets that I mentioned above. Like having three boxes the host can click on [Basic] [Team] [Advanced]. Those three options right from the beginning instead of the one you have now.
I forgot to mention, the complexity for standard (auto) should be 10%. It gets too predictable with 0% complexity. This will make gameplay much less repetitive and will make strategy even more viable rather than trying to max out on items.
I have an idea for the kick-bomb item. If a person gets hit by a kick bomb that person should be stunned for a split second. Kick-bomb w/ stun or something like that.
Make a channel, show people what channel to be in on the loading screen before game. Its hard to find players especially at night, but if you had a channel where everyone could meet, it will be easier to find parties.
Anyway, I'm only offering suggestions. Check the ones that I mentioned above that I believe are necessary for the enhancement of this game. Its still your game, but I think if there's a majority of us with the same ideas about how it should be better, those ideas should be part of standard gameplay and will increase your popularity. Also, I hope this isn't the only place where you get your ideas from, I get 80% of my ideas from the people talking during the game about how it could be better.
Good luck :)
EDIT: I need to add that when having more than 1 bomb, if i spam the q button while moving its very hard to lay bombs. I think you need to fix it so that you can laybombs while moving. It gets stuck at times. Please look into this.
I love this map! It is perfectly developed :)
@cowentertainment: Go
Thank you xD
@LoneImmortal: Go
Ah, you meant slower game speed. Don't think it's gonna happen.
I'm not convinced by your argument for implementing no-collision as default option. It might be cool for veterans, but I imagine newer player to be frustrated by someone passing through them and cornering them in such cruel way. But, I can imagine lots of different bizarre things, it doesn't mean that they hold true. First I'm gonna implement it, then test, and after that we will see about final result.
As I said, presets idea is a good one, definately more newb-friendly and fool-proof than the one I have now, so there will be some redesigning in future :D
Not exactly true. The only really dangerous item in skilled hands is remote control. Tracer is countered by timing and kicking, other 2 powerups are purely situational(well, actually anything is dangerous when used by skilled player).
Some people dislike complexity, and I'd rather prefer that new players play game with standard layout. It's good enough for casual games.
I've seen how it works Battlefest gameplay videos and I can't say that I like that idea. I know that in future I'll experiment with different bomb kick alterations, maybe then.
Another good idea. Even though I doubt it'll work, it's worth a try, weird things sometimes happen too.
It will stay like that for a while, so I can only suggest to time your bomb placements instead of spamming. But it's something that will probably be resolved in next big update.
I get ideas from wherever they come, but playing game itself is the best source for discovering needs for tweaks and random small adjustments.
Btw, are you on EU or NA? If EU then we could play sometimes, I'm always up for a challenge.
Thanks for the reply. On the comment on the channel, I was able to play with 8+ people today and I got people to come to channel bomberbot after the game. throughout the day I was checking to see if anyone came and to my surprise there were at least a number of 3 in that channel coming in and out throughout the day. Just add the name to the loading screen Channel Bomberbot and I believe people will come and play. I see a lot of people trying to play but there are only a few amount of people that join the game at different times. Most leave before anyone can start the game because people don't come frequent enough. If they saw that there are actually people trying to play in decent numbers in a chat room, it will be easier hosting games. Just my two cents.
@LoneImmortal: Go
Heh, that's pretty cool. Updated version with channel name and a fix for random problem I discovered will be up soon. We'll see how it'll work out.
I played this the other game and i have to say its very polished. The visuals are extremely nice and absolutely nothing is untouched (barely lookings like it has any relation to blizzard). I do have to say tho when i was playing, several of the players including myself got feed up and left because it seemed unfair since there was one player that had played alot and only he would ever have the ability to kick our own bombs back and set bombs without any time delay that were impossible to not die to.
@hobbidude: Go
Thanks for posting. It's something I experienced as well, newer players struggling with not killing themselves while veterans use them as target dummies to practice their kicking and timing skills on (or simply to please their ego by destroying everything around).
For now I can't think of anything other than playing team mode against veteran with 10+ complexity.
Unfortunately there are no visible indicators of players skill before game start. I'll probably have to implement rankings after all (Goa :D), at least that way you'll know what to expect.
I remember this!! Me and my brothers loved this, bout 6 years ago, cant remember where to find it on the internet though,
I like the new kick and the menu, but at the moment I'm not a fan of the direction you seem to be taking with the maps. The latest addition of the jungle or fruit tree or whatever tileset is really cluttered. It partially hides bombs and the animated boundaries add to the distraction.
I may get used to it and look at hidden bombs as variety in the themes to cater for different game experiences, but right now it leaves a "I can have animated blocks and I can even go over the block boundaries to create lush hanging leaves" taste in my mouth with no regard to gameplay. I could be wrong though.
ps Loneimmortal seems a bit arrogant with his ideas - hope you keep to what you think is good and don't succumb to pressure