Ever wanted to join the battle school and fight it out in null G? Now you can. Jump around the battleroom (a large open square with octagonal blocks placed randomly inside it), accelerating the longer you bounce without stopping, and freeze your enemies before they freeze you. With shields capable of withstanding one hit, your enemies must fire a quick burst from their lasers to damage you, stopping only when their gun overheats. When you die, your body is frozen, your suit's lights turn off (making you grey), and you are doomed to bounce around the battleroom until the end of the round (unless you weren't moving, then you just sit there looking like an idiot). Supporting up to 14 players, the map selects a battleroom size based on the number of players.
Updates:
Lots and lots of bug fixes
You can now guide your bounces by up to 30 degrees (now 45).
Left click now shoots without requiring the Q hotkey. May god have mercy on my soul.
Round system is finally here. First team to 3 victories wins. Score is kept track of in top left corner.
Fixed glitching out of the map (except in the actual corners, Those still have issues).
Increased guide allowance to 45 degrees.
Just completely ruined the game by trying to add in complex maneuvers (grabbing hold of someone in midair). Bugs will rain from the sky for a couple more days.
The rain of bugs has slowed to a light drizzle.
New super-mega-awesome-cool loading screen i made in paint because i was sick of explaining controls.
Fixed the list of updates so it now is actually in chronological order (I think).
Considering adding a couple of "gate guards", computer controlled soldiers that just camp right outside the gate. That way when I add the victory ritual, it will be slightly more difficult to gate rush.
Sorry for the bad quality, its hard to find someone with a good enough computer to record (this video is courtesy of Ranakastrasz)
Edit: added another video. Has a bit more gameplay in it.
Edit2: oops, apparently that video got cut very short.
Am I the only one who reads "Ender's Bathroom" everytime I see the topic title?
Anyway, I didn't really get much out of the video, since there wasn't really much happening in the 30 seconds your friend recorded. But from the little I did see, I can imagine further how the game is like and could be like, and it looks like a simple game that could be quite fun (:
Also, tried playing around with lighting? Could eye-candify your map quite a bit. Editing the lighting works really well for the aesthetics on maps that don't have that much going on doodad-wise.
I can imagine this game being quite fun indeed with a full house indeed, 14 players bouncing here and there, and everwhere high adventure that's beyong compare, they are the gummibears
Looks like a pretty sweet concept. I agree with what Zarakk is saying: You need to make the environment more interesting. Lights, fog, flashing lights, overhead doodads, neon strips around the walls, dramatic lighting, etc. It looks like it could be a lot of fun though. I will be keeping an eye on this project.
BTW, look me up on bnet if you need testing. My handle is Miles.152
@Zarakk: Go True, Its hard to make a good video in game, and I had 3 more vids, except Verizon Email was giving me grief trying to send them. Its not the best video, and instalty drops my framerate to 10 from 60 when I activate FRAPS. I may be able to get a better video if I carefully record in a replay, rather than *hope for some action*
Lightning/detail could be interesting. While in the book, the battlerooms were rather simply colored, I am pretty sure they *randomly* added lightning/fog of various colors to change visibility conditions.
It would be insanely fun with 14 players IMO. (assuming no major bugs come to bite you anyway.)
@BasharTeg: Go If you were to add Username/Code/Region to your Profile, you wouldn't have to post it on every place you want people to learn how to contact you.
Too much detail in some maps IMO makes it harder to track what is going on. Some basic lighting/fog effects however, and possibly some more detail in certain places however seems like a really good idea.
Yeah, as to the 14 players spawning major bugs, right now I'm just trying to not acknowledge the fact that all my arrays are size 14 and use numbers 1-14. I don't want any advice, I just want to be blissfully ignorant.
This is actually my first map thats even neared completion (I have 1 simultaneous in SC2 and 2 failed attempts in WC3) and I have never really done anything other than triggering. If someone would like to volunteer, they are more than welcome. I just don't have the skills.
What I am really excited for is getting the basic mechanics down so I can start making custom heroes, abilities, and teams (rat, dragon, etc.). Eventually its going to look a lot like mineralz, except you unlock everything based on number of achievements completed (a lot like COD achievements).
Right now I think all I have left to do is a bit of bugfixing, the round system (mostly in place already), the shotgun spell, and the game modes.
Awesome on the last 2 updates. The Mere left click to shoot is quite nice, even funnier that I was about to say that you screwed up the tooltip to shoot, because the Hotkey wasn't displayed there.
Also, The new Controlled bounces look quite useful, if a bit, er, skill intensive (the way we like it :D)
As for heroes, I am not sure that is something this type of game needs. Aside from maybe being able to use a dead-line or hook, (you do not want to have to program them, :p) I would say that aside from the built in abilities, no real differences are needed, as the player's skill, and teamwork should be what really matters.
Adding a mode system as well, Namely FFA (have people either spawn randomly around the room, or be invulnerable for some period of time after start) as well as respawn (after a delay, either revive a player, like in one of the battles where the rules were starting to be changed, where frozen solders on the other team unfroze after 5 minutes, or teleported to a gate)
Also, I had a bunch of suggestions in the old thread about Ideas for Flight interaction, which I will copy here, so as to allow the other thread to die (unless you want it to continue)
Allow some kind of collision effects with other players, bouncing off of enemy players, and various things with allies.
Attach, Attacks you to an ally if in range somehow, giving both of you the same velocity. (average of your former velocity)
Push, has you and your ally push off of each other from an attach effect, You gaining velocity in the direction of the targeted skill, and your ally gaining equal and opposite velocity that you gain. This is added to the former combined velocity.
Both of these also work on frozen players
also both can work if you are holding onto a wall as well, push on a wall however allows you to use an ally to launch at full speed, via both of you pushing to gain it
If used on a frozen person on a wall, it will cause them to launch from the wall in the same direction as the angle between you and then (basically, push directly on them)
these would mainly be used to allow for more complex maneuvers to be potentially done while flying, especially in larger battle-rooms.
Was posting to say that I added a round system and realized I forgot to update the game description (about Q to shoot). Grrrr, by the time I'm done this map is going to be version 1.395
As to adding heroes and abilities, I'm thinking things that really don't change gameplay much but add replay value (the main reason Mineralz was so popular for so long was that people had to get the mothership/archon skin). Things like Ender having +10 shields or Petra having +5 damage wouldn't really change the game that much, but would make people play over and over again to unlock them :)
I will definitely add complex maneuvers, but that is going to be a major update. You have no idea how much of a pain angles are (especially since blizzard's version of modulo allows negative numbers :( )
Edit: I found the glitch out of the map location. It occurs when you are holding on to both the room's edge and a star, then leave the star, propelling you at the room's edge. Since you are already in the room's edge, you don't stop.
Edit2: Upped bounce guiding angle to 45. I couldn't guide myself much at 30, but then again, I suck at this game.
Grrr, found another "glitch into star" location. Its basically anywhere 2 stars are next to eachother. In other news, does anyone know how to make it so you cant select other units? The trigger I have doing it right now is subject to latency.
Well, I had fixed the glitching locations when my computer died. Damn 720's and their faulty motherboards. Looks like I won't be making any updates for a long time. Haven't even ordered a new computer yet.
Yeah, was using that trigger (forgot to use the deselect though). After fixing it, it seemed to work in single player, but I'm wondering, would it be subject to latency in multiplayer? I feel like a Data solution would be cleaner.
And yes, I am going to continue brainstorming despite my horrific lack of a computer/master file (plz be recoverable, plz be recoverable).
I'm not sure a data solution is possible since what you want will be unique to each player. An alternative with triggers might be to run threaded loops for each player, constantly removing all units from selection and adding the primary unit.
Is it possible to make units unselectable by other players? Or can you make a unit unselectable and then select it via a trigger? Either of those features would be a big improvement over the current system.
In other news, I'm djing on Stanford's radio and am going to start playing some starcraft songs in a minute (it gets a little less serious after 12).
-Question, How did you manage to disallow selection of other units? I can't find any method that works. There is a delay if you respond to a selection event.
-I just disabled all selection types for all players.
Is it possible to make units unselectable by other players? Or can you make a unit unselectable and then select it via a trigger? Either of those features would be a big improvement over the current system.
You might be able to select units flagged as unselectable via triggers but I'm not sure. Try it out and let me know if it works.
Ender's Battleroom
Ever wanted to join the battle school and fight it out in null G? Now you can. Jump around the battleroom (a large open square with octagonal blocks placed randomly inside it), accelerating the longer you bounce without stopping, and freeze your enemies before they freeze you. With shields capable of withstanding one hit, your enemies must fire a quick burst from their lasers to damage you, stopping only when their gun overheats. When you die, your body is frozen, your suit's lights turn off (making you grey), and you are doomed to bounce around the battleroom until the end of the round (unless you weren't moving, then you just sit there looking like an idiot). Supporting up to 14 players, the map selects a battleroom size based on the number of players.
Updates:
Sorry for the bad quality, its hard to find someone with a good enough computer to record (this video is courtesy of Ranakastrasz)
Edit: added another video. Has a bit more gameplay in it.
Edit2: oops, apparently that video got cut very short.
Edit3: fixed it
Am I the only one who reads "Ender's Bathroom" everytime I see the topic title?
Anyway, I didn't really get much out of the video, since there wasn't really much happening in the 30 seconds your friend recorded. But from the little I did see, I can imagine further how the game is like and could be like, and it looks like a simple game that could be quite fun (:
Also, tried playing around with lighting? Could eye-candify your map quite a bit. Editing the lighting works really well for the aesthetics on maps that don't have that much going on doodad-wise.
I can imagine this game being quite fun indeed with a full house indeed, 14 players bouncing here and there, and everwhere high adventure that's beyong compare, they are the gummibears
Have you published it in any region?
Looks like a pretty sweet concept. I agree with what Zarakk is saying: You need to make the environment more interesting. Lights, fog, flashing lights, overhead doodads, neon strips around the walls, dramatic lighting, etc. It looks like it could be a lot of fun though. I will be keeping an eye on this project.
BTW, look me up on bnet if you need testing. My handle is Miles.152
@Zarakk: Go True, Its hard to make a good video in game, and I had 3 more vids, except Verizon Email was giving me grief trying to send them. Its not the best video, and instalty drops my framerate to 10 from 60 when I activate FRAPS. I may be able to get a better video if I carefully record in a replay, rather than *hope for some action*
Lightning/detail could be interesting. While in the book, the battlerooms were rather simply colored, I am pretty sure they *randomly* added lightning/fog of various colors to change visibility conditions.
It would be insanely fun with 14 players IMO. (assuming no major bugs come to bite you anyway.)
@BasharTeg: Go If you were to add Username/Code/Region to your Profile, you wouldn't have to post it on every place you want people to learn how to contact you.
Too much detail in some maps IMO makes it harder to track what is going on. Some basic lighting/fog effects however, and possibly some more detail in certain places however seems like a really good idea.
Posted on NA atm, At my request. XD
@Ranakastrasz: Go
Yeah, as to the 14 players spawning major bugs, right now I'm just trying to not acknowledge the fact that all my arrays are size 14 and use numbers 1-14. I don't want any advice, I just want to be blissfully ignorant.
@Zarakk: Go
This is actually my first map thats even neared completion (I have 1 simultaneous in SC2 and 2 failed attempts in WC3) and I have never really done anything other than triggering. If someone would like to volunteer, they are more than welcome. I just don't have the skills.
What I am really excited for is getting the basic mechanics down so I can start making custom heroes, abilities, and teams (rat, dragon, etc.). Eventually its going to look a lot like mineralz, except you unlock everything based on number of achievements completed (a lot like COD achievements).
Right now I think all I have left to do is a bit of bugfixing, the round system (mostly in place already), the shotgun spell, and the game modes.
Awesome on the last 2 updates. The Mere left click to shoot is quite nice, even funnier that I was about to say that you screwed up the tooltip to shoot, because the Hotkey wasn't displayed there. Also, The new Controlled bounces look quite useful, if a bit, er, skill intensive (the way we like it :D)
As for heroes, I am not sure that is something this type of game needs. Aside from maybe being able to use a dead-line or hook, (you do not want to have to program them, :p) I would say that aside from the built in abilities, no real differences are needed, as the player's skill, and teamwork should be what really matters.
Adding a mode system as well, Namely FFA (have people either spawn randomly around the room, or be invulnerable for some period of time after start) as well as respawn (after a delay, either revive a player, like in one of the battles where the rules were starting to be changed, where frozen solders on the other team unfroze after 5 minutes, or teleported to a gate)
Also, I had a bunch of suggestions in the old thread about Ideas for Flight interaction, which I will copy here, so as to allow the other thread to die (unless you want it to continue)
@Ranakastrasz: Go
Was posting to say that I added a round system and realized I forgot to update the game description (about Q to shoot). Grrrr, by the time I'm done this map is going to be version 1.395
As to adding heroes and abilities, I'm thinking things that really don't change gameplay much but add replay value (the main reason Mineralz was so popular for so long was that people had to get the mothership/archon skin). Things like Ender having +10 shields or Petra having +5 damage wouldn't really change the game that much, but would make people play over and over again to unlock them :)
I will definitely add complex maneuvers, but that is going to be a major update. You have no idea how much of a pain angles are (especially since blizzard's version of modulo allows negative numbers :( )
Edit: I found the glitch out of the map location. It occurs when you are holding on to both the room's edge and a star, then leave the star, propelling you at the room's edge. Since you are already in the room's edge, you don't stop.
Edit2: Upped bounce guiding angle to 45. I couldn't guide myself much at 30, but then again, I suck at this game.
You really aren't. good stuff, I'm keeping an eye out for this :-)
Grrr, found another "glitch into star" location. Its basically anywhere 2 stars are next to eachother. In other news, does anyone know how to make it so you cant select other units? The trigger I have doing it right now is subject to latency.
Something like that should work. There's also an action that disables drag select which may be useful to you.
Apparently you can disable selection via trigger. I wonder if you can lock camera scroll via trigger too.
Well, I had fixed the glitching locations when my computer died. Damn 720's and their faulty motherboards. Looks like I won't be making any updates for a long time. Haven't even ordered a new computer yet.
@HamsterBoo: Go
Ouch.
@HamsterBoo: Go
Yup
@BasharTeg: Go
Yeah, was using that trigger (forgot to use the deselect though). After fixing it, it seemed to work in single player, but I'm wondering, would it be subject to latency in multiplayer? I feel like a Data solution would be cleaner.
And yes, I am going to continue brainstorming despite my horrific lack of a computer/master file (plz be recoverable, plz be recoverable).
Edit: 2 days till laptop arrives :)
@HamsterBoo: Go
I'm not sure a data solution is possible since what you want will be unique to each player. An alternative with triggers might be to run threaded loops for each player, constantly removing all units from selection and adding the primary unit.
Is it possible to make units unselectable by other players? Or can you make a unit unselectable and then select it via a trigger? Either of those features would be a big improvement over the current system.
In other news, I'm djing on Stanford's radio and am going to start playing some starcraft songs in a minute (it gets a little less serious after 12).
-Question, How did you manage to disallow selection of other units? I can't find any method that works. There is a delay if you respond to a selection event.
-I just disabled all selection types for all players.
You might be able to select units flagged as unselectable via triggers but I'm not sure. Try it out and let me know if it works.
Such a good book.
Alright. Computer arrived. Hard dive in external enclosure. Long plane ride comming up. Starcraft 2 not installed. Crysis 2 installing.
Hmmmm, I get the feeling it should be the other way round. But... Can't... Cancel...