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    posted a message on MageCraft - Physics based Spell Battles!

    New artwork and features including Login/Registration systems!

    Posted in: Map Feedback
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    posted a message on Rogue Star

    This is very cool, I'm really excited to see how this turns out!

    Posted in: Project Workplace
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    posted a message on MageCraft - Physics based Spell Battles!

    It was more of a design test than anything, really.

    Posted in: Map Feedback
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    posted a message on MageCraft - Physics based Spell Battles!

    Working on main menu now. I do realize that "Custom Game" and "Facebook" both have the same hotkey (fail).

    Finished matchmaking and lobby systems. working on other gameplay mechanics!

    Posted in: Map Feedback
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    posted a message on MageCraft - Physics based Spell Battles!

    Will do: here's some new stuff

    Health bar, death animation, and online play.

    Posted in: Map Feedback
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    posted a message on MageCraft - Physics based Spell Battles!

    I've been working on a standalone for a little bit now. Here is some images of that if anyone is interested:

    Posted in: Map Feedback
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    posted a message on Apparently the Mozared thread!

    Best topic Sc2mapster has ever seen ever.

    Posted in: Off-Topic
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    posted a message on Canceled

    I may be interested in the triggering/UI side. Check out this link to see work I've done: http://www.sc2mapster.com/forums/player-zone/map-feedback/64494-mage-craft-physics-based-spell-battles/#p3

    Posted in: Team Recruitment
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    posted a message on MageCraft - Physics based Spell Battles!
    Quote from Trieva: Go

    From the last map night I played this, people can abuse the healing tiles by sitting there when the arena has shrunk too much and other players are still fighting in the shrinking arena.

    From all the times I've played (which was about a few) I never figured how to acquire different spells. I just upgraded my fireballs. That could be made clearer or you could give us more time to spend shopping or customising between rounds.

    Thanks Trieva! I have already solved these issues. Purchasing spells has been made more clear and the healing tile has been removed from the game completely!

    The shopping time has also been increased.

    The setup menu has also been changed completely to be much easier to navigate and work with.

    Posted in: Map Feedback
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    posted a message on MageCraft - Physics based Spell Battles!

    MageCraft Banner

    Game Description

    MageCraft is a battle arena based off of "Warlock" from WarCraft 3. Which is based off of the Nintendo 64 "Game Super Smash Bro's".

    Using a powerful Physics Engine it has been made possible to launch projectiles from above, fire spells in a multitude of patterns and varieties. The only limitation to MageCraft is the mind of one. That's the reason for this post!

    Battle it out in an intense competitive brawler where every spell is viable and there is no conquering builds!

    • Hundreds of ways to build your Mage each game!
    • Outmatch your foes with strategic countering and disciplined accuracy and alacrity (With your mouse of course, we're not here to work out)!

    How It Works

    In MageCraft the arena is generated per round. The creation process takes into account the number of players remaining. With this it creates an arena with an appropriate size so that arenas are never too big.

    • MageCraft is completely playable with 2 - 8 players! The number of players you have will NOT hinder the gameplay!

    2  Player Arena 8 Player Arena

    The Arena is surrounded by lava. The lava creeps in over time and eventually swallows the arena whole! Standing in the lava does a tremendous amount of damage.

    • Pushing players into the lava with spells is the most effective way to win the game!

    When a player dies he/she will respawn after either 15 seconds or at the end of the round, depending on the game mode selected.

    While dead players can view the spell menu. There are currently 27 spells in MageCraft with 4 - 7 upgrades each!

    MageCraft Spells

    Each spell in MageCraft is unique. No two spells act the same have the same properties and for the most part even travel the same way.

    Each spell is assigned to 1 of the 9 Hotkeys. Q W E R F - A S D - X

    • Red hotkeys are Offensive spells
    • Blue hotkeys are Defensive spells

    Building your Mage is a strategic process where it is viable to choose any combination of spells (We have seen non-defensive builds that worked, although it is rare.)

    A preview of spells:

    Splitter:

    Splitter!

    • This spell splits at the target point or on collision releasing tiny particles that fan out dealing major damage and push!

    Using Gravity Flux we can bend the particles to take alternate shapes: In the above image you can see because of Gravity Flux warping the Splitter particles I have no chance of dodging this spell.

    Arcane Barrier:

    Arcane Barrier is a Defensive spell taking up the D spot that reflects enemy projectiles off of you.

    • At max rank Arcane Barrier will reflect spells directly at the caster, rather than off of you like a circle to circle collision!

    • Using Arcane Barrier to reflect Splitter particles!

    • More Arcane Barrier action!

    Homing Missile:

    Homing Missile is an Offensive spell taking up the R spot that tracks enemy players and deals minor damage and massive push.

    • Homing Missile becomes stronger over time, a purple homing missile means it has reach maximum power!

    Two players casting Homing Missile and trying to get away from them!

    Another Homing Missile shot:

    Elemental Barrage:

    Elemental Barrage is an Offensive spell taking up the E spot that consumes the arena in a cone of flame that deal minor damage and push.

    • Elemental Barrage is great for defending yourself as well, it consumes all projectiles in it's path!

    Random Shots:

    Meteor Falling from the sky, a close battle and a Warlock's Mark on the ground!

    MageCraft is playable on NA and EU servers! Search "MageCraft - Public Test Version" to be part of the testing phase of a huge update. Leave reviews on there or on here with reasons why you do or do not like the game.

    I want MageCraft to be the best it can be, but I can't do it alone. Feedback from the StarCraft community is absolutely crucial!

    Embed Removed: https://www.youtube.com/v/agZYyganP2M?fs=1

    Like us on Facebook: http://www.Facebook.com/SCTeamSyntax

    Support us in the Rock The Cabinet Contest: http://us.battle.net/sc2/en/forum/topic/12089498898

    Join us at Channel Team Syntax starcraft://group/1/4851 or use our forum http://www.TeamSyntax.com/

    Posted in: Map Feedback
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    posted a message on Player names over heroes

    That is unnecessary. You just have to have the font style code put in before the color..

    Simply doing <s val="Kicker_Minerals">TextWithColor(NameOfPlayer(x),color)</s> will work fine. there's no need to go through the trouble of setting color codes to variables and using them.

    Posted in: UI Development
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    posted a message on Aphotic's Sound Emporium [Taking Requests]

    Here's the current soundtrack for my map MageCraft, it's not done but I figured people could give it a listen to see what I can do.

    https://soundcloud.com/scaphotic/sets/magecraft-soundtrack

    Posted in: Audio Development
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    posted a message on Aphotic's Sound Emporium [Taking Requests]

    I just noticed I didn't clip the end right. I purposely made the clip longer than the actual length of the voice over so that the echo effects wouldn't be interrupted, but I forgot to turn looping off.

    As soon as I get home I can fix that.

    Posted in: Audio Development
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    posted a message on Aphotic's Sound Emporium [Taking Requests]

    Try this out!

    Posted in: Audio Development
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    posted a message on Aphotic's Sound Emporium [Taking Requests]

    I'm working on this now, Gradius12.

    It's a tricky one because there is a very fine line between this voice and a protoss-esque voice.

    I think I'm going in the right direction though ;)

    Posted in: Audio Development
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