As I said the map is published on NA servers so you can test it online with coop play, unfortunately the keyboard commands will lag thanks to blizzard net code.
Features
- Full phisic functions (3D collisions, jumps and projectile gravity) - Custom Artificial Intelligence and abilities for monsters - Secret areas and characters - 1 to 4 players cooperative gameplay - 6 pickable heroes
Great map, I enjoyed playing it Shame the online co-op mode is kind of plagued by Battle.net's latency, I really hope they change their mind about camera and movement functions synchronizing with the server... keep up with additional missions!
This looks really cool and I'm a huge fan of beat-em-up games, and especially multiplayer ones. I understand that this is a work in progress so I'd like to see which direction you're headed. I have a few questions though.
- The upper-left part of the UI that shows ammo/weapon info... there's no health gauge there? Seems like if you have to look up there regularly you should also have to look up there for your health. I might have missed it though.
- Enemies don't get stunned when they get hit and there doesn't appear to be any gratifying visual feedback to the player nor any effect beyond health loss for hitting something. Traditionally, hitting an enemy or group of enemies feels good and has the benefit of stopping them from counterattacking for a brief period.
- Enemies have collision with each other... shouldn't they overlap for the cases where you want to set up your combos? More on this below. In beat-em-ups, attacks aren't single target, they're always area-effect (just covering a very small area) so you can strategically group enemies together then take them out all at once.
- In my experience, these types of games are all about fast attacks, fast action, and auto-chainable combos. For example, Final Fight's Cody had a quick jab for his attack button, but after the second jab if the opponent was still stunned, pressing it again would land a body blow, and a fourth time an uppercut. This mixes up the variety of the gameplay and keeps things interesting.
- Any thoughts about melee heroes adding throws to their repertoire?
In the correct version you should see this graphical effect on stunned monsters:
The health should be in the gui AND over the unit like as you can see in the same screenshot
About monsters collision I prefer to leave it for now but I think your idea on increasing melee AOE is good, I intentionally reduced the size to make it more realistic but in beat em up games you can do it
I know about attack combos and I'm going to enable them, I will script special attacks/moves too like dashes or jump+attack combo.
Melee heroes already have ranged limited items, to increase the fun I was going to add some powerups that change temporary the weapon attacks giving you, for example, a bigger AOE (something like the dark templar special attack)
I'm still at work so my questions were just based on the video. I haven't actually played the map. Sorry if that was confusing.
Also by "throws" I didn't mean a ranged attack, I meant physically tossing or grappling with the enemy (like how in some games you can throw one guy into a pack of other guys and knock them down).
Oh now I get it :D In the meanwhile I increased the melee AOE and added the list of commands you can use inside the ingame menu.
About throws yes, it could be a good idea I tought to something like 1st hit (few damage and stun), 2nd hit (more damage and more stun), 3rd hit (big damage + throw and hit other units in his path)
It should be similar to double dragon in this way!
Edit: To test the new version on bnet NA server you should create a game searching for crush company instead of using join. There is a problem with the publishing system and the old version is stuck with higher popularity then the newer one O_O
As Biscuit said the music of the first video is a Golden Axe classic remix while the second video music is a Double Dragon remix. You can read and download them in the vids descriptions It's plenty of old games remixes and I will use many of them in the future.
I tried the map on NA servers but i found some problems to kill the flying robot near a big door, I like the game but I think you must improve the movement speed, good work anyway
Thanks guys, in the meanwhile I released on the NA server a new version of the map with some bug fixes, included the flying drone one. Here is the list of changes
# Fixed various collision height check bugs on flying units (defense drone). Now they should be a lot easier to hit. # Fixed a bug in the selection screen allowing players to select more then 1 hero # Modified monsters health depending on number of playing players # Fixed a bug on the GUI health refresh # Added a temporary Boss Health GUI # Changed timings on Boss phase change
I will upload this new version on curse and mapster soon
I suppose I should give this map another try. I just remember it being pretty glitchy when I tried it. Like the screen wouldn't move foward and hit detection was off.