HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Elimination Tournament 2

06-11-2008, 02:10 PM#1
Fulla


A tactical shooter map, best described as "Unreal Tournament in Warcraft 3".


Elimination Tournament 1

This map is heavily based off ET1, which was made by GaDDeN & iNfraNe.
Special thanks to them for opening up the series & to iNfraNe for granting me permission to continue on, making newer & improved versions.

Features
  • 9 Guns/Weapons, granting a wide selection, all with their own unique mechanics.
  • 10 Add-Ons, fully complementing & enhancing your preferred game style.
  • 9 Gadgets, for spending all that hard earned gold on.
  • 8 Unique Arena's, allowing more diverse games.
  • Rematch & Rebalance features, to keep the game fun & entertaining.
  • End Multiboard, allowing you to compare & contrast your endgame statistics.

Latest Version
Change Log


Change Log v2.8
  • New Arena, Fortress.
  • Lava 2, expanded the sides.
  • Phase Pistol, now increases damage target takes by 50% and reduces damage target deals by 50%.
  • Added an effect when Laser bounces.
  • Jumping outside the Stronghold Arena, will now kill you.
  • Barrels now correctly respawn.
  • When powerups spawn for the first time, they are now pinged.
  • When an enemy flag is captured, it will now privately ping the carrier, the destination to carry the flag too.
  • Reduced the ping time for capturing a Flag.
  • Improved the powerup colours.
  • The Flag carrying buff that slows movement speed, is now immediately removed upon dropping the flag.
  • Fixed a typo in 'Godlike'.
  • Fixed multi kills/kill sprees not working properly when shooting ppl off of cliffs.
  • Removed the health bars on C4's.

Attached Files
File type: w3xET2 v2.8.w3x (989.4 KB)
06-11-2008, 03:32 PM#2
Rising_Dusk
You know, even though you got permission and all, this still feels like a cheap imitation of the original.
06-11-2008, 09:13 PM#3
Dark.Revenant
It gives people an excuse to play it again. That's a good thing.
06-11-2008, 09:20 PM#4
Here-b-Trollz
While I agree with Dusk, I think that it might be possible to fix that issue by just slightly changing the aesthetics and play style; perhaps more futuristic and with a more action based, reflex gameplay? You already seem to be moving in this direction... push it some more. More lasers, more explosions, more neon colors.

Just looking at a few of the new additions, I thought, "Hmm... these are new additions". If you make everything different, it might help to ease the pain of 'this is a remake' syndrome. I DID however, really like the jump booster item - it is a great way to encourage intense fighting.

I'd say you've made a good game here, but it's mostly like this because it's based so firmly off of ET. So make me excited, give me a new name, but with the same fundamentals we know and love.

Suggestions:
  • More Levels (pretty obvious, but you never know...)
  • No permanent items (although I'm pretty biased myself, I tend to think that permanent items are boring...)
  • BUBBLE SHIELD
06-11-2008, 09:33 PM#5
Fulla
Well I'm quite fond of the way everything already is.
There isn't really any flaws or bad aspects in ET1 that need to be redone, atleast IMO.
Although I do feel there's plenty of room for continuous improvement, which generally is my motivation & goal.

Revenant put it in a good way :p
06-11-2008, 09:39 PM#6
Rising_Dusk
Quote:
Originally Posted by Dark.Revenant
It gives people an excuse to play it again. That's a good thing.
Yeah, but that's the problem with adding that "2," if it were just a new version of ET it'd go over nicer with me than calling it a sequel. Whatever though, I'm not actually complaining, just commenting.
06-12-2008, 12:19 AM#7
emjlr3
2 implies a complete revamp, which this fails to deliver - its merely a big update - not that that is a bad thing - but I see where Dusk is coming from
06-12-2008, 07:26 AM#8
Fulla
Well I recommend atleast giving the map a try first.

Should note thou:
  • This is an early version. Best to judge after a few updates, when the map really gets going & starts to pickup.
  • There are infact alot of changes, but most are minor little things you won't notice unless you played ET1 alot.
  • Even thou overall its very similar, I think you'll find the gameplay quite different & especially alot faster now.
  • The "2" was mainly because its a different style, different authors & is heading in a different direction.

Anyways come on less on the map title & more on feedback & suggestions on map plz!!

Quote:
BUBBLE SHIELD

Phase prism is getting revamped into something similiar to that but in the opposite way :p
06-13-2008, 12:46 AM#9
TopWolf
So I gave this a run, let me first off just say, great job so far. I really like the floating text indicating the damage and the physics are nice in addition. The powerups look cool as well and I noticed you add a few small graphical additions elsewhere (such as the acid death animation).

Now, what I think you should reconsider:

Just a minor thing, I think the floating text should be updated with each sucessive hit if the hits are in a short timespan. In otherwords, if you get hit by the SMG, you see a random number of 8s. Rather than that, I suggest making the first hit show an 8, the second a 16, the third a 24, etc. If that doesnt make it, that's fine, but I personally think it would be a slightly nicer touch.


On thing you really should change, let us start with the Phase Pistol. The gun is as imbalanced as can be. First of all, it takes a minimum of 2 shots to kill someone. In addition, the shots hit nearly instantaneously, making the weapon just plain rigged by its own regards. Lastly, if you add other players to the mix, it'll easily be a game breaker. I suggest to start, make it so that the phase pistol doesnt gain the effects of the buffs it creates. Secondly, because it doubles the damage of other weapons, it really shouldn't do damage. Take that as you will.

The SMG is also pretty imba. I've attached a replay showing me playing with it, and pretty much just dominating. Not sure what you changed, but you have to change it again. The SMG was my favorite gun in the original, so this may just be me being used to it, though I will tell you I dont believe I was nearly as good.

Additionally, the Booster I feel is way too cheap. It should cost some 30 gold I think. At least in maps like plunge, with two boosters priced the same as a grenade you can easily score the flag. I do believe the design of the level Plunge should be revisited as well or perhaps before changing the price of the booster.

The Phase Shifter just really was kind of bad... I understand you are working on changing it. Please do.


On the levels, I only played lava and plunge so far. Personally, I feel the levels are sort of lacking... The lava update isnt particularly different. On plunge though, things need to be adjust. As mentioned before, the booster is just overpowered. Now, I was only playing a 2v2 game, but the alternate paths I dont think are really useful. Sure they have the powerups over there, but generally players want to fight, not sneak around. The levels back in the original all put the players directly in the line of fire, something I liked a lot. This seems to encourage sneaking around. On a lesser note, try to add a way to show off the location of jump pads on the minimap and in fog of war. (A doodad I think will do it.)


Lastly, the permanent items. The thing about ET1 that I liked a lot was that there was no real snowball effect; there were only items that would change the outcome of scenarios, rather than the game. These items will change the game. I suggest, rather than making them a purchasable item, make them an item like guns, where you can only have one at a time, free of charge. This still allows player to customize their characters, perhaps even more and removes any chance of a snowball effect. On a small sidenote, I would like to point out that the item that reduces all attacks by 4 seems to be really geared towards making the SMG and Minigun useless. In otherwords, I believe it would be in your best interest to remove it.

Finally, when jumping the animation being paused at the end is kind of akward. Additionally, my friend and I in just exploring the new mechanics discovered when jumping at a wall your player will play a random animation (he faked his death once).
Attached Files
File type: w3gET2 Game 2.w3g (69.6 KB)
06-13-2008, 10:46 AM#10
Fulla
Thx for the feedback TopWolf.

Quote:
Originally Posted by TopWolf
Just a minor thing, I think the floating text should be updated with each sucessive hit if the hits are in a short timespan. In otherwords, if you get hit by the SMG, you see a random number of 8s. Rather than that, I suggest making the first hit show an 8, the second a 16, the third a 24, etc. If that doesnt make it, that's fine, but I personally think it would be a slightly nicer touch.

Sometimes yea, its quite hard to see the multiple texts with weapons like SMG.
I'm attempting to make the texts fly out with slight curved angles, so the 8's spread out more, instead of overlapping.
Updating it thou, I think would confuse ppl.

Quote:
Originally Posted by TopWolf
On thing you really should change, let us start with the Phase Pistol. The gun is as imbalanced as can be. First of all, it takes a minimum of 2 shots to kill someone. In addition, the shots hit nearly instantaneously, making the weapon just plain rigged by its own regards. Lastly, if you add other players to the mix, it'll easily be a game breaker. I suggest to start, make it so that the phase pistol doesnt gain the effects of the buffs it creates. Secondly, because it doubles the damage of other weapons, it really shouldn't do damage. Take that as you will.

Hmmm.. well I don't particular see it as imba. I've used & faced the gun quite alot.
- A sniper can also kill in 2 hits as well as many other weapons.
- It does have a low cooldown but also a low range.
- With some teamwork it can be nasty, but so can the Acid Gun.

Quote:
Originally Posted by TopWolf
The SMG is also pretty imba. I've attached a replay showing me playing with it, and pretty much just dominating. Not sure what you changed, but you have to change it again. The SMG was my favorite gun in the original, so this may just be me being used to it, though I will tell you I dont believe I was nearly as good.

Basically I narrowed the width/angles down, same on Minigun.
On ET1 they were very wide, now a well placed shot will hit alot more.

The damage/cooldown/rate of fire are the same thou.
I think its alot better this way.

Quote:
Originally Posted by TopWolf
Additionally, the Booster I feel is way too cheap. It should cost some 30 gold I think. At least in maps like plunge, with two boosters priced the same as a grenade you can easily score the flag. I do believe the design of the level Plunge should be revisited as well or perhaps before changing the price of the booster.

Yup, I've increased its gold cost slightly in the newer version I'm working on.

Quote:
Originally Posted by TopWolf
The Phase Shifter just really was kind of bad... I understand you are working on changing it. Please do.

Working on it. It will be good in next ver.

Quote:
Originally Posted by TopWolf
On the levels, I only played lava and plunge so far. Personally, I feel the levels are sort of lacking... The lava update isnt particularly different. On plunge though, things need to be adjust. As mentioned before, the booster is just overpowered. Now, I was only playing a 2v2 game, but the alternate paths I dont think are really useful. Sure they have the powerups over there, but generally players want to fight, not sneak around. The levels back in the original all put the players directly in the line of fire, something I liked a lot. This seems to encourage sneaking around. On a lesser note, try to add a way to show off the location of jump pads on the minimap and in fog of war. (A doodad I think will do it.)

Plunge didn't work out so well, but I am planning on re-doing it.

Lava has always been my favorite level in ET, so I really wanted to remake it. It was kept largely the same, hence the name "Lava 2".
I'm very happy the way it turned out thou. It's largely similar but now is alot more fast paced, open & tactical.

Quote:
Originally Posted by TopWolf
Lastly, the permanent items. The thing about ET1 that I liked a lot was that there was no real snowball effect; there were only items that would change the outcome of scenarios, rather than the game. These items will change the game. I suggest, rather than making them a purchasable item, make them an item like guns, where you can only have one at a time, free of charge. This still allows player to customize their characters, perhaps even more and removes any chance of a snowball effect. On a small sidenote, I would like to point out that the item that reduces all attacks by 4 seems to be really geared towards making the SMG and Minigun useless. In otherwords, I believe it would be in your best interest to remove it.

Yea in next ver I'm leaning towards that direction.
They'll be items you can interchange just like the Guns.

The helm was mainly to give you some resistance against the spam weapons. It was initially higher & lowered to 4.
It has little effect against other weapons thou, especially if going with the above (interchange add-ons). You can pick a helm or something else, so the +health will be more useful vs stronger guns.

Quote:
Originally Posted by TopWolf
Finally, when jumping the animation being paused at the end is kind of akward. Additionally, my friend and I in just exploring the new mechanics discovered when jumping at a wall your player will play a random animation (he faked his death once).

Yea, I'm aware of that, I'm not sure what causes it, but I'll try to fix it.

thx again for feedback
06-13-2008, 05:56 PM#11
Toadcop
Quote:
You know, even though you got permission and all, this still feels like a cheap imitation of the original.
very cheap... and you needed 6 month for that !? O_o duh...

well you phailed >.<
06-13-2008, 11:03 PM#12
Fulla
2 weeks.

Anyways less flame more feedback please.
06-14-2008, 08:56 AM#13
PotatoPeeler
you should make a dungeon level with spike traps and other nasties such as walls that shoot poison darts, it may sound a bit much. But hey, the game needs a challenge (if people maphacking wasn't enough)
06-14-2008, 04:56 PM#14
Dark.Revenant
Perhaps you should take a look at GunZone 2 (in the maps submission forum, apparently) as for how you should approach the "permanent" items. They are lost upon death but only cost 5 gold each... It's quite interesting.
06-16-2008, 12:45 AM#15
TopWolf
Quote:
Hmmm.. well I don't particular see it as imba. I've used & faced the gun quite alot.
- A sniper can also kill in 2 hits as well as many other weapons.
- It does have a low cooldown but also a low range.
- With some teamwork it can be nasty, but so can the Acid Gun.

I wish I had saved my original replay with ET2. The gun truly is just plain imbalanced. Let us compare it to acid.. Acid when it hits basically ends the guy, since your teamates have no trouble shooting a guy who cant move. Additionally, you do pretty fairly on your own, needing only two hits to kill the guy. However, hitting the guy is hard, and it'll take three shots if you hit the guy while he is under the effect of your buff. With this... It isnt hard to hit ever. The projectile hits practically instanteously. Secondly, it takes two hits to kill the guy and teamates still have similar advantages. Lastly, the gun has a lesser cooldown then acid. You cant refute the obvious just plain "imbaness" of the gun. I cant see how you missed it.



Quote:
Basically I narrowed the width/angles down, same on Minigun.
On ET1 they were very wide, now a well placed shot will hit alot more.

The damage/cooldown/rate of fire are the same thou.
I think its alot better this way.

It worked fine in the original. Now, it's just plain imbalanced. If I understand correctly, at the least, you kept all of the original numbers with all of the guns. Then, on a few guns, you just decided to improve their strength? The SMG I felt was kind of imba back in the original. You just made it worse.

Quote:
Yup, I've increased its gold cost slightly in the newer version I'm working on.

While a good idea, dont forget to change the levels as well. No matter how hard it may to get two boosters, the fact that two boosters on plunge = free point is horrible.


Quote:
Plunge didn't work out so well, but I am planning on re-doing it.

Lava has always been my favorite level in ET, so I really wanted to remake it. It was kept largely the same, hence the name "Lava 2".
I'm very happy the way it turned out thou. It's largely similar but now is alot more fast paced, open & tactical.

I didnt get to take a look at the other map last time.. The other arena (Facing Worlds I think), at least cosmetically, was a joke. If you are going to keep it at least make sure it's made clear that jumping off the cliff means death before someone jumps off in addition to the crapload of visuals you need to add to it. On a small note, the flag is placed in a very non-obvious spot, which had me confused the first time I looked around in single-player. (Really not good.)

Lava 2 really wasnt an improvement if you ask me. I valued the original for it simplicity. The new one if you really want to know what I think, is much more of an eyesore. Please, if something isnt really neccesary, it really shouldnt be there. Those north and south paths arent really neccesary in the slightest; snipers have plenty of fun without them and what do you want us to do in the corners?

Plunge I think, minus the boosters, is your best level. A few things should be changed I believe, but generally I like it much more than the others by far, probably because it seemed to try and incorporate the new mechanics while keeping the awesome feel of those certain ET1 maps. In comparison, Lava 2 looks like it was made by some random noob and Facing Worlds seriously looks like trash (I dont have words for it). I dont mean to insult your work, except I'm not sure you would change it if I didnt make it perfectly clear.


Quote:
The helm was mainly to give you some resistance against the spam weapons. It was initially higher & lowered to 4.
It has little effect against other weapons thou, especially if going with the above (interchange add-ons). You can pick a helm or something else, so the +health will be more useful vs stronger guns.

Come on now... You just made an item to make two guns useless. That's really bad design. The item that grants health is equally effective against "spam" weapons and everything else. Kill the helm please, or make it a percent reduction (25% on only the base damage would be fair I think considering the item that increases base damage by 25%.) Also, please dont tell me this was made in response to the angle adjustments. Lie to me if that's the case.