HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Skeletal Rage (v0.7) - Need help reviving the project..

07-30-2006, 07:48 PM#1
desmasic
Skeletal Rage (v0.7)

Download Here

This map was featured in about two gaming magazines (including PC Gamer & some German gaming mag I haven't seen before.. ) & that too without any custom models or flashy loading screens. You can play this map on B.Net or offline against AI (which works online too.. but I recommend only 2 AI players online). I am gonna CnP the details here, but you can read them with proper formatting over here. Old details but still..

Quote:
ABOUT
Skeletal Rage, started out as another Footmen Wars clone with attention paid to level design first, but ended up being more fun and 'evolved' version of that game with many gameplay changes. Now it sports new unique units and gameplay eliminating any boredom caused by original footmen wars game and competitive custom AI developed specifically for Footmen Wars gameplay.

Remember, this game is too easy to learn for only those who can spare 5-10 min's max learning the gameplay (probably less time). If you're one of those people who can't bother learning new gameplay's only cause you're used to playing age old games like DOTA and regular Footmen Wars clones, then don't bother.

I 'RECOMMEND' playing this game offline against computer AI if you are new just to get used to the gameplay. You can use the cinematic tutorial to learn more about gameplay (NOTE: Cinematic tutorial, not boring text tutorial). If you want a quick tutorial, then you have the option of reading the text version during gameplay as well.

Skeletal Rage comes with two modes...

-------------------------------------------------------
SKELETAL RAGE (sr mode) - 8 Players (2v2v2v2)
-------------------------------------------------------
This mode started out as Footmen Wars clone, but evolved into more intense mode with added gameplay of normal melee. You will now play this game as any other normal melee (creating new units, collecting gold, upgrading them, etc.), but the game takes a U turn soon.
In new version, due to popular demand to eliminate slow gold income problems, you now have the option of creating a 'Slave' and using it to create 'Stores' near gold mines located near your base (gold dots on minimap). Create Slaves and let them do their job, you are free to create your army now.

Your researchable units are both ranged and melee one's. Unlike other Footmen Wars clone, you must create more than just melee footmen to survive. You have the option of auto creating melee footmen, but I recommend creating and upgrading units like 'Skeletal Mage's' and 'Archers' if you want to win. There are two special units available in your 'Mystic Shrine', namely Soul Reaver and Mammoth. Both units are probably most feared units in Skeletal Rage, and when used with right units, can completely destroy careless enemy.

Skeletal Rage mode can be played offline against computer, and I recommend doing so to learn the ropes. This mode might feel daunting to newbies all over. For them, I have created one 'CINEMATIC' tutorial, and one normal text tutorial to learn the game. Again, I recommend you playing this game offline and learning against computer.

FEW FEATURES
* All improved 'Juggernaut' unit which spawns every 3 min's or so in the center of the battlefield. Capture it first and wreak havoc in enemies base. Can take and do heavy damage, resurrect dead units along with few other abilities and can carry units too.

* NEW computer AI is tougher, and can give some serious challenge in both online and offline games. On BattleNet, I recommend keeping only two computer AI's and rest human players.

* NEW Units, NEW Heroes, along with new special abilities and earth shattering Ultimate's that 'will' bring smile to your faces.

* Mythical arena of Skeletal Rage is back, twice as twisted and twice as beautiful than any other versions.You will find yourself alone and scared in the bright mist and realistic ambience.

* NEW Ambience effects/sounds bring the world alive. The sounds are adjusted on the fly letting the ambience sink in as you play.



-----------------------------------------------------------------------------
UNNAMED (AIR ASSAULT/DOTA Mix) (aa mode) - 12 Players (6v6) **WIP, Still in beta.
-----------------------------------------------------------------------------
NOTE: Following information is now old. As this mode progresses in development, I will post new information on gameplay basics.

Teams are divided up and you re-spawn in your base where except for first player (Player Red and Green) in your team, all others control heroes only. The leaders (Player Red and Green) must protect base and create air units from the gold their heroes provide. Your goal is to completely destroy the base of the opposing team. It is only possible by creating aerial units.
PLEASE NOTE:
This mode is still under construction. But if you are used to playing DOTA or similar games, then you will find this mode familiar. Of course, as usual, this mode will bring more features than DOTA or any other clone out there. And no, this isn't DOTA, just the 'heroes' part is based on DOTA, other than that, everything is new.

I haven't put in more description right now cause of it's beta stage. But the mode itself is playable in current version. Though many features like 'Vehicle' capture and 'In game Quests' are not complete and only few are available in this version, if you are adventurous, go ahead and give it a try, and if you get the idea how this mode is going to be, you can post your thoughts and suggestions in the forums at samods.org







Change Log (Current Version)

SKELETAL RAGE v7.7
- Skeletal Rage AI v4.3
- Updated for TFT Patch 1.20b
- Faster loading time
- AI has been upgraded to be more tactical that before. It will not only create new units, but will act more human.
- There are now even more variations in heroes (including default)
- Updated some items with new descriptions and new cost
- Units are more varied this time. Variation allows specific units to be useful at the 'right' time and place. This should hopefully eliminate the problem of one unit being too strong over other.
- Updated gold cost of units, buildings and upgrades
- File size reduced by 88 KB
- Other minor changes

Now the thing is, I know this game get's boring after the upgrades and all, and I know that it's not too noob friendly (as told to me by most B.Netters). If someone can take pain to review it and tell me how I can improve the 'Footmen Wars' based mode, it will help a lot.

I am right now working on Skeletal Rage 2, which is actually named Nethilius Incartus. I will be using the current Skeletal Rage terrain and expanding the size to 256x256 with map divided into 3 different areas, completely new level design (current one sucks.. well, for me). I am also adding a lot of custom content (models, special effects, new skins, more sound effects) taken from my Underworld campaign. Gameplay will be improved and expanded by adding 3 new modes. Current (working) mode is Footmen Wars based (which will be improved even further)..

Mode 2 - Dota based, with more attention paid to PvP battles, and added quests and items.

Mode 3 - Co-Op based. You have played this mode in games like NOTD and DOTD and whater else dead is there. But I will be making it more intense, with more attention paid to some really intence gory battles (no, it's not marine only) with many custom effects thrown in.. it's a WIP thought, but I know what I wanna improve upon.

Mode 4 - Survival based. This is more like those NOTD games, with some serious limitations in your heroes and you having to search arounf the world lookng for items to survive.



Any suggestions/ideas on any mode or current gameplay are more then welcome. You don't like the level design? you don't like the units?.. anything..
07-30-2006, 08:11 PM#2
Alevice
I played this map some time ago. While I don't remember the details, I do agree with your point that after getting all your upgrades, half the fun is getting lost, while, in theory it should be the opposite.

It probably lacks any sense of accomplishment on upgrading, and even so after that, there is not much hooking you to it. I really can't go on details, as all I remember about it is sparse. I will probably play it later on this week and give a proper review then.

What i do remember was some issues with button aligning and stuff in the command card in some buildings.

I don't mind the newbie undefriendliness, as you can play it offline quite well in any case.
07-31-2006, 04:52 AM#3
desmasic
Well, the button alignment and tooltips I very much improved in later versions thanks to Ricky (from SA). Well, the thing with B.Net is that most players want action first, details later. Now I am taking a whole new approach with FW mode especially. Creating units on the fly .. ANYWHERE and gifting upgrades on specific kills and counts. Still working on the idea though.

Also, I am thinking of limiting the modes into 2 only. FW and COOP, with COOP have sub-modes for survival handicap match and even PvP. Hmm..
07-31-2006, 06:06 PM#4
Alevice
Quote:
Originally Posted by desmasic
Well, the thing with B.Net is that most players want action first, details later.

You are worrying too much for an audience that would only play maps where they can abuse a glitch/exploit.

Quote:
Originally Posted by desmasic
Now I am taking a whole new approach with FW mode especially. Creating units on the fly .. ANYWHERE and gifting upgrades on specific kills and counts. Still working on the idea though.

What do you mean by "Creating units on the fly .. ANYWHERE"? Do you mean they don't necesarily need to be created at a training structure? I really don't understand.

The upgrades gift sounds like a promising idea.


Quote:
Originally Posted by desmasic
Also, I am thinking of limiting the modes into 2 only. FW and COOP, with COOP have sub-modes for survival handicap match and even PvP. Hmm..

You could just make a hybrid concept of all of those submodes or something. Balancing would be hell otherwise.
07-31-2006, 07:30 PM#5
desmasic
Quote:
Originally Posted by Alevice
What do you mean by "Creating units on the fly .. ANYWHERE"? Do you mean they don't necesarily need to be created at a training structure? I really don't understand.

The upgrades gift sounds like a promising idea.

That's right. Completely removing any buildings and such. I have done some more work on the idea and now am recreating a 256x256 level that will be able to host all modes with in-game level changes that are present in current SR as well.

For FootmenWars, completely revaming the gameplay style by removing all buildings. Players will start with auto spawing footmen (skeletons) and will recieve upgrades depending upon how much gold they earn (by killing units) and what kind of secrets they manage to unlock in the battlefield. So basically, like Dota, player will only control a hero, but unlike Dota, there are no buildings. Not to mention that now the game will be played as 6v6 instead of previous 2v2v2v2v2v2 gameplay, with victory going to the team with the last man standing.

That's why, the new level will be a battlefield (with a mix of future and past) instead of a small arena. Also, I am merging both COOP and survival modes together for the second mode.

So we will have >

FootmenWars + Dota
COOP + Survival + PvP (selectable)
08-03-2006, 01:42 AM#6
desmasic
Well.. I guess no one bothered playing it. Nevermind (since NI has completely new gameplay and none of the old modes), here's the hero selection screen from NI (WIP):
08-03-2006, 01:46 AM#7
map-maker
at first glance i was like..whoa that looks nice..than i looked again and realized everything there is a WoW model >.>
08-03-2006, 01:57 AM#8
desmasic
Quote:
Originally Posted by map-maker
at first glance i was like..whoa that looks nice..than i looked again and realized everything there is a WoW model >.>


lol, so now it looks like crap?


EDIT: Just wanna say those models were a pain to reskin or just edit to use skins that wouldn't take extra space. All those special effects are cutom from my Underworld campaign. Trees, I could have used high res texture versions, but I desided to stick to crappy wc3 textures to save space.
08-03-2006, 09:07 AM#9
Freakazoid
Quote:
Originally Posted by desmasic
lol, so now it looks like crap? .

We just don't like WoW models here .

I like only envimental ones.

Btw whats the map size?
08-03-2006, 06:59 PM#10
desmasic
Quote:
Originally Posted by Freakazoid
We just don't like WoW models here .

I like only envimental ones.

Btw whats the map size?


Heh, I would have avoided WOW models (like SR) if not for my need to rescale them in-game.. plus I like a little extra fat (polies) on the models I use :P

As for the size. After a lot of painful re-skinning and editing of all models, I managed to sqeeze it all into 3.78 MB.. which of course includes 2 fade filters and few sound effects + the level size. In the end, I am trying to use full 4 MB.. though it's kinda lame limit Blizzard should have increased by now to at least 8 MB (petition?).
08-03-2006, 07:42 PM#11
Freakazoid
Quote:
Originally Posted by desmasic
Heh, I would have avoided WOW models (like SR) if not for my need to rescale them in-game.. plus I like a little extra fat (polies) on the models I use :P

As for the size. After a lot of painful re-skinning and editing of all models, I managed to sqeeze it all into 3.78 MB.. which of course includes 2 fade filters and few sound effects + the level size. In the end, I am trying to use full 4 MB.. though it's kinda lame limit Blizzard should have increased by now to at least 8 MB (petition?).

I have 56k, trust me you dont want to me to dl the map :P.

Have you used the mdx squisher?
08-03-2006, 08:32 PM#12
desmasic
^ Yes, it's a life saver for a software with one button :P

EDIT: The one thing I would like it to have is to continue compressing the models further if we squish them over and over..unless it already does that :|
08-03-2006, 08:45 PM#13
Alevice
Quote:
Originally Posted by desmasic
^ Yes, it's a life saver for a software with one button :P

EDIT: The one thing I would like it to have is to continue compressing the models further if we squish them over and over..unless it already does that :|

It's a lossy compression, I guess that could be done, but don't expect much.

Further info: http://www.wc3campaigns.net/showthread.php?t=83416
08-03-2006, 09:17 PM#14
desmasic
Well, I re-imported the unit models after squishing them again, but no change in the map size. Guess it's one time only compression :(
08-03-2006, 09:21 PM#15
map-maker
4 mb...ugh is this supposed to be played on b.net? if so...i dont think anyone would want to wait to download a 4mb map >.>