Get ready for the ultimate action packed battle.net experience in Photon Discs! Up to 10 players compete for victory. Throw Discs, Bounce them off walls or Recall them to you... whatever you have to do to get the kill.
Current Features * Five Modes - For both Free For All and Team Based. * Light Speed - Players travel and super sonic speeds across the field, this ability uses the same resource as shields so make your choices wisely! *Recall/Reload System - Recall your discs to you to refresh your available discs, you can also use this ability to slay other players who are in the path of you and your discs. *Block/Shielding System - When you have enough Shield Power, you can activate your shield therefore reflecting/defending against any incoming discs for the remainder of your shield power life. * Dynamic Level Shifting - During gameplay, the playing field will constantly change from either an 100% open field to a maze of walls. * Ultimate Performance - Photon Discs is built from the ground up to support any and all computers while maintaining the max possible framerate!
Photon Discs is no longer in beta, it is now officially "Public Release"! Current Release Status US - Released EU - Released
KING OF THE GRID MODE
STATE OF THE MAP VIDEO (April 30th 2012) This video shows all of the exciting new features that have been added since the map went open beta, Enjoy!
New Features and Content - Capture the Flag Mode. - Earn new titles and appearances with 60 Ranks of Progression! - Humiliated your opponents with the new melee kill. - Photon Ball Mode. - Lifetime Stat Tracking.
On April 11 2012 19:53 lost_artz wrote: Can't help but feel like a top down perspective would be better for this since there's no way to see if someones directly behind you.
+1 or if you really want the 3rd person view then maybe make a mini map?
On April 11 2012 19:53 lost_artz wrote: Can't help but feel like a top down perspective would be better for this since there's no way to see if someones directly behind you.
Thats kinda one of the things that makes the game so intense, you have to always be aware of your surroundings. With that said, if enough people ask for a minimap during the beta then i will most definently add one.
On April 11 2012 19:53 lost_artz wrote: Can't help but feel like a top down perspective would be better for this since there's no way to see if someones directly behind you.
Thats kinda one of the things that makes the game so intense, you have to always be aware of your surroundings. With that said, if enough people ask for a minimap during the beta then i will most definently add one.
I like it as-is. But this is coming from someone who love first person shooters. Getting stabbed in the back is just part of the game!
Also, question. Where could I go to start learning how to do some of this stuff with the editor, i.e. what resources did you use? How many people worked on this and is there somewhere we can see more info about the specifics of how it was done?
This has given me an insane idea to remake an old first person shooter / RPG hybrid game called Rolemaster Magestorm I used to play on my 56k connection. I lack the knowledge about the data editor though...
Been helping beta this map some, it's really fun, I can only hope that it stays popular when it is released so that I can always find people to play (or that they revamp the custom game system well, but you know, one miracle at a time).
Dude this is awesome. It's really cool that you were able to make this with the Sc2 map editor. Suggestion: Maybe make some powerups spawn on the map that would temporarily increase your disk speed or allow you to make a temporary impassable barrier directly in front of you or something like that? I think it would add a lot of depth to the gameplay even though this game looks pretty cool as is. I'll definitely give it a couple trys when it's out of beta :D
As always, your work is superb (especially the visuals). I kind've feel like the forced minimum latency works against the third person, fast-paced style though.
As of Version 1.0 the following things have been added. -Leveling System! -Unlock Titles and New Armor/Graphics for your character! -New FFA Mode - "Juggernaut"
On April 16 2012 02:37 Bounty4321 wrote: Photon Discs is now on Page 2 of the Customs list! Its at 386 Hours Played ATM. Join in on the fun at channel "PhotonDiscs"
I've gotta be at least like 10 of those hours
while it doesn't change your point, you should know that the time played isn't an additive total, but some sort of rolling average over a specific timeframe (24h? I don't know/remember).
I am SO going to try this out. So rare to see such epic custom games and this level of editor skill. Shame people started hating on light cycles, I'm somewhat concerned that this will be like that- popular for a while then overwhelmed by repetitive, lame games based on remaking old games (COUGH COUGH Nexus Wars)
OMFG just played like 10 games on this map in EU, such an awesome map i love you man, can't wait till you release all the features and modes after the beta.
Only thing i can say might need some more work is the movement, might want to smooth it out, it is a bit hard to control and maneuver the way you want.
Anyways good job! together with photon cycles you can really play TRON in SC2
On April 17 2012 07:36 moskonia wrote: Only thing i can say might need some more work is the movement, might want to smooth it out, it is a bit hard to control and maneuver the way you want.
The movement is probably about as good as it can get. This is due to the limits inside of starcraft 2, battle.net, and the editor since movement is all done server-side.
I'd actually be really interested to see Bounty's triggers and data because its better than anything i could find so far.
On April 17 2012 07:36 moskonia wrote: Only thing i can say might need some more work is the movement, might want to smooth it out, it is a bit hard to control and maneuver the way you want.
The movement is probably about as good as it can get. This is due to the limits inside of starcraft 2, battle.net, and the editor since movement is all done server-side.
I'd actually be really interested to see Bounty's triggers and data because its better than anything i could find so far.
If you're interested in how WASD movement and 3rd person camera work is achieved, there are tutorials available on sc2mapster. What there aren't tutorials for is Bounty's amazing creativity.
On April 17 2012 23:38 Juice! wrote: AZERTY support please =)
playing with WASD on an azerty-keyboard is a pain!
AZERTY is used in Belgium? I thought it was a French typing thing.
@urashimakt - I have tried making a couple of experimental maps that use WASD and 3rd person camera, using just those tutorials you're talking about. Most of those tutorials use the move commands for the units, while I'm fairly certain that this map uses the "move unit array instantly blended" function, which I have been trying to figure out how to script in the editor.
Also, a large portion of the population in Belgium speaks French and uses French keyboards :-D
As of this post, the following have been added. -Level Cap Increased to 50. -Sprint and Shield now only use half bar per use. -Capture the Flag (Team Mode) -Juggernaut (FFA Mode)
On April 19 2012 12:19 Nightinyou wrote: Not sure what happened but tonight I must have had easily 5+ direct hits on people that did nothing.
Did not have this issue the other day. Quite frustrating
I've never seen that, and I've played a lot, rank 50 + 5 or so games (that's over 1000 kills), a couple of days ago Bounty did make the hitboxes more reasonably sized, hitbox used to be huge, now you have to actually hit the model to kill them, I'd say either you adjusting to the change or a depth perception issue
If you have experience using a QWERTY keyboard at all, you can change your keyboard settings to pretend it's a QWERTY. Just an option you have direct control over.
I enjoyed playing it, but I just wish the controls were tighter. Right now I'm getting about a half of a second of delay when I try to strafe in the other direction (delay not because of lag). Turning also feels odd and I'm guessing it is for the same reason. Because the game revolves so heavily on how the controls feel I think improving those would vastly increase the quality of the game.
There are also a couple of features I think would improve it:
1. Press a key to see behind you (camera turn 180) without rotating the character. There are so many times you want to look behind you to check a player or bouncing disc and right now that is very clunky.
2. I want to be able to see where my discs are at all times so I can try to time and position my recalls better. I would like to see something to aid this, perhaps make your discs glow very brightly so you can see them even in the distance?
3. A visual effect for the invulnerability on spawn that gives the players feedback on the fact that they can't take damage or throw discs.
On April 26 2012 01:13 Jakal2 wrote: (delay not because of lag)
The delay between pressing a key and seeing the result on Battle.net is equal to the amount of time it takes for your packets to hit Battle.net and be returned, which has an enforced minimum threshhold of 100 ms and increases based on not only your latency but the latency of the person with the worst connection to Battle.net in the game. This doesn't take into account the time it takes the movement loop to catch the change in key press values, but that's so small it's indiscernable.
Traditional WASD games outside of SC2 are designed so the client computes and instantly displays the results of key presses and the server merely confirms the validity and updates other connected clients. SC2 WASD will always seem delayed in comparison.
Anyone has same vibes as i do from ut 2004. Hyperblast redux was one of the best game ost tracks that i remember in my time. The song in this is somekind of remix. But Neat map! Will try it out even if it has delay on controls!
On April 26 2012 06:53 Sepi wrote: Anyone has same vibes as i do from ut 2004. Hyperblast redux was one of the best game ost tracks that i remember in my time. The song in this is somekind of remix. But Neat map! Will try it out even if it has delay on controls!
Actually the song in the video is the ORIGINAL from UT99.
Hyperblast Redux from UT2004 is the theme for Photon Ball mode though
I really enjoyed playing this map with 2 friends and I'll be playing it a lot more in the future. Really entertaining map. Just one question about the gfx settings, my gfx settings don't come close to what the loading screen recommends, what kind of grahpical issues can occur?
On April 28 2012 18:39 Geen wrote: I really enjoyed playing this map with 2 friends and I'll be playing it a lot more in the future. Really entertaining map. Just one question about the gfx settings, my gfx settings don't come close to what the loading screen recommends, what kind of grahpical issues can occur?
If you leave the graphics on high, the game will just appear to stutter to some extent. If the strain is extreme enough, you'll get a slideshow effect. If you turn the graphics down, some visual effects just won't render or will render in a lower quality.
If you can run regular SC2 fine, I don't see why you'd have to worry playing this. Melee maps actually have a lot going on already.
Been playing this game on and off for about a week now. Its amazing. The only downside i see is not enough people playing to get games up quick enough SPREAD THE WORD PEOPLE!
-The Final FFA Mode "King of the Grid" has been added. Stay alive on the current Power Grid to earn points. Use the launch pads to quickly navigate from platform to platform!
On May 11 2012 00:48 GizmoPT wrote: lol bounty maybe with the updated custom game system maps can survive :p
Tower Defense Tycoon got to the top of page 1 almost a day after being launched. I'm starting to get the feeling that people just dont want to play my type of maps and would rather just play TD's and other maps that you can just sit there and do nothing and win.
On May 11 2012 00:48 GizmoPT wrote: lol bounty maybe with the updated custom game system maps can survive :p
Tower Defense Tycoon got to the top of page 1 almost a day after being launched. I'm starting to get the feeling that people just dont want to play my type of maps and would rather just play TD's and other maps that you can just sit there and do nothing and win.
That is correct.
There's also a $100 prize being offered for playing TD Tycoon well enough.
On May 11 2012 00:48 GizmoPT wrote: lol bounty maybe with the updated custom game system maps can survive :p
Tower Defense Tycoon got to the top of page 1 almost a day after being launched. I'm starting to get the feeling that people just dont want to play my type of maps and would rather just play TD's and other maps that you can just sit there and do nothing and win.
That is correct.
There's also a $100 prize being offered for playing TD Tycoon well enough.
Yeah i wish i had $100 to buy my maps popularity lol.
- Added SFX and GFX to respawn. - Spawn Immunity now lasts longer but can be broken at any time by attacking. - Replaced Sprint with Turbo Cycle Morph. Players can now transform into a cycle leaving a trail of electricity behind them while in this form. This trail will kill any players or discs who across it.
Just played this map with a friend and it's really well done. I hope you come back either when the arcade comes out or hots and that your maps will gain more players.
Hey, nice work on this awesome game. I play this basically every day and i'm sure a lot of other people do. Imo this is the best custom arcade map i have ever seen/played in SC2.
Hope you keep working on it and it gets more of the popularity/exposure it deserves!