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[A] Pure CTF

Forum Index > SC2 Maps & Custom Games
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1 2 Next All
GameHeart
Profile Blog Joined February 2012
286 Posts
February 05 2014 01:51 GMT
#1
Pure CTF is a new Blizzard Arcade game created by GameHeart. It is sort of a cross between a bullet hell and a moba. I have kept the design very simple so it is easy to get into. Here is a video demonstrating the type of micro gameplay you can expect to find.




And here is another video going over the game more in-depth.

Gameheart
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
February 05 2014 02:20 GMT
#2
Well done!
~ ~ <°)))><~ ~ ~
yakitate304
Profile Joined April 2009
United States655 Posts
February 05 2014 02:53 GMT
#3
This game is beyond awesome. I have played about 15 games so far.

The controls are incredibly simple to learn.

-Right click moves your guy
-Left click shoots your rockets. These can collide with other rockets, which negates both. One hit kills you.
-Q is Force Field, which blocks rockets and players alike.
-W is Blink, which you can do every 9 seconds. Use this to cover ground more quickly, dodge enemy fire, or surprise enemies to shoot them from a different angle.
-E is Grenade, which launches an arcing explosive that can go over Force Fields and over walls. The splash radius is not too big, but will also kill you in one hit if you are touched by it.
-R is Drop Flag. When you have the Flag, you move at half speed and can't use any abilities other than moving. Dropping the flag is key if you are being chased, as it becomes incredibly difficult to dodge the constant barrage of rockets they will be shooting at you. Drop the flag, dispose of your enemy, and then grab it again and make for your base.


It's simple to pick up and play, but there is a ton of control involved. I have had some pretty interesting duels with people, although not quite as good as the one in the OP.
Yaki's Streaming Madness: twitch.tv/YakiSC ||| FRB Grand Tournament Organizer ||| @YakiStarCraft ||| Youtube.com/YakiStarCraft
Aircooled
Profile Joined July 2012
United States79 Posts
February 05 2014 03:00 GMT
#4
The teleporter locations instantly reminded me of Blood Gulch. Might have to fire up SC again for this.
GizmoPT
Profile Joined May 2010
Portugal3040 Posts
Last Edited: 2014-02-05 03:12:12
February 05 2014 03:03 GMT
#5
i like the looks and all but to be honest the gameplay feels a bit like a spam fest you just spray and pray and kinda weird didnt enjoy it much :\ but i think it got potential
Snipers Promod & Micro Arena Creator in SC2 Arcade - Portuguese Community Admin for SC2, HotS and Overwatch - Ex-Portugal SC2 Team Manager, Ex- Copenhagen Wolves and Grow uP Gaming Manager in SC2. Just Playing games now!
yakitate304
Profile Joined April 2009
United States655 Posts
February 05 2014 05:21 GMT
#6
On February 05 2014 12:03 GizmoPT wrote:
i like the looks and all but to be honest the gameplay feels a bit like a spam fest you just spray and pray and kinda weird didnt enjoy it much :\ but i think it got potential

Spray and pray is pretty easily dealt with with force fields, grenades (since someone spamming rockets can't move) and movement. I find that against good opponents, I am more likely to get kills when I fire less rather than firing more.
Yaki's Streaming Madness: twitch.tv/YakiSC ||| FRB Grand Tournament Organizer ||| @YakiStarCraft ||| Youtube.com/YakiStarCraft
GameHeart
Profile Blog Joined February 2012
286 Posts
February 05 2014 06:10 GMT
#7
Yeah against good players the combat usually becomes much more close range. Trying to get the jump on each other with a well placed blink.
Gameheart
Skyblueone
Profile Joined June 2012
Belgium155 Posts
Last Edited: 2014-02-05 14:31:56
February 05 2014 14:31 GMT
#8
I have an azerty keyboard so the keys for the casts are spread out, is there a way to fix it? I'm on windows 8.
Agh
Profile Blog Joined July 2010
United States765 Posts
February 05 2014 16:27 GMT
#9
Things to change:
1. Camera zoomed too far out
2. Shots travel too far (Shorten their length)
2. Make Grenades more visible
3. Map Length shortened slightly.
I may appear to be an emotionless sarcastic pos, but just like an onion when you pull off more and more layers you find the exact same thing everytime and you start crying
itsJames
Profile Joined December 2013
France23 Posts
Last Edited: 2014-02-05 22:36:26
February 05 2014 18:42 GMT
#10
On February 05 2014 23:31 Skyblueone wrote:
I have an azerty keyboard so the keys for the casts are spread out, is there a way to fix it? I'm on windows 8.


You can switch from azerty to qwerty with Alt + Maj..

This game is really good, fun to play, easy to learn. Exactly what Starcraft needed.
GameHeart
Profile Blog Joined February 2012
286 Posts
February 06 2014 00:31 GMT
#11
Small update: I have given you a 4 second invulnerability after you spawn to help deal with the spawn camping and griefing issues. I have also removed the kill notifications because they seemed to result in an increase in hostility and retaliation over friendly fire.
Gameheart
Bswhunter
Profile Blog Joined May 2010
Australia954 Posts
February 06 2014 02:25 GMT
#12
If you could some how include other maps in this that would be awesome.

Did you ever play elimination tourney in Wc3? I think you should play a couple games of that, it had some pretty cool ideas (It did go overboard with customization thou)
Stop browsing and do whatever it is you're supposed to do. TL will still be here when you get back
yakitate304
Profile Joined April 2009
United States655 Posts
February 06 2014 05:16 GMT
#13
ChanmanV was playing this with ViBE, TempO, Sheth and LiviBee on Wednesday Night Sprites earlier. ViBE is really good. :x
Yaki's Streaming Madness: twitch.tv/YakiSC ||| FRB Grand Tournament Organizer ||| @YakiStarCraft ||| Youtube.com/YakiStarCraft
Xapti
Profile Joined April 2010
Canada2473 Posts
February 06 2014 07:06 GMT
#14
Does the control scheme require you to select a target (click) for abilities (aside from rocket launch)? That's one of the the more/most annoying issue I've had with making games in SC2 editor.

The only way I'm aware of to do it without using click/target selection would be to use mouse tracking which as far as I know is just extremely laggy under SC2's engine.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
GameHeart
Profile Blog Joined February 2012
286 Posts
February 06 2014 10:49 GMT
#15
Yes it requires you to click. I haven't actually found it to be an encumbrance though to be honest. I would think it would feel more unnatural to try to place a blink or a force field without clicking.
Gameheart
moskonia
Profile Joined January 2011
Israel1448 Posts
February 06 2014 16:58 GMT
#16
This game is really good, loving it in the 2 games I've played, but when someone leaves they still count, so it can be uneven teams in case some leaves, which is no fun, you should make it recognize when someone leaves so that it is like originally it was 2v3, 3v4, etc.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
February 06 2014 17:05 GMT
#17
On February 06 2014 16:06 Xapti wrote:
Does the control scheme require you to select a target (click) for abilities (aside from rocket launch)? That's one of the the more/most annoying issue I've had with making games in SC2 editor.

The only way I'm aware of to do it without using click/target selection would be to use mouse tracking which as far as I know is just extremely laggy under SC2's engine.


You *could* use a trigger that gets the unit's facing angle, problem is the forcefield or whatever would always be created at a set distance from the casting unit.
~ ~ <°)))><~ ~ ~
GTPGlitch
Profile Blog Joined March 2011
5061 Posts
February 06 2014 18:40 GMT
#18
Played about 5 games last night with a group of 4, quite an awesome game =)

I don't know if it's a problem for 2v2 specifically or just having even skill level, but we had a lot of ties->sudden death (really embarrassing when you kill your teammate in SD with friendly fire btw ^^;; ).

But yeah, hella fun with blink+nades+ff! Also really like that the map is kinda big - felt weird at first but it was really nice that you needed to either have a solid plan or repeatedly outperform the other team to get to their flag, since one death wasn't enough to get you to their flag... Thanks for the awesome game =D
Jo Byung Se #1 fan | CJ_Rush(reborn) fan | Liquid'Jinro(ret) fan | Liquid'Taeja fan | oGsTheSuperNada fan | Iris[gm](ret) fan |
GameHeart
Profile Blog Joined February 2012
286 Posts
February 06 2014 19:14 GMT
#19
On February 07 2014 01:58 moskonia wrote:
This game is really good, loving it in the 2 games I've played, but when someone leaves they still count, so it can be uneven teams in case some leaves, which is no fun, you should make it recognize when someone leaves so that it is like originally it was 2v3, 3v4, etc.


I am working on this. This and an AFK detection system are top priority for Pure CTF at the moment.
Gameheart
hvylobster
Profile Joined November 2010
United States23 Posts
February 06 2014 20:21 GMT
#20
This looks extremely fun, can't wait to try it out. I am of the opinion that much game balance and design should hinge on the individual maps on which the game is played. Since you're using symmetrical balance for units and so far the map, I wonder how this game could be expanded to add non-mirrored maps that allow one team to overcome their theoretically slightly disadvantageous position while still retaining the quick Get In Get Out gameplay.
teh
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