And here is another video going over the game more in-depth.
[A] Pure CTF
Forum Index > SC2 Maps & Custom Games |
GameHeart
286 Posts
And here is another video going over the game more in-depth. | ||
TheFish7
United States2824 Posts
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yakitate304
United States655 Posts
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. | ||
Aircooled
United States79 Posts
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GizmoPT
Portugal3040 Posts
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yakitate304
United States655 Posts
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. | ||
GameHeart
286 Posts
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Skyblueone
Belgium155 Posts
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Agh
United States832 Posts
1. Camera zoomed too far out 2. Shots travel too far (Shorten their length) 2. Make Grenades more visible 3. Map Length shortened slightly. | ||
itsJames
France23 Posts
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
286 Posts
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Bswhunter
Australia954 Posts
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) | ||
yakitate304
United States655 Posts
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Xapti
Canada2473 Posts
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. | ||
GameHeart
286 Posts
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moskonia
Israel1448 Posts
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TheFish7
United States2824 Posts
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
5061 Posts
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 | ||
GameHeart
286 Posts
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. | ||
hvylobster
United States23 Posts
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Superiorwolf
United States5509 Posts
- Already saw you comment on the kill score or whatever, I think what you're currently planning (winning team gets to see their stats) seems good. What I do think is a necessity though is to have a Counterstrike style "who killed who" whenever someone dies, this way you know which person you killed because a lot of times you are fighting and if you kill them you don't even know who you killed (unless for some reason during the battle you were able to hover your mouse over them and read their name) - With regard to the last point, it would be a really cool touch to add those quake style "FIRST BLOOD" "TRIPLE KILL" etc etc although I'm not sure if you would want to do that - We played a 2v2, two 3v3s and a 4v4. The 4v4 seemed the most fun because flags were actually being captured quite frequently, whereas the 2v2 and 3v3 seemed much more difficult to secure flags. Then again those were our first games so I'm not sure how it'd play out with more experience. - Units should be hotkeyable so when you double tap 1 (your control group) it will recenter on your marine, it's a very small detail but was a little bit annoying to a few of us The rest are kinda just ideas I wanna throw out there, although I know you said you wanted to keep the game as simple as possible with as minimal UI distractions and stuff Maybe have multiple types of maps in the future? Smaller maps for 2v2s or 3v3 or something? Higher walls around the flags so that nades can't be spammed so easily in there? Just very slightly longer respawn times so that defenders don't respawn so quickly and closely in order to defend, making surviving more important Would love to see your thoughts on some of these, cheers for the awesome game we had quite a bit of fun and will look forward to playing it again in the future | ||
StutteR
United States1903 Posts
I agree that a kill-feed would be nice or even names floating above or below characters | ||
GameHeart
286 Posts
I have been drowning in requests for kill feeds and scoreboards and I will go into my thinking on why I don't have them, but before I do I will say that I am constantly considering them because of the sheer number of requests I get to add them. I got into a long debate with ChanmanV about scoreboards tonight and he had me just about convinced to add one. Why I haven't added a scoreboard - I have not added a scoreboard for a few reasons. The main reason being that in any objective based game I have ever played that had a scoreboard, there were always a lot of players that focused on just getting kills instead of the objective and I felt like my game experience as someone who cared about the objective was ruined by these people on my team who never helped. The second reason is because a scoreboard would not accurately reflect a player's contribution to the game and I think it is unfair to show some kind of rating for a player when it is impossible to rate them. In Pure CTF I genuinely believe you can be the MVP of a game without ever killing an enemy or touching a flag. I think the most important thing in the game is to waste your opponents time. By occupying your opponents time you create opportunities for your allies. I will often engage a couple of enemies at my own flag without trying to kill either of them for a long period of time because I know if I do they will respawn at their base and defend against my teammate who is attempting to collect their flag. My goal is essentially just to waste their time. Of course this is only valuable if you are outnumbered, otherwise you and your opponent just cancel each other out. But if you can survive solo against 2 or 3 enemies for even 20-30 seconds you are creating huge opportunities for your team. But how do I track that? How do I track someone wasting his opponents time? The third reason is because I feel like you have little opportunity to kill your opponent. The game is really about forcing mistakes or outlasting your opponent more than killing them. It is sort of 'who screws up first'. You aren't really aiming your rocket at them so much as trying to create a bullet hell situation for them that they eventually cannot cope with and make a mistake and die. Whether my rocket kills my opponent, my teammates rocket or he is killed by his own team, it was the situation that really killed him and forced his mistake more than any individual player. There is an exception to this when players do the 'close blink' style play and gib an opponent by blinking right on top of them and firing before they can react. Why I haven't added a kill feed - Actually I did add a kill feed the other day, but I immediately disabled it again after noticing a terrible trend. In two out of the first three games I played after implementing the kill feed at least on person devolved into doing nothing but killing his teammates out of anger that someone had team killed him once or twice. Besides the general negative feeling everyone in the game will have when two people are being so genuinely hostile towards each other, it is also a horribly misguided view because you have plenty of opportunities to get out of the way of friendly fire. If I get killed by friendly fire I almost always feel like it was my mistake and not that of my teammate. But not everyone shares that view, and I don't really want to stoke those flames. That said I could perhaps implement a kill feed that only shows who you have killed and not who killed you. Camera centering - You should already be able to center your camera on your marine by pressing spacebar. I hope that helps. I am not sure how to implement normal control groups without causing other problems (like making it possible to accidentally select an enemy unit which really sucks). Different maps - I am considering a system that uses the same map but rearranges the obstacles from game to game. Respawn times - I may bump them up a bit, I agree there should be more opportunity to make something happen after you kill a couple of enemies. I would prefer to find a way to do that though while keeping the feeling of constantly being in the game. Information about the next patch - In the next patch I am adding a laser ability. I tried implementing it on my test map tonight and I found some problems so I need to go back and work on it some more, but it will basically look like this: It will take awhile to fire and it gives a little bit of a warning targeter thing but it will pretty much instantly traverse the map killing everything in its path including rockets when it finally does. You do have to sit still to fire it. Another interesting thing about it though is that it will be able to pass through force fields. It is designed to punish players who sit really far away and spam rockets. But I think the ability to fire it through the force field may give it a little more utility than just that. Still, it will be difficult to use the laser to hit anyone who is paying attention to their own marine. Though it may pose some threat to the slower moving flag carriers. Besides the laser my next patch will also include a system that detects when a player has left the game or gone AFK and then attempts to balance the teams, and I have enlarged the marines by about 30% so they are easier to see. I am debating a system that assigns specific shapes to players to put on the ground underneath them so you can at least tell your teammates and opponents apart at a glance. I still don't want to do names overhead though. | ||
GameHeart
286 Posts
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Heat_023
Canada160 Posts
Some examples : - longest total flag possession time - most kills - most team kills - most spells used - most bullets fired - longest distance walked | ||
iHirO
United Kingdom1381 Posts
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GameHeart
286 Posts
The laser is designed to help punish players who just stand there firing rockets from really far away. You can also fire it through force fields because I thought it needed a little more utility. Anyways let me know what you think. | ||
Neeblet
United States10 Posts
- Possibly the need to reload every once in a while. The game is completely fine without it, it would just prevent mindless spam from being the best option in a lot of scenarios. - Something to keep people playing. I know you don't want a scoreboard of kills/deaths but wins/losses would be nice or even an xp system like halo had where you gain xp after each game. xp rewards could be just cosmetic changes like a different marine skin or a different shape under your marine. This would give people like me a feeling of progression too instead of just the fun aspect keeping us playing. - Laser should have a relatively long cooldown and be slightly wider in my opinion. Right now it doesn't feel useful or fun, you can spam it all game but you won't hit anyone who's half decent. Making it wider would allow it to have a higher chance of hitting but the long cooldown would prevent it from being spammed, so you would have to put some thought into when you are using it. Those are just my suggestions, but overall it's a really enjoyable game. | ||
iHirO
United Kingdom1381 Posts
http://us.battle.net/sc2/en/blog/12941347/arcade-workshop-pure-ctf-2-14-2014 | ||
hobbidude
Canada171 Posts
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yakitate304
United States655 Posts
On February 19 2014 06:26 hobbidude wrote: I would like to add it would be nice if the flags broke forcefields. I have seen too many stalemates were every player just forcefields on the flags so no one can get them and locks up the game. I disagree. Setting a FF on top of the flag is great as a flag runner if you find yourself outnumbered without support. Drop the flag, FF it, and try to get the kills. Without being able to FF the flag, returning the flag would be far too unforgiving because as soon as you drop it to defend yourself, someone would blink on top of it. | ||
EatThePath
United States3943 Posts
I have not added a scoreboard for a few reasons. The main reason being that in any objective based game I have ever played that had a scoreboard, there were always a lot of players that focused on just getting kills instead of the objective and I felt like my game experience as someone who cared about the objective was ruined by these people on my team who never helped. The second reason is because a scoreboard would not accurately reflect a player's contribution to the game and I think it is unfair to show some kind of rating for a player when it is impossible to rate them. In Pure CTF I genuinely believe you can be the MVP of a game without ever killing an enemy or touching a flag. I think the most important thing in the game is to waste your opponents time. By occupying your opponents time you create opportunities for your allies. I will often engage a couple of enemies at my own flag without trying to kill either of them for a long period of time because I know if I do they will respawn at their base and defend against my teammate who is attempting to collect their flag. My goal is essentially just to waste their time. Of course this is only valuable if you are outnumbered, otherwise you and your opponent just cancel each other out. But if you can survive solo against 2 or 3 enemies for even 20-30 seconds you are creating huge opportunities for your team. But how do I track that? How do I track someone wasting his opponents time? The third reason is because I feel like you have little opportunity to kill your opponent. The game is really about forcing mistakes or outlasting your opponent more than killing them. It is sort of 'who screws up first'. You aren't really aiming your rocket at them so much as trying to create a bullet hell situation for them that they eventually cannot cope with and make a mistake and die. Whether my rocket kills my opponent, my teammates rocket or he is killed by his own team, it was the situation that really killed him and forced his mistake more than any individual player. There is an exception to this when players do the 'close blink' style play and gib an opponent by blinking right on top of them and firing before they can react. Music to my ears, <3 gameheart. ^^ | ||
Darksoldierr
Hungary2010 Posts
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GOOOP
3 Posts
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GOOOP
3 Posts
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GOOOP
3 Posts
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Zeteo
1 Post
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