Hammerwatch Forum

Custom mapping and Mods => Custom Maps => Topic started by: Grokitach on August 26, 2013, 03:12:36 AM

Title: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: Grokitach on August 26, 2013, 03:12:36 AM
HOTLANE v1.0b - The First PvP map of Hammerwatch

OVER 1700 UNIQUE DOWNLOADS !


- Download v1.0b -
http://tiny.cc/hotlane1b

- IF YOU FIND BUGS, PLEASE WRITE THEM DOWN ON THIS TOPIC -


Description :

Hotlane is a competitive PvE map, so it's indirect PvP : the players begin with an amount of money that they can spend in shops. When everyone is ready on the teleporter, the group is transported in a 4 lanes map (one lane by player). The goal is to be the first to open the golden door and kill the boss, by ANY mean, you can even activate traps in other player's lanes to slow them down by progressing in your lane and activating some buttons.

I'm working on implementing a timer to know exactly what's your "score" at the end of the map. By the way the new statistics seem cool

If you want to help me and promote the PvP in Hammerwatch : download this map, play it and tell me if the monsters should be stronger, the traps deadlier and if the classes are balanced ;D !

It's currently recommended to play the classes with their ultimate skill.

Guide :

Here's a global view of the map :
(http://hamachifrance.com/img/thumbs/hotlaneroo.png) (http://hamachifrance.com/img/?v=hotlaneroo.png)

Here's a description of the main mechanisms on which the map is based :
(http://hamachifrance.com/img/thumbs/hotlanugu.png) (http://hamachifrance.com/img/?v=hotlanugu.png)

(http://hamachifrance.com/img/thumbs/hotlanhdh.png) (http://hamachifrance.com/img/?v=hotlanhdh.png)


This last one is particular : once the button is pushed, the annexes (full of upgrades, and potions, and heal and mana) will be closed for all the players except the one who pressed the button. It gives a serious advantage, especially for the Towers Room and to kill the Boss. About the top button, by pressing it you'll spawn random items (potions, upgrades and stuff !).
(http://hamachifrance.com/img/thumbs/hotlanydy.png) (http://hamachifrance.com/img/?v=hotlanydy.png)


Thanks to the beta testers :

ejh1990
MadCrab


Updates :

16/09/13 : Version 1.0b

- Major bugs fix
- Scripts error fix

16/09/13 : Version 1.0a

- 4 fully playable lanes
- Random upgrades spawner : at a given frequency, random upgrade(s) spawn(s) in the lane hub
- Statistics and End Screen when the boss is killed
- Tower room tweaked (less and slower projectiles that one shot you : the normal towers could crash the game because of the numerous projectiles spawned at once).
- Boost room tweaked with the new upgrades
- Many bug fixes

31/08/13 : Version 0.3

- More balancing (play each class with their ultimate skill)
- Bug fix
- 2 fully playable lanes in 1 vs 1 or 2 vs 2


28/07/13 : Update 0.25

- Keys were not the best way to open the doors. I replaced all of them by a destroying object script ;) !
- Even more balancing (upping a bit the paladin after his nerf, reducing a bit the Warlock and tweaked the Wiz and Ranger HP).
- Tweaked the boss to be more challenging : he has less HP but does way more damages and his skills are more deadly. His move speed have been increased to match the turbo update.
- Move speed and aggro range of the skeletons have been reduced to match the new Door opening script.


The animation glitch of the fire trap on enemies will be fixed Soon™ (because it takes likes forever to fix).


27/08/13 : Version 0.2

- Turbo mode activated : a more nervous gameplay.
- 2 Playable lanes with different colors !
- New text announcers !
- Some bugs have been fixed.
-  Trap activation from one lane to another : after pressing the circle button after the flame labyrinth, you'll activate a trap in your enemies lane. Once it's activated in one lane, the button is destroyed in other lanes.
- New doodads and lights.
- Classes have been tweaked heavily.
- Enemies have been tweaked : more HP on spawners, higher spawn frequency, less HP on some mobs, mana drops from skeletons slightly reduced.
Title: Re: [Versus/Competitive PvE] Hotlane - BETA
Post by: Xeronkar on August 26, 2013, 03:19:10 AM
I'll test that now ;)
Title: Re: [Versus/Competitive PvE] Hotlane - BETA
Post by: Xeronkar on August 26, 2013, 03:26:15 AM
So, in first, it's impossible for a mage. Every trap one shoot you. There's no way to collect any key.
And warlocks/paladins are cheated to take lot of damages.
Title: Re: [Versus/Competitive PvE] Hotlane - BETA
Post by: Grokitach on August 26, 2013, 03:49:52 AM
Yep, I will correct it by adding more HP to the mage. It will be around 90HP after upgrade lv2. I'll also slightly reduce the mana drops from the skeletons.

About the 2 keys, it's for bonus items, you can clear the level without getting them.


About Rangers, I have not really tested the level with them. But it's not a class that I play a lot, so I don't really know how to improve it without making it uber in comparison to other classes (trust me, the meteor mage with more HP is really strong, especially in skeleton room).
Title: Re: [Versus/Competitive PvE] Hotlane - BETA
Post by: MadMan on August 26, 2013, 11:26:51 AM
A very unique map, i haven't seen anything like this before. The custom sounds and music are very well fitting for this style, and it is very fun to play with your friends. It can be quite difficult if you aren't a paladin, as he can just charge through everything if you get him 210 health. It is in beta so i can't really complain about anything, but suggested improvements are:

Walls, you should fill in the walls with color theme/b so you can't see the darkness past it.
It might need a bit balancing with each class with the tweak.
You can find some ledges where you can glitch into the black abyss, and kill the enemies when they can't get you.

This map is very fun, may be the most fun custom map i've played, even though not many has come out. Especially that it is in beta, the final outcome of this level will be superb! Please carry on to develop this map, as it is great.
Title: Re: [Versus/Competitive PvE] Hotlane - BETA
Post by: Grokitach on August 26, 2013, 01:30:03 PM
Thanks a lot :) !

I'll need to test the ledges by verifying the Physics.


About the Paladin, I'll nerf him a bit. Especially his HP and his ark angle. I'll also upgrade the mana cost of the charge and reduce his overall Mana and Mana regeneration (the charge is truly unfair because it gives you a lot of speed). In my version it seems that all the classes are balanced. But it's true that the most competitive classes are the Paladin and the Warlock (this Storm is really strong).

I'll also make the game faster and more nervous. The spawners will spawn more mobs that will be faster than in the actual version :)


I made further balancing test with a friend and it seems to go well.


A new version will come out soon with 2 lanes finished ;) !
Title: Re: [Versus/Competitive PvE] Hotlane - BETA
Post by: Hipshot on August 26, 2013, 02:44:35 PM
This is very cool, I encourage people to develop pvp like this, until we added some propper pvp mode.
Title: Re: [Versus/Competitive PvE] Hotlane - BETA
Post by: Grokitach on August 26, 2013, 04:58:03 PM
Thanks for your support Hipshot :) !

I have some ideas too when the PvP will be released :D !
Title: Re: [Versus/Competitive PvE] Hotlane - BETA
Post by: Mayek on August 26, 2013, 07:12:54 PM
This map looks like it has alot of potential... Keep up the good work, it does not go unappriciated!
Title: Re: [Versus/Competitive PvE] Hotlane - BETA
Post by: KptnKook on August 27, 2013, 03:05:09 AM
wow... i dont get past the first floor :)

i really appreciate the effort and it looks and sounds pretty nice for me!
but it seems i'm to unskilled to beat it, for now...  :P
Title: Re: [PvP][WIP] Hotlane - BETA
Post by: Grokitach on August 27, 2013, 09:10:42 AM
Thanks for your support.

The thing is : there's only one floor. When you are skilled enough the map can be finished in 10 minutes (maybe less). And that's the point of it : beat for friend with your ability to finish the map as quickly as possible.

A new version will come out today. I activated a "Turbo" mode, made the game really nervous and fast paced. Death are more frequent but less punitive because you can reach point of your death in the lane really quick now. I hope you'll all enjoy it :)
Title: Re: [PvP][WIP] Hotlane - BETA
Post by: Grokitach on August 27, 2013, 07:53:01 PM
The new version is available :) !

http://tiny.cc/hotlane

- Turbo mode activated : a more nervous gameplay.
- 2 Playable lanes with different colors !
- New text announcers !
- Some bugs have been fixed.
-  Trap activation from one lane to another : after pressing the circle button after the flame labyrinth, you'll activate a trap in your enemies lane. Once it's activated in one lane, the button is destroyed in other lanes.
- New doodads and lights.
- Classes have been tweaked heavily.
- Enemies have been tweaked : more HP on spawners, higher spawn frequency, less HP on some mobs, mana drops from skeletons slightly reduced.


I still need some help on class balancing ! I hope you'll like the changes
Title: Re: [PvP][WIP] Hotlane - BETA 0.2
Post by: Grokitach on August 27, 2013, 11:58:12 PM

http://tiny.cc/hotlane025

28/07/13 : Update 0.25


- Keys were not the best way to open the doors. I replaced all of them by a destroying object script ;) !
- Even more balancing (upping a bit the paladin after his nerf, reducing a bit the Warlock and tweaked the Wiz and Ranger HP).
- Tweaked the boss to be more challenging : he has less HP but does way more damages and his skills are more deadly. His move speed have been increased to match the turbo update.
- Move speed and aggro range of the skeletons have been reduced to match the new Door opening script.


The animation glitch of the fire trap on enemies will be fixed Soon™ (because it takes likes forever to fix).
Title: Re: [PvP][WIP] Hotlane - BETA 0.3
Post by: Grokitach on August 31, 2013, 02:04:15 PM
Update 0.3 : http://tiny.cc/hotlane03


Check first post for changelog.
Title: Re: [PvP][WIP] Hotlane - BETA 0.3
Post by: KptnKook on September 02, 2013, 08:17:46 PM
nice map.. very nice music and style.

the idea behind this sporty event is very fun to play. i played it 1vs1. 4 players, knowing the basics of this map, will be always very nice.

and i like the dynamic ways of using this map. if your skills are not rightly set up for killing the boss.. you can think of using traps ;)
Title: Re: [PvP][WIP] Hotlane - BETA 0.3
Post by: Vatticson on September 02, 2013, 09:27:40 PM
Hey! i've played it with Mr. Kook :D

Yeah the map looks like it has potential. I have to say, i've used the Paladin without his ultimate, so, it was really hard to reach the end!! :_D


Ò-Ó, i don't know what to say. This could be a great map with the right decisions!

One thing got me confused, though. Where do you exactly activate traps for the other players? didn't see some button like that to do it (the buttons i've seen were for opening doors and stuff i think).
Title: Re: [PvP][WIP] Hotlane - BETA 0.3
Post by: Grokitach on September 04, 2013, 09:42:14 AM
There's actually 2 buttons : one right after the flame labyrinth to activate electric ball projectile launchers between the labyrinth room and the bat room. There's an other one right after the skeleton room to disable the 2 annexes (3 powerup pots, 3 steaks and 3 mana orb) that can normally be opened with bronze keys that you find in the flame labyrinth :) !

With those keys you can also open the 1st bronze door, but it's kinda a trap... With all the skeletons and the bats, and the tower and stuff, it's kinda impossible to finish this room.


Ah yeah, as I said all the classes are balanced with their ultimate. I'll maybe make different balanced build but that's quite long to balance every class ^^
Title: Re: [PvP][WIP] Hotlane - BETA 0.3
Post by: guyd00dman on September 04, 2013, 05:34:00 PM
A fun twist on this would be to have 2 lanes, one with a bunch of traps waiting to be activated and a single player running through, the other with the remaining players and switches to activate the traps to try to stop or slow down the player running through. They take turns racing through the lane and triggering the traps, and the fastest time wins.
Title: Re: [PvP][WIP] Hotlane - BETA 0.3
Post by: Grokitach on September 04, 2013, 11:05:40 PM
That's a good concept for an other map.

But here, when it will be played with 4 players, you'll feel the all the tension of progressing faster than the others in your lane, watching your neighbor lanes to see where the other players are and stuff.

I'm still creating the 3rd and 4th lanes, it takes a lot of time. By the way I'm a music producer so I also have to make some tracks... And to study because I'm a student after all xD !
Title: Re: [PvP][WIP] Hotlane - BETA 0.3
Post by: KptnKook on September 06, 2013, 12:03:23 PM
hey last time i played, we couldnt play correctly... we were 4 players but only two lines where present. you could enter the other for, but there where no tiles or doodads.. the areas were empty!

know that bug?
Title: Re: [PvP][WIP] Hotlane - BETA 0.3
Post by: Grokitach on September 06, 2013, 07:25:52 PM
Yes, as I stated in the description, the map is only playable in 1v1 and 2V2 at the moment. The 1v1v1v1 will be out soon as the v1.0 but it takes a LOT of time to make it.
Title: Re: [PvP][WIP] Hotlane - BETA 0.3
Post by: Clarity on September 08, 2013, 12:26:41 AM
Very fun, very unique, well done. It's a fun map, but it takes forever to beat one lane, besides that I think it was creatively made. 3/5
Title: Re: [PvP][WIP] Hotlane - BETA 0.3
Post by: 128thNotes on September 09, 2013, 09:37:04 PM
This is excellent, sure to become a PvP classic in my opinion. In addition to the counter for who kills the most enemies, there should be some kind of separate mode or option for the lanes to be a race, and the winner is the first one to the end. Keep up the hard work!
Title: Re: [PvP][WIP] Hotlane - BETA 0.3
Post by: Grokitach on September 14, 2013, 01:12:35 PM
About Statistics, they will be added at the end of the map :)

I'm also thinking about runes (like in DOTA) : Haste, Double Damage and stuff. But it requires lots of coding work (custom potions effect... I still have to figure how those things work).

About the advancement of the map, I can only work on it during weekends because of my studies. All the lanes are almost ready, I still have to make all the scripting stuff (the traps activated by players in other lanes) and debugging though :/

I expect that the 1.0 version will be out in the end of September.


P.S : Here's a 4 Players Beta version that needs debug. I haven't tested the 2 new lanes yet. I hope that I will have some time in the next days to test it properly ;) : https://docs.google.com/file/d/0B5HcYasAxCObdTMwYm9aZTJJcWM/edit?usp=sharing
Title: Re: [PvP] Hotlane 1.0a
Post by: Grokitach on September 16, 2013, 09:36:34 AM
New version, 4 lanes, many new things, I hope you'll like it ;) ! Check first post for more info

And thanks for your support guys :) !


And Clarity, the more you'll play this map, the faster you'll finish it. It's recommended to take your ultimate. And with the new upgrades system, I think that the map is really easier than before.
Title: Re: [PvP] Hotlane 1.0b - Major Bug fix and 4 lanes version
Post by: Grokitach on September 16, 2013, 04:03:01 PM
New version, all script error fixed, major bugs fix.

http://tiny.cc/hotlane1b
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: Grokitach on September 18, 2013, 07:00:35 PM
Poll added, cast your vote.
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: sssank on September 20, 2013, 03:29:15 PM
Can I play this level local co-op? Or is it online only?
Sharing the screen in this run is possible?
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: Grokitach on September 20, 2013, 09:54:09 PM
it's possible in HP pool... But you'll lost all the interest of the map
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: sssank on September 21, 2013, 01:32:33 PM
no, sorry, I mean playing sharing screen, not hp pool.
for sure sharing hp isn't that funny in a competitive match :)
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: Grokitach on September 23, 2013, 02:34:34 PM
Hehehe yeah.

What I really love, it is people that vote 1/5 without saying why.
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: sssank on September 23, 2013, 05:04:09 PM
I tried but had an error on lunching your map.
I can't paste error.txt now but I will do soon, any known solution meanwhile?
I never had issues with custom map in this forum section!
Maybe people how voted 1/5 had my same error :(
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: NekoBaron on September 24, 2013, 01:36:08 PM
Played it solo just for a laugh, dont have tme to find another player for now. Asides from the obvious problems that cant be solved yet like individual spawn points and such here's the only issues I found.

The rune spawning at the bottom was more of a reason to suicide, obviously cant do much without separate spawns. i also noted it was on a random that isn't using the select one only flag which was causing multiple runes to spawn at times.

Also when it came to the boss it was actually easy to lure him down to the spike traps and kill him quickly with it so you might want to disable traps or in the boss.xml make him unaffected by traps.

You could also have announcement chats like "player blues boss is down to 50 percent" and such by using the object filter I think to add a lil more pressure to other lanes.

I wont rate it since I don't feel I should yet.
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: Grokitach on September 24, 2013, 01:50:53 PM
Thanks for your reply.

About the boss and spikes, that's intended to be used like this. But sometimes it's quicker to kill him with your skills. Especially in 4 player match where the Red rifts skill is really deadly (I will boost it a bit and fix it to the same base, to be independent from the number of players that are joining)

About the multiple runes, it's intended too, but I think that I will remove this feature anyway, waiting for a way to customize them or the potion effects to make a better Runes system.

For announcers that's a good idea.

About pressures on other lanes, I'm thinking about new traps and stuff. Like timed fireball throwers.
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: NekoBaron on September 24, 2013, 02:46:15 PM
If you want something interesting to add to lanes, put a puzzle in places, like the 4 button random secrets in the campaign to slow people down without resorting to enemy spam.

Also forgot to mention, the part of the lane with archers on the side you might want to add a path to get on to attack them when you get to the end so knights can at least kill the archers and lichs.
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: Grokitach on September 24, 2013, 03:01:56 PM
Yeah a small riddle could be cool.

About archers, think outside of the box : use the Spike launchers of the bats room ((near the pillars). It will kill them all.

Thats on what my map is mainly based : thinking outside of the box to save some time.It's also based on how you use your ult and when you take your potions. It's the same with the invulnerability potion, you can use it in different rooms where you can save a lot of time depending of your class.

But yeah I will add a path at the end of the room :)
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: Grokitach on November 29, 2013, 01:19:08 AM
To further develop this multiplayer only map, I need more constructive feedbacks.
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: Grokitach on January 22, 2014, 07:17:47 PM
The development of this map has ended. Have fun with the current version. I don't have time anymore to work on it.
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: Saffy on January 23, 2014, 01:47:39 AM
That's a shame, as I just discovered the map, (as well as other custom maps) and had a play on it with a friend and had a huge amount of fun! It just needed a couple of bug fixes, also I think I made it crash by killing the boss with the spikes... I do hope you can add a couple more updates in the future!
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: Grokitach on January 23, 2014, 11:46:24 PM
I'll try, I was thinking of a little riddle or something. I played it with 3 of my friend and it was really a BLAST. But it seems that HW players are not really fond of custom maps :/

At the moment I'm focusing on music, I have an EP to finish :P !
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: Saffy on January 24, 2014, 02:30:22 AM
I'm dying for more maps to play! It seems that most are just WIP, and quite a lot of survival maps. I've taken to starting to learn how to make my own...
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: Paiyn on January 24, 2014, 06:27:33 PM
There should be more maps like this, really great work!
The reason why not a lot of people are in these forums is due to the fact that most of the players don't even know custom maps exist I think. If only they would put a steam workshop up for this game...
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: Grokitach on January 24, 2014, 08:50:04 PM
Yeah maybe. What would you like to see added to this map ?

And about the boss, I didn't know that you can kill it with the spikes ! I should fix this ASAP.
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: Bman255 on February 11, 2014, 11:34:26 PM
Hello! I've just started doing a Hammerwatch custom maps first impressions video series, and just featured your map. Although I've only been able to play it in single player so far, I've highly enjoyed the map. One thing I really love and hate about this map is the learning curve. I found my first run of this to be a bit frustrating, but every run after that to be a ton of fun. Hopefully this wont discourage anyone from finishing the map. One of the things that came to mind immediately, is that a player who has memorized the flame trap at the beginning has a huge advantage over someone who hasn't. I'm not familiar with the hammerwatch editor, but it would definitely make things more interesting if the fire traps were randomized somehow, or there were more than one variation to make them harder to memorize. Every lane would still have to have the same pattern though, so I'm not sure how hard this would be to do. The thing I really loved about this map was the ability to lead the boss into traps. A few times I was able to get the boss stuck in the spike traps right outside of the boss room and kill him very quickly. Using the Ranger with as many damage upgrades seems to take down the boss really quickly. I haven't tried with the other classes yet, but maybe the boss should have more health? Also, I noticed nova towers and the boss tend to do a ton of damage. As a no health upgrade Ranger I was getting one shot by most things, but I like how this is set up. Going no health gives a really high risk/reward, and really rewards players for playing well. I think that's all I had for thoughts after my first few playthroughs. If you need any help with testing or need other suggestions/opinions, I'd be happy to help.
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: Prem on February 27, 2014, 06:20:03 PM
I really enjoy this map!  It's a really neat concept and I think you nailed it.  The only issue I have with it is every time I get to the end of the game and I'm trying to kill the boss, the host's game crashes.  It's happened to me twice.  Once when I was host and once when my buddy was host.  I haven't had my game crash before so I'm not sure whether it's an issue with the map or my game but I figured I'd bring it to your attention.  It seemed too convenient that it crashed twice at the same point, ya know?  However, Well done with the map.  You should make 2v2 team lanes as well!!!  Have two portals in the beginning and the players can decide there.  I feel like it would spice it up and give more options to the players.  :)
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: Grokitach on February 27, 2014, 08:05:56 PM
Thanks for your feedback ! I really appreciate it !

I never got this bug... When does it crash exactly ? Maybe it's a problem with a sound or something :O ! Or maybe because of the update of the game. I should check this out ASAP, but I don't really have time for that at the moment  :-\

Does it crash in One player mode ?


About the portal and stuff, I can't separate a group of players with a teleporter... That's why that sucks. I had an other map in mind when I began to work on, but I ended up with this because it was the only way to realize it with the Hammerwatch's editor.
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: Prem on February 28, 2014, 06:06:50 AM
I haven't tried it in single player mode but I feel like it crashed both times when one player either killed the boss or got close to.  Not sure.  As for the team lanes, use one teleporter, like you have it for the other one, and when they get into the lane area they choose their teams and go at it like they do in the FFA.  Just make bigger, longer, harder lanes for teams. :)
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: Grokitach on March 01, 2014, 01:15:38 PM
Hehe I'll try to do it, but it requires to do an other whole new map xD
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: Prem on March 02, 2014, 03:33:57 AM
If you need help I'd love to assist you!  I use to make maps on Starcraft and Warcraft all the time.  This editor is much more simple than those with scripting, however the terrain is a hassle.
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: Grokitach on March 04, 2014, 05:20:34 PM
I'll upload the whole project for you ;) ! You are free to modify it, but please send me a copy of it before posting anything official :p !
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: wonderkush on April 19, 2014, 07:35:47 AM
Where is the project upload? I also would love to work on it.
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: Grokitach on April 19, 2014, 01:19:27 PM
I will post it Monday.
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: Grokitach on April 24, 2014, 05:47:52 PM
Here's the download link for the whole project !


https://drive.google.com/file/d/0BxHdKkm_G25yVVY4Tm82YzlLMUU/edit?usp=sharing
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: Grokitach on May 22, 2014, 08:15:08 PM
TOP 5 map on Hammerwatch :) ! Just saying, and now the source files are available !
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: Grokitach on May 25, 2014, 10:28:10 PM
Beware, the Thief is not yet balanced for the map (try it at your own risk to simply loose all the time).

Oh by the way. It will be summer time for me in about 1,5month. Maybe I'll begin to work a bit on the map for a V2.0 :)
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: clo on May 30, 2014, 02:03:22 PM
Competitive PvE? Is this a lane attack game like Dota? The title is slightly confusing however I assume this is almost like a race to the finish by killing all of the mobs in your lane up to the boss before anyone else does. This should make for some good fun.
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: Grokitach on May 30, 2014, 02:31:01 PM
Yup it's a race with interactions between lanes : you can activate traps in other players lanes, you can disable some bonuses, you can use the keys that other players picked-up (it's only true for the bronze key).

It's pretty intense when there are 4 players that already know the map and the best build for their character.
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: Hipshot on July 02, 2014, 01:38:23 PM
Just played your level, me and christian here at work, it was really fun. I won.
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: Hipshot on July 02, 2014, 01:38:52 PM
Upload it to the workshop.
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: Grokitach on July 06, 2014, 02:15:23 PM
Thanks Hipshot !! I'll upload this version on the Workshop next week. After that I'll work on a new version, with random flame traps room, a new riddle room (with random riddles !).

I'll maybe try to add some speed potions (increased movement speed) if I can tweak it :P !
Title: Re: [PvP] Hotlane 1.0b - The competitive PvE map
Post by: shiftyBOT on July 17, 2014, 05:59:55 PM
I was actually thinking of doing some kind of competitive map for a while now :P
(or a cool arena):P
and Hipshot,when will you implement modding the character files xD
(i would really like it soon and can think of many uses)

oh great map concept :D(cant wait to play it,even though i lag like **** in hammerwatch multiplayer:(
(I might go make a thread about that):/