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Strike warriors 3 (2-4 action game!)

Archive: 9 posts


This is my latest level. It's essentially, a mixture of unreal tournament 1999 and S4 League (the old, pre 2010, not pay-to-win version). It's not a very complicated arena shooter. Mixing elements from mainly those two games for a fun, creative outcome. Your arenas are not small and generic, but rather large, pretty, intricately made levels each of which is creative and none-like-the other. Like s4, the game's premise is that it is a popular VR (Virtual reality) multiplayer action game, and aesthetically it shows that well, from the menus, lobby, various arenas and even the whole binary code death-sequence.

There's two game modes in the first level (another level pack with a ctf mode is in the works) as it stands. First, we have classic mode, a throw back to my original lbp1 strike warriors 1/2, where the game is team-based and you must destroy all the enemy crystals and defend your own to win. The second, and more universal mode, is deathmatch, which is just free for all and most should be used to such a mode.

There are 8 weapons all together, each with a primary and alternate fire. Each weapon's alternate fire is unique, and different to that weapon's primary fire. The alternate fires tend to be more crazy than primary fires. This results in the way it works there really being 16 weapons if you want to get technical, as every weapon serves a dual purpose.

Within the stages, you can do things such as: Walk/run/boost/fight on what are called wall-run panels. You can utilize the wall-jump panels, there are air boost rings which pretty much work like a sonic game. And lastly, more controlled than bouncepads are the thunder-pads which shoot you straight up in a direction.

As for player gameplay, you have an HP meter, a boost meter and your player number on your HUD. With the square button players may boost until they deplete the boost gauge. R1 is the primary fire button, while L1 is alternate fire. Your player is able to double jump (X in air), action roll (triangle) or boost (square). L2 and R2 cycle between the weapons you currently have on hand.

The stage Dev team (as well as some other parts of the game, like fonts and music) is greatly split up. I've made I believe about 3 or 4 stages, while the rest are divided among close friends all cited in the level's credits. Now, a lot of you wanna probably skip all the info above, which is cool. I gotchu all covered two. I have made two videos showcasing gameplay. I have a third as well but the video bugged out.

1. https://www.youtube.com/watch?v=QJhaRN_Q2EQ

2. https://www.youtube.com/watch?v=mZsIuEhIgag


I really hope you all enjoy the level, like castlewars it's the one level I've made I seem to be able to replay almost endlessly.
Please, give all and any feedback possible. Also suggestions for stages and modes would be amazingly useful as well!
Manual lbp.me link: http://lbp.me/v/qrhxpkn

~Enjoy:star:
http://lbp.me/v/qrhxpkn
2014-06-13 01:55:00

Author:
shanzenos
Posts: 58


Consider this queued.2014-06-13 13:30:00

Author:
Kalawishis
Posts: 928


Nice! Queued!

-hyper
2014-06-13 15:34:00

Author:
hyperdude95
Posts: 1793


Thanks everyone, I appreciate it. I've been meaning to post this for awhile. I got a follow up map-addon pack as mentioned so if you like what you see in the core game you'll love the add-ons. I will admit when compared to your usual arena shooter it's a little more casual (but not stupidly so) which is mostly due to the presence of s4-like movement, speed and stylish gameplay. Some moments of gameplay can quite frequently look like a cheesy martial arts action flick too, which is fun.2014-06-13 22:56:00

Author:
shanzenos
Posts: 58


I will add some extra videos by friends soon.2014-06-17 15:06:00

Author:
shanzenos
Posts: 58


I just queued it! As a logic creator I can appreciate how much work would go into something like this, it looks very nice! Well done.2014-06-17 19:02:00

Author:
Knock
Posts: 8


Thanks! Really the logic's not that bad. Just had to have a friend help me use his more advanced analog HP system as a basic one wasn't cutting it, that and the points were glitching so I also had to rely on him to share his scoring system. That's about the hardest things to fix. Oh and the lag originally encountered before I started emitting weapons individually one at a time.2014-06-17 21:02:00

Author:
shanzenos
Posts: 58


I mainly meant that it must have at least been time consuming, right? Unless you had some logic pre-made.

It would've taken a bit of time, for me at least , from what I'm seeing . I do have some sackbot logic chips already, but they aren't perfected.
2014-06-18 01:14:00

Author:
Knock
Posts: 8


Yeah it took awhile, only my usual project time, 2-3 months.2014-06-18 23:50:00

Author:
shanzenos
Posts: 58


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