I'll be redoing this thread once I get the trailer done.
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(no, seriously do it Qwerty)
If you're here from the recently released mobile adaptation of this map, then congratulations! Enjoy the free prototype version, assuming you can get it to run. It had to be essentially remade from scratch (with the exception of the ships) for mobile, and an awful lot was changed, so I make no guarantees about the gameplay being the same (or even similar for that matter).
Jigarbov playing GSWII (Placeholder for Trailer):
So, what's this map and why should I care about it?
How, exactly, do I describe this map? I mean, it's a PvP minigame, but unlike any before it (at least, that I know of). Think FTL, in Minecraft, but team-based and competitive. I suppose the best place to begin when describing GSW is to explain its history. If you don't want to hear a bunch of boring stuff and just see what the map actually is, skip this bit and head to the Ship Layout section.
Many of you have seen . For those of you that cannot follow the URL for whatever reason, that's the old Pirate Battle Royale map by FVDisco and Sethbling. I used to play it a bunch with my friends, but the key problem we always had was that being hit never had enough consequences. We thought, "What if we have this map, but in space, and a hull breach means that you're dead?"
Long story short, we made it, and it took rather a long time, but the map was lacking in fun. The gameplay essentially consisted of firing neat ceiling-mounted cannons at a target shaped like the enemy ship. When a part was destroyed, it would seal off that part of the enemy ship. It featured a power supply, a backup power supply, shields, basic shield sabotage, and basic single-use boarding. It was non-resettable, and not very fun at all, and we abandoned the project.
Then command blocks were released.
Work began on a new project, a sequel, built from scratch, to restore the idea of an inter-ship space battle to its proper glory. We began work on GSWII. It took awhile, and many things were broken and changed over the updates, but eventually we prevailed, and I bring you this thread in the last moments of construction and testing.
Look, I'm not really into the whole "Really detailed thread" thing. Just give me a download link or two and some gameplay videos and I'm all set!
Fine. Just expect another download link towards the bottom. Play it in at least 1.7.5, but not any of the snapshots.
Clarke's Perspective of First Final Test (Rsmalec):
(The bugs encountered have since been fixed. Promise.)
Asimov's Perspective of First Final Test:
Trailer Placeholder Hub Video:
GSS Training Series:
Final Test Tutorial (two views):
Ha, I have a better attention span than that. What actually IS the map? It's a space battle, yeah, but what's the gameplay?
Delving into the depths, eh? Best of luck.
The best comparison I can make is FTL, but where you control the individual characters. Players split into teams (minimum of 2 per team recommended, but no maximum). One team joins the green ship, also known as the GSS Asimov, and one joins the blue ship, also known as the GSS Clarke. The two teams attempt to destroy the other ship by whatever means necessary (more on that later), and the winner gets to celebrate with a trip to the gift shop and some rest and recovery. There's not much of a story, except that Admiral Mooshroom is entertained by recruits fighting each other for some reason. Also there's some elements of a CTM-like easter-egg hunt to play between rounds.
At least, that's one game. You see, while we were developing the original GSW, we were doing so on a server that I was hosting. While we were developing, some of my friends were messing around with various tidbits of redstone and adding to the pre-game lobby, Spacedock. This led to a tradition of hiding easter eggs all over the place.
In GSWII, the easter eggs remain, but each egg gives you a music disc. The easter eggs all culminate in a final secret, which will unlock a permanent reward for all players. There'll be a book with more information on the specifics. I won't say any more on that for now. Spoilers and all that.
So you run around some modular ships, attacking another ship, hoping you aren't in a specific room while it is destroyed. Seems pretty general. Mind giving specifics?
There's... a good deal of gameplay mechanics. I'll list the layout, the rooms, and their functions here, in a spoiler. Note that the pictures are of an outdated version, so the actual game looks different. Alternately, you can watch the , or just watch other people playing the map. Personally I think that's the best method, you can find examples under the "Videos" section.
First off, here's a map of the ship that can be found in the in-game tutorial room. It's a bit big to put in the post, so I'll just link to it. What I can post, however, is the much smaller map that can be found on the ship's scanners.
Let's start at the top, shall we?
The weapon control room is where you set targets and fire your weapons. There are 14 rooms. To use, simply press the button for the room to set your aim to that room, then fire. The light in the ceiling shows whether or not you are ready to fire again. You can only hit your target if their shields are down, and by default you have a 3/4 chance of hitting your target (it decreases by 1/4 for each phaser bank sabotaged). This room can be sabotaged by the enemy, but only after they have sabotaged both of your phaser banks.
When a target is hit, that room will most likely be destroyed. Some rooms require more hits to destroy, including the barracks (3 hits), the repair bay (3 hits), oxygen (3 hits), and the fusion core (5 hits, but after 3 power is cut). When a room is destroyed, all functions tied to that room will cease, and anyone actually in the room will be sent into space and die.
This room is mostly decorative. Technically you can send intercom messages throughout the ship here, but considering any decent team will most likely be using some alternate form of communication (preferably voice-based), and anyone on your ship can see the message, it isn't recommended. It essentially exists as a way for the enemy to cut off access to the weapon control center.
This is the respawn point. Upon exiting this room, you are given your equipment. When a player exits the room, there is a slight delay before another player may do the same. If the arrow on the ground is dark, back away from the pressure plate until it is lit. It takes three hits to destroy, and once destroyed players on that team can no longer respawn.
These have an effect when the weapons are fired. They can be sabotaged by the enemy to reduce the accuracy of your ship by 1/4, and to allow them to sabotage your main weapon control room. As with any room, their function is lost if they are destroyed, so your accuracy will drop if the enemy destroys your phaser banks.
Note that, for you to have any negative effect on the enemy ship, you have to either lower their shields or sabotage their systems. This system accomplishes both. every 30 seconds (or so), the teleporter will charge (charge is seen in a row of lamps behind the teleporters). You may then teleport up to three people to any room on either your ship or the enemy ship, including your own teleporter room. People teleported will become invisible for several seconds (remember to remove armor first), but also very nauseous and weak. This gives them a few moments to hide, after which it is up to them to wreck havoc on the enemy ship. Be sure to check your scanners before a teleport, though: teleporting your crew into a destroyed section of any ship is just as good as teleporting them into space! Note that a well-timed enemy boarder can change the destination of the teleport, including to empty space, and the sequence cannot be aborted once started.
This is where you can deploy nanobots to repair any part of the ship. It is how you repair all sabotaged and destroyed parts. Repairing a part sets said part to full 'health', so to speak, and undoes any sabotage on that part. This room takes three hits to destroy, but be very careful not to let it reach that third hit. If it does, you have no way to repair your ship, and the battle can only go downhill from there.
Mostly decorative, but they do serve one functional purpose: They are vital passages from one end of the ship to the other. Should the enemy destroy both of these, as well as the scanners, the ship might as well be divided in half save for a very risky teleport. This leaves your fusion core up for sabotage. Also, this is used to access the "winner's area" after a successful game, and you can also throw people out of the EVA airlock if you're really upset at them.
Scanners give you a quick, at-a-glance view of which parts of your ship are sabotaged, which have been hit, and whether or not your scanners are active. Should they be sabotaged or destroyed, your scanners will no longer be active, and you'll have to rely on the good old-fashioned see-if-the-bulkhead-is-sealed approach. However, do not be so quick to destroy your enemy's scanners: You can only scan the enemy through their scanners, which are only updated when someone (a boarder or an enemy crew member) is actively holding the scanner while on that ship. (I'd make it auto-update, but sorry, that's just how maps work). The scanner also functions as a basic map of the ship, so consult it if you get lost.
This button is a boarder's dream. Do not let any boarders reach this button. It is the one thing keeping you from the enemy phasers (and, by extension, from the vacuum of space). If the shields are down (indicated on the scanners, or by those lights not being on), you are vulnerable to the enemy phasers. If you are vulnerable to the enemy phasers, they may then have a merry old time with your fusion core, barracks, repair bay, oxygen supply, etc, etc.
By participating in activities throughout the ship (firing weapons, repairing modules, teleporting people, killing bad guys, etc), you receive credits (represented in experience levels). Here, you may convert those credits into food. It can be sabotaged by the enemy and destroyed, so stockpile food when possible. The difference between full hunger and almost full hunger can be made very clear very quickly in a battle.
When this is active, your oxygen supply will gradually increase towards the blue end of the scale, until it reaches the maximum. When it is sabotaged or destroyed, it will gradually decrease (over the course of about 5 minutes) to the red. If all of those lights go out, your ship runs out of oxygen, and anyone in it (friend or foe) will die a horrible, horrible death. This is one of two win scenarios. Destroying the enemy oxygen, I mean. Not destroying your own. That's more of a losing scenario.
I've saved the best room for last, I suppose. The fusion core is the most durable part of the ship, capable of taking five hits. This is good, because if it is destroyed, the entire ship will go with it. It also controls the power of the ship. The power can be cut after it takes three hits, or after it has been sabotaged (not an easy feat!). If the power goes out, all nonessential functions of the ship will be deactivated, including the lights. It also has a self-destruct, which destroys the ship and can only be pressed on your own ship. It can be used if you know you've lost and don't want to wait to run out of oxygen, or if a certain someone (cough cough, qmagnet) decides to start the game early.
The fusion core can be sabotaged, but it requires a team of three boarders all cooperating. Two must hold the door open, and the third must enter the core itself and find the sabotage button. If any of these people are interrupted, the volunteer will most likely be trapped inside the core and die a very slow and painful death. Best of luck.
Fine. Weapons room goes pew-pew shooty-shooty, unless enemy shields are up. Barracks are your respawn point. Transporter lets you teleport to the enemy ship, or your own if you so choose. Repair is self-explanatory, so are scanners, so is shield control. Mess hall is where you get food, and the oxygen supply controls a meter that must be kept above 0 to avoid losing. The fusion core is a hard-to-sabotage, hard-to-destroy module that controls the ship power and means an instant loss should it be destroyed. You win the game by depleting the enemy oxygen supply or destroying their fusion core. Following me so far, hypothetical reader?
Yes. Much more clear, thank you. I'd like to play this map. Another download link please?
I'd recommend watching some gameplay videos before playing the map (or at least the tutorial series) first to get a good idea of what the gameplay is like. Those'll be linked up in what I call the "lazy person" section of this post. Just post it on the forum thread and I'll put it there.
Okay, okay, I get it, it's a complex map. Can I download it now?
You may encounter random massive lagspikes of death. I have no idea what they are or where they come from. They shouldn't be in places that interfere with normal gameplay.
1.06: Mostly behind-the-scenes changes. Should make it more durable as bugs go. Also, fixed the chat color bug. It seems to work fine in 1.7.10.
1.05: Fixed stuff regarding [REDACTED], tidied up the area around ???, and set up some stuff that might help fix one of the known bugs in the next update. Really informative notes, I know.
1.04: Fixed the bugs Fayti found. A set of holes, redstone bugs, etc. Mostly a hull breach in the Asimov.
-Updated map to 1.7 compatibility (I think)
(all that really needed to be changed was the villager trades, but there's annoying yellow things on the scanners now).
-I finally fixed the final step in the easter egg chain. That means you can now actually finish that chain. Good luck doing that, though. At time of writing nobody has done it.
-Changing mining fatigue + haste to just mining fatigue. Animations won't be as glitched now.
-Added a temporary fix to the "getting-stuck-in-barracks" problem. Knowing me it'll probably also be the permanent fix.
-Fixed credits hallway (now contains all names)
-Updated map to snapshot compatibility (I think)
-The self-destruct was added after the final test, so it may be buggy. I don't know of any bugs, but I want to acknowledge that in case you find any.
-In the 1.7 version, the glowstone used in the scanner wiring is now visible. This won't affect gameplay in any way, it just makes the scanners look a little less clean.
Okay, I finished. What next?
What, already? Well, as it happens, a sequel and a half are already in the works. One, GSWII.5, is a joke map. Here's a trailer and a playthrough vid of the unfinished version. It hasn't been released yet.
Me, Qmagnet, and The_VII playing it:
As for GSWIII... well, let's just say that those of you that like behind-the-scenes stuff can find all of my progress on GSWIII (and some mapmaking tips and tricks to boot) as well as a full dev commentary of GSWII.5 (not like there's much to cover) over on my youtube channel.
WIP thread for GSWIII coming... well, I was going to say "Soon", but this is an ambitious project and could easily take a year or more, so... eventually.
For those interested, I technically have a sort of dev-log behind-the-scenes look. It was recorded at 3 in the morning and is as such a bit rambly and unprofessional, but let me know if you want the link.
It's hard to organize proper matches big enough for strategy (four people is the bare minimum, and is a bit awkward to play), so I'm gonna try to organize a match here. If anyone does manage to get enough people together to play, please do record it and stick it here. I want to see the strategies people use.
Two teams (of 2+) players command complex space ships in a space battle. The ships are made up of multiple rooms; e.g. weapons control, shields, life support, and a teleport room. Each room is well detailed with plenty of easter eggs and humor mixed in. Players can teleport to the other ship to sabotage rooms, defend and repair their own rooms. The game mechanics are fantastic, my favorite part being the 'scanners' that use in-game maps with live read-out of the shields and damage. Navigating the ships definitely takes some time to get used to, but experienced players should find enough variation that strategy becomes key. I also like that severely damages sections of the ship become blocked off, and you can even be teleported into space!
There might be a couple things broken in the snapshot, so I'm going to go in and fix those soon. The End isn't working on my server for some reason, so I can't actually spawn the final boss.
Also, the issue that trapped rsmalec in the barracks at the end of the first round there might still be a thing. If it happens to you, just suicide. I'm going to fix it soon, but I'm really busy on GSWIII at the moment, so no guarantees.
Block 95 was removed in the latest snapshot. I don't know if I used any in the actual redstone of GSWIII, but I don't know if I didn't either, so for the time being I'd recommend playing it on 1.6. I'll update this thread if I update the map.
Or rather, is updating right now. Dropbox is uploading it as I type. The credits hallway now has all the appropriate heads and it should work fine on the latest snapshot (I had some Block 95 before). Not sure if any of the other redstone is broken.
Maybe we can organize a game sometime. The major issues from our last test have been fixed, and I have nothing against doing another game. Maybe we can even touch on the easter eggs next time. Those should work fine even in single-player.
Righto, I'm organizing a match of this sometime soon, since it's tricky to get enough people together otherwise. Would anyone be interested in partaking? Hopefully with gameplay footage already out it'll be easier to explain the concept and people will know what they're doing.
Trailer's coming along, I plan on fully updating this thread and making it more appealing once that's done. In the meantime, I've swapped out the top video with the first training vid.
Oh, and I added info on GSWII.5 and GSWIII at the bottom of the thread, and reworked it a bit. I hope to get qmagnet's seal of thread approval.
Glad someone finally tried the scavenger hunt. I'll certainly look into all of these bugs, should be able to get them fixed soon.
As for the Asimov (green ship's) button, did you press both of them to get on? You have to have both teams press their button to start the sequence, so if you pressed the green one then the blue one, only the blue one would work.
At any rate, I'll start looking into these. Thanks for giving it a shot!