Awesomenauts

Awesomenauts

Ezaelia Forest
54 Comments
ZillyCat 24 Aug, 2021 @ 10:31pm 
Are you still working on this? Looks cool btw
Skakow13 20 Mar, 2019 @ 12:59am 
thats what my friend said he told me to write it cause some of the hiding spots just make no sense and i cant remember map but i can remember that most of them made no sense like impossible thing.
Spookytime!  [author] 19 Mar, 2019 @ 5:38pm 
Textures for the forest of ezaelia are resuming development. I'll make a trailer or something for the next update since it's been a while.

Thanks for the feedback skakow, the AI is broken in the base game too which is unfortunately something I can't control. What's wrong with the hide area?
Skakow13 24 Nov, 2018 @ 8:00am 
there is lots of problems so basically there are hiding spots which make no sense and ai broken so the other team always wins this map is broken
Spookytime!  [author] 6 Jun, 2018 @ 7:58am 
Hotfix 4.1 is out! This patch implements some feedback from the community (thank you very much!)

Please Note: if you are running the game on low graphics quality, you will not be able to see any background textures. This is not something I'm too concerned about at the moment since I have enough on my plate already.
Ophiuchus 4 Jun, 2018 @ 5:40pm 
No problem! It's maps like these that really breath more life into the game. The devs ought to make this an official map once it's all finished. Looking forward to seeing the finished map, but don't knock yourself out in the meantime!
Spookytime!  [author] 3 Jun, 2018 @ 9:27pm 
@Ophiuchus I'm glad you're keeping an eye out for this project, knowing someone is invested in the work I'm doing makes getting through those rough patches a lot easier.

On a related note, I have to deal with life for a bit now, I've been neglecting too many things and people. I will update with a new video and screenshots shortly. That's 1 month down, 2 to go.
Spookytime!  [author] 3 Jun, 2018 @ 5:41pm 
Update 4.0 (which I'm calling the immaculate update) has finally launched! Go play it!
Ophiuchus 11 May, 2018 @ 8:25pm 
Great to see the update. Thanks for continuing to work on this!
Spookytime!  [author] 11 May, 2018 @ 5:58pm 
New Level Tour with commentary! https://www.youtube.com/watch?v=XI6YQ1L86Xw
Spookytime!  [author] 11 May, 2018 @ 12:06pm 
Instead of releasing all the completed art in one massive update, I will instead release it in multiple stages. First stage will be when I've covered all of the land masses with placeholder art. This is because I've also changed some important things about the layout and I want to get feedback on those. But the main reason I'm doing this is I recognize that I wasn't getting anything done by trying to make everything perfect on the first pass. Get ready, because these updates are going to look messy, and I hope you all will join me in cleaning up this project and making this map the best it can be.
Spookytime!  [author] 19 Dec, 2017 @ 6:38pm 
Yep, I noticed that too and corrected it. There is one thing that I want input on which is whether turrets should be allowed to hit players behind a barrier or not. I know they allow this in most maps but I'm operating under the premise that if you can't hit the turret it shouldn't be able to hit you. Also, the current state of the map is rather different than the one that is live right now, but I'm holding off on publishing it until I have the textures in a good place.
Xanathes 19 Dec, 2017 @ 6:26pm 
Been playing on this recently and just discovered: You may wish to double check which glass platforms allow turret fire to pass.
Ophiuchus 16 Dec, 2017 @ 8:31pm 
Nice! It's maps like these that help bring life and replayability into the game. Thanks for the hard work!
Spookytime!  [author] 15 Dec, 2017 @ 12:02pm 
Small update: I just finished finals and I'm going to use my winter break primarily to work on the art for this map. I've already been hard at work stitching together base textures and sprucing up the landing area, making it feel more familiar. I just realized how to make grass flow in the wind and how to make cloud scroll so I'm starting to play around with those functions. Also I want to use the animation editor to redo the design of the flowers since I'm not too happy with them right now. But that's for another update.
Ophiuchus 3 Dec, 2017 @ 9:57am 
Great to hear map art is still being worked on. I really like this map and can't wait to see what the final version will look like!
Spookytime!  [author] 3 Dec, 2017 @ 1:29am 
Art is under way. It's starting out slow because I need to photoshop some missing textures out of the main game, but after I get everything I need I can start to ramp up.
Spookytime!  [author] 25 Oct, 2017 @ 7:06pm 
As usual, life can be chaotic and stressful. I'm currently working on my submission for the Rexic Halloween Art Contest which ends on Oct. 31, my next scheduled project will be the art update. Sorry to keep everyone waiting!
Ophiuchus 25 Oct, 2017 @ 5:49pm 
Great! Looking forward to the art update once it's eventually ready!
Spookytime!  [author] 6 Oct, 2017 @ 9:34am 
GENERAL UPDATE:
- I have officially decided to remove the poison gas mechanic
- Ceilings have been raised and the number of flowers has be substantially reduced (to make air mobility more comfortable)
- I reverted one of the changes which added another team wall in front of the base (keep things simple)

Next is art, and I hope to make a lot of progress as I have 4 days off for fall break. The art update will come in one fell swoop and will mark the official "out of beta" version of this map. No date is set as of yet.
Spookytime!  [author] 6 Oct, 2017 @ 9:29am 
Wabtfan Yes, although it's my goal to enhance the layout and feel of the offical maps, I would also like to keep it familiar so people aren't scared off by too much change.
Xanathes 5 Oct, 2017 @ 7:44pm 
I would like to report a small error: during a game, one of the bots became stuck near the drop pod area, above the door.

Before additional feedback, let me ask: is it your goal to achieve a sense of familiarity with this map, by shaping the layout to be very much like an official Awesomenauts venue?
Spookytime!  [author] 30 Jul, 2017 @ 8:20pm 
@conorbebe The gas vents have been removed for now, I think people are right and there's too many gimmicks going on at the same time. But now I have a mechanic ready for my next map if I get that far :)

@Badge Collector The balance couldn't be much worse than invis orb or the portals on starstorm. Besides, certain nauts excel on certain maps, that's the way it's always been so I'm not too worried about it.
Slugcatlife 29 Jul, 2017 @ 12:40pm 
Great map, really enjoyed playing it. I liked the fire button and was not sure how the flowers would affect balance.
conorbebe 29 Jul, 2017 @ 12:36pm 
Very fun map with some interesting gimmicks. I'd perhaps make the indicators on the gas vents more obvious however. And of course, I'm eager to see what kind of visual direction you will be taking this map in the future.
Sim_r 18 Jun, 2017 @ 3:34am 
It look pretty amazing !!
Keep going boy.
Spookytime!  [author] 9 Jun, 2017 @ 1:58pm 
@Wabtfan The moving driods are just animations that have a different start and end position to make them move. Then they're layered on top of the conveyor belt animation and that's it! But to be perfectly honest, I just copy/pasted that from Ribbit IV. You can download all the standard maps and dissect them to your heart's content here: www.proun-game.com/Random/AwesomenautsMapsWithGraphics.zip
Xanathes 7 Jun, 2017 @ 12:49pm 
Yo Luckytime, would you mind shedding a little light on how you got those idle buzz droids to move on the conveyer belt?
AniManiak 4 Jun, 2017 @ 11:38am 
its so cool map i hope that could be an posibility of adding you to game as announcer or as playable hero I VOE FOR YOU :steamhappy::steamhappy:
Spookytime!  [author] 4 Jun, 2017 @ 11:16am 
New level tour with commentary is up! It's version 3.0 baby!
AniManiak 28 May, 2017 @ 12:00am 
this map is so awesome more than starstorm:steamhappy:
Spookytime!  [author] 30 Apr, 2017 @ 6:45am 
Been pretty busy this weekend with family, studying for finals, other art projects, and of course the 4.0 launch, but after next week I'll be done for the semester and progress on the map will pick back up again. Thanks for your patience.
UpgradetoMax 29 Apr, 2017 @ 8:44pm 
Everything is awesome. Just waiting for textures.
Spookytime!  [author] 19 Apr, 2017 @ 10:19pm 
Btw, Robin said on yesterday's stream that the fire only hurts droids. That is incorrect, it hurts everybody, but it doesn't seem to charge Sentry's black hole sun which is unintended and might be out of my control.
Spookytime!  [author] 19 Apr, 2017 @ 10:16pm 
That's very kind of you, I'll do my best to not let you down! :krlvlup:
Xanathes 19 Apr, 2017 @ 1:12pm 
What a day it will be for the Awesomenauts community when the textures for this map are complete! The amount of thought that went into the flow of the map is undeniably apparent. Luckytime, you have an invested fan in me; I'll be watching and listening for news on this remarable project of yours!
Spookytime!  [author] 17 Apr, 2017 @ 6:10pm 
Yep, that's exactly what it is. The tip-off is the sound they make which you can't turn off or change unfortunately.
Dirt Rock 17 Apr, 2017 @ 5:43pm 
Wow! This is an incredible map already, and i love the mechanics you created with the extra-jump flowers. I have to ask, what did you do to create them? I'm assuming some kind of low knockback jumppad shooting you into the wall to give another jump, but not sure.
Spookytime!  [author] 17 Apr, 2017 @ 2:32pm 
belozey 13 Apr, 2017 @ 7:38pm 
Just played through it a bit, feels a LOT smoother than before, nice work! I did notice that the ai would sometimes get stuck when trying to get back to base. Scoop ai would just walk into the wall towards the base, the wall where the droids spawn on red side. Also, just my opinion, but the bouncepads on the side of the top turret facing the top center of the map feel like they make it a bit to easy to "hit & run". Basically I can escape very easily after smashing the turret, I can even easily grab the health pack on my way out since it shoots me there. I may be the only one who feels this way, so please don't change it on my account. The map works! Keep it up!
Spookytime!  [author] 12 Apr, 2017 @ 8:58pm 
I just spent a good deal of time changing it again drastically, but you're welcome to try it out while it's still in this state. I'll give your map a test run tomorrow and drop some feedback too if you want.
belozey 12 Apr, 2017 @ 7:23pm 
Thanks! But honestly I'm looking forward to seeing you develop this. You've already made a ton of changes since the last time I played. I need to jump into it soon and test it out, looked great on stream today!
Spookytime!  [author] 12 Apr, 2017 @ 4:13pm 
Before textures comes balance, if the end result isn't fun it doesn't matter how nice it looks. I saw your map and honestly I think it's best of the bunch, you put a lot of work in it and your custom textures are some of the best I've seen.
belozey 12 Apr, 2017 @ 6:44am 
Custom painted textures hype! Looking forward to it, I've seen your art and it is darn good. :)
Spookytime!  [author] 9 Apr, 2017 @ 7:05pm 
First hand-painted custom texture is up! Huge milestone for this mod :)
Spookytime!  [author] 7 Apr, 2017 @ 7:59pm 
v2.3 is up! How you get around the level has been streamlined, new gas vent mechanics have been added to the underground, and the level has been squished slightly from side to side. Progress has begun on adding animations & textures! :clunk:
Spookytime!  [author] 2 Apr, 2017 @ 12:06am 
v2.0 is out! New AI pathing! Plus general level updates and improvements, now we enter the playtesting phase.
Spookytime!  [author] 30 Mar, 2017 @ 12:50am 
At this point, the map feels more or less playable. Bots still won't work until I finish laying out nodes, but droid waves should be up and running with minimal hiccups.
Spookytime!  [author] 26 Mar, 2017 @ 9:54pm 
New Level Tour with commentary: https://www.youtube.com/watch?v=9X_oaK2FZg0
Spookytime!  [author] 25 Mar, 2017 @ 2:48pm