If you’ve been paying attention to the Arcade Community, then Titan Arena will come as no surprise. Originall placing in the top ten of our Rock the Cabinet contest under a different name, Titan Arena piqued our interest because of its simple gameplay and customizable weapons. It supports up to 12 players and is a great party game to test your reflexes. Check out our full highlight.
Remember that every game on the Arcade is completely free. Just install Battle.net desktop app and install the starter edition version of StarCraft II.
Check out our interview with the creator:
Traysent: So this is the second time we’ve had the pleasure featuring your work but why don’t you introduce yourself for those who might have missed it.
Fulla: Hi I'm Fulla, I've been modding Blizzard games back since the original StarCraft days. I moved on to Warcraft III and now StarCraft II. Mostly I spent my free time playing Hearthstone now.
T: What was the inspiration for Titan Arena?
F: There was a popular map I played in Warcraft III called 'Elimination Tournament'. There were many Sniper/Archer type maps back then, but this was the first one to really introduce 3D physics into a map. It included cool new mechanics like jumping down cliffs, projectiles impacting with doodads/obstacles and being able to throw bouncing grenades etc. I always wanted to make something like that for Starcraft II.
T: How long did it take to complete Titan Arena? How many people worked on it and what roles did they have?
F: It took about 3 months to get a fully playable bug-free version. There were four of us. I handled the majority of the ground work like triggers and object editing. Juxtapoz handeled all the physics, Noobinabox the terrain and UI and Necromoni dealt with a lot of the advanced data.
T: You’ve made a lot of changes to Titan Arena since the first time we saw it. Can you speak on some of these changes and what motivated you to make them?
F: Originally we had shops at the spawn locations. The problem was all-new players for the first five minutes of the game would just stand there and examine every item. We changed it to a talent system to encourage players to get into the action faster and consider changing their weapons and talents later on once they've got some experience. We're still looking at what's best and we might make changes in the future.
T: What was the most challenging part in the development process? How did you overcome it?
F: The most challenging aspect was having a team of four people in completely different time zones. In addition, as we all have our specializations, if there was a problem such as a bug in the physics, we'd need to pass the map on to that specific member to fix it. What we tried to do is keep everyone working on their own thing but take notes of the changes made. When that person recieved the current version of the map, they could copy-paste their changes on to it and pass it around.
T: What do you feel makes your game compelling?
F: The map is instant action with a lot of teamwork. You can play a full 6v6 match or just a small 2v2 skirmish and it's still just as fun. The wide variety of weapons and talents to choose from keep it compelling and every game is different since you're facing different opponents and combinations.
T: Do you have any plans for other games or future goals as a game designer?
F: Previously I had a map featured called Card Shuffle. I'd like to have a redo at it from scratch. I'd make it very different this time with some cool new features.
T: We’ve asked you before, but remind people on what’s the best way people can follow you and your?
F: I run a Youtube channel: youtube.com/fullasgames. It's mostly all about Hearthstone but sometimes I upload StarCraft II videos.
T: Last time you said Mafia and Star Battle were some of your favorite Arcade games, any change since then?
F: Zealot Hockey — I've played that map to death!