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Those who are about to die salute you - Let's Play Gladiator

ElectricOtter

Guest
Gladiator was a old shareware squad-based tactical action game. It puts you in control of a large team of hand picked solders and sends you out to kick ass and take names. It was one of my favorite games when I was younger, and I stumbled upon it today at abandonia! I was fucking stoked when I saw it, and I thought "Hey, I should grab some beer and LP for the 'dex!". So here I am, slightly intoxicated, to bring you a new LP that I will probably never finish. But hey, I can try. Let's get started:
glad000.png

glad001.png

glad002.png

glad003.png

Here we are. As you can see, it supports up to four people multiplayer. It gets rather cramped, though.
glad004.png

glad005.png

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This is the screen where you hire your gladiators. I'll copy-paste the description of the classes from the manual. I'll add my own comments as well.

Soldier: Your basic grunt, can absorb and deal damage and
moves moderately fast. A good all-around fighter.
A fighter's normal weapon is a magical returning
blade. While effective at dealing damage, the
downside to this is that the fighter must wait for
his blade to return before throwing it again.
1. Charge: The fighter charge is simple but effective.
When charging, the fighter runs forward at high speed,
dealing damage to anyone he encounters.
2. Boomerang: The boomerang can be difficult to use
well, but inflicts much damage. It spirals out from the
thrower, inflicting deep wounds on anything it hits. The
boomerang can hit multiple targets before falling to earth.
3. Whirl: When a fighter whirls, he lashes out at all
foes within reach. Foes hit by such an attack may be pushed
off balance or stunned.
4. Disarm: A skilled fighter can temporarily disarm a
nearby opponent. When disarmed, enemies are unable to fight
effectively, and often cannot use special abilities.

The magical returning blade isn't as retarded as it sounds, it's damn inaccurate and has a very short range. Best way to ensure some damage is point blank.

glad007.png

Ghost: A more fearsome type of undead, ghosts can pass
through walls, trees, and anything else that gets
in their way. Although they cannot inflict damage
from a distance, their chilling touch can bring
death quickly at close range.
1. Howl: More of a wail, really, a ghost's haunting howl
can cause even the bravest of warriors to flee in terror.
When invoked, all nearby enemies will flee away from the
ghost; how far they run, and how long the effect lasts, is
determined by the power of the ghost and the resistance of
the targets.

glad008.png

Faerie:The flying faerie are diminutive in stature, flying
above friends and enemies alike unnoticed.
Although they are delicate and easily destroyed,
faeries can sprinkle a magic powder which can
freeze their enemies in place.

Absolutely worst class in the game.

glad009.png

It is hard to say if a slime is truly intelligent,
or simply some form of lichen too agitated to
remain still. Although generally peaceful in
nature, slimes can make dangerous enemies when
disturbed. From what has been observed of slimes,
they begin life as small, relatively harmless
patches of ooze which grow until they are bigger
than a man. These large patches of slime then
split into two or more small slimes, thus
increasing the population. Slimes are particularly
vulnerable to fire or magical attacks.
1. Grow: Slimes can grow larger, or split in two, when
they gain enough magical energy.

Very dangerous in large numbers, but they cost a fair bit.

glad010.png

Fire Elemental: Fire elementals have been known to strike
terror into even the toughest of warriors. Strong
and relatively quick, their flaming meteors can
inflict hideous wounds upon an enemy, and their
speed and size make them dangerous opponents even
without this ability.
1. Starburst: Fire elementals have the ability to release
a 'starburst' of flaming death in all directions; this
natural defense will sometimes destroy an enemy even as the
fire elemental itself perishes.

Costly but powerful. Starburst ability is fucking awesome.

glad011.png

Skeleton: Skeletons are the pathetic remains of those
who once were among the living. Although they are
not particularly dangerous, they move with blinding
speed, and often surround a living enemy to take it
to the grave.
1. Tunnel: These bone-wielding undead have the ability to
tunnel quickly underground, sometimes emerging under their
hapless victim's feet. When manipulated by an intelligent
mind, this ability also allows them to tunnel under walls
and come at the enemy from the rear.

Shabby stats, but makes up for it in speed and it's tunnel ability. Great for zerg rush tactics.

glad012.png

Orc: Orcs are your basic 'grunt' fighter; strong and
hard to hurt, but without much intelligence or
ability to do more than inflict pain. Basic orcs
don't have a ranged attack, but their damage at
close range is impressive.
1. Howl: An orc's howl of rage has an almost magical
quality about it. Those nearby are often stunned, unable to
move or defend themselves. How long this effect lasts
depends on the distance between the orc and its foe and
their respective levels.
2. Eat Corpse: Other members of the team tend to ignore
the orc's ability of eating the corpses of the enemy (and
sometimes friend). Nevertheless, the strength and power
gained by this barbarous act cannot be denied.

Excellent tanks. The abilities make it worth the cost.

glad013.png

Druid: Druids are the magicians of nature, and have
special powers over natural events. Druids can
throw lightning bolts at their foes; the bolts have
long range and are very fast.
1. Grow Tree: The simplest druid magic is that of planting
and growing trees. While this might seem pointless, the
druid imbues these saplings with his own energy, and the
trees will allow friends to pass without hindrance, but
severely impede any enemies trying to slip past.
2. Summon: The druid power to summon forth sprites and
faeries from the woodlands is well known. These summoned
sprites will take off in pursuit of enemies, flying over the
landscape and freezing foes in their tracks.
3. Reveal Items: The druid's power to magically reveal
items to his sight most often used when searching for gold
or other treasure. At other times, this sight aids in the
searching out of enemy encampments or fortifications. When
Reveal is cast, gold, silver, potions, and creature
generators will show up on the radar map, but only to the
caster.
4. Protection: A high level druid can protect his
friends with this natural invocation. By summoning forth
small currents of winds to envelop nearby team members, the
druid can help make his comrades harder to hit by both close
and long range attacks. Subsequent castings will strengthen
and prolong the effect.

Pretty good support character. Never found much use for them, though.

glad014.png

Thief: Thieves are fast and stronger of constitution than
the magic-wielders, though not so potent as the
soldier. Like fighters, thieves wield stabbing and
throwing blades. Although their blades are not
magical, they posses an unlimited supply and can
throw them in rapid succession.
1. Plant Bomb: All thieves can drop small, hand-made
explosives to the ground, often able to take out even the
strongest opponent. Beware, however, for unlike an archer's
arrows, bombs do not discriminate in who they destroy!
2. Cloak: A moderately experienced thief can learn to
hide in even the smallest shadows, slipping unseen past
enemy patrols. How good the 'cloaking' is, and how long the
thief can maintain it, depends on both the dexterity and
level of the practicer. A thief on your team who is cloaked
will show up with an outline, so that you know where she is.
3. Taunt: While some would think it insane, thieves have
made an art of taunting their enemies. A skilled thief can
lure her enemies away from their chosen targets, often
leading them on a fruitless chase, until the rest of the
team can wipe them up.
SHIFTER: When not taunting their enemies, thieves may be
charming them instead. Masters of inducing paranoia and
charm, a clever thief can at times convince his worst enemy
to help him out for a while.
4. Poison Cloud: The ability to create billowing clouds
of poison is the thief's other offensive weapon. By
gathering up harmless elements and combining them, a thief
can create a truly noxious concoction, which when smashed
from its container will quickly expand into the air,
bringing airborne pain and confusion to nearby enemies.

Very fun class to play. Cloak and Poison Cloud can be used in conjunction for extreme lulz.

glad015.png

Cleric: Clerics, like mages, are slow, but have a stronger
hand-to-hand attack. Clerics posses abilities
related to healing and, on the darker side,
interaction with the dead. Clerics have the unique
ability to generate fields which their teammates
can pass through, but which foes must hack down to
pass.
1. Heal: Even the lowest cleric possesses the gods-granted
ability to heal others. Due to the nature of this gift, a
cleric can heal several friends, if gathered closely around,
for the mana cost of a single spell. The higher level a
cleric is, the stronger this healing power will become.
NOTE: clerics controlled by the computer who are on your
team will automatically attempt to heal any wounded team
member who 'bumps' them.
SHIFTER: Although normally beings of peace, even Clerics
sometimes need a strong defense to keep their lifeblood
flowing. Thus, every Cleric soon learns the 'Mystic Mace'
spell, which conjurs an ethereal mace to defend against
blows, and strike any foe who gets too close. Although
several of these 'maces' may be summoned at one time, the
strength of each is determined by the amount of magical
energy put into it, and thus one strong mace may be more
effective than several weaker ones.
2. Raise Undead: This clerical ability allows the caster
to temporarily bring back fallen foes or friends, and have
them fight once more. The strength of this recalled zombie,
as well as its duration upon the battlefield, depends both
on the cleric's power and the strength of the one who is
raised. When the undead falls again, no power available can
bring it back.
SHIFTER: The reverse of raise undead, Turn Undead has
the power to ultimately send the walking dead back to
their realm.
3. Raise Ghost: This stronger version of Raise Undead
brings back not the bodies of those who have fallen, but the
spirit. Such a ghost has the advantage of being ethereal
and traveling anywhere, as well has possessing stronger
powers of attack than a mere zombie.
SHIFTER: As with Raise Undead, a knowledgable cleric has
the power not only to bring forth sprits, but also to
lay them to rest. This level of Turn Undead will affect
both zombies and ethereal spirits.
4. Resurrect: This ultimate power of the clerics puts
the art of raising the dead to shame. With this spell, a
powerful cleric can reunite the body and soul of a fallen
comrade, healing most wounds in the process. Be warned,
however, that such an endeavor is extremely taxing to both
the one who is raised and the casting cleric.

Your standard healer with the added bonus of zombies.

glad016.png

Mage: Mages are slow, nearly defenseless, and horrible at
hand-to-hand combat, but their magical energy balls
pack a big punch. All mages, regardless of level,
posses the ability to teleport out of (or into!)
danger, providing they've saved enough magic.
1. Teleport: Mages often teleport out of (or into!) danger
all over the battlefield. While immensely useful in
escaping or exploring, the standard teleport spell is non-
directional, and the casting mage has no control over the
final destination. SHIFTER: The alternate, more advanced
teleport is really a form of 'Dimension Door,' and allows
the mage to pick a location, memorize it, and return there
at will. This skill requires more intelligence than even a
normal mage, and the number of uses of the memorized spot is
also determined by intelligence.
2. Warp Space: While Warp Space can be used offensively,
it is generally used as a defense by a surrounded mage.
Casting this spell will twist the fabric of space around the
mage, damaging nearby opponents. The duration and size of
the twist are proportional to the amount of magic the mage
possesses when the spell is cast.
3. Time Stop: Only powerful mages are able to freeze
time at all, let alone for a subjectively long duration.
When the spell is cast, time stops for everything not on the
mage's team. Although this can be immensely powerful, be
warned, as no magic will be generated during this frozen
moment.
4. Energy Blast: Somewhat akin to a modern-day flame-
thrower, a mage's energy blast releases an enormous,
expanding flood of energy outward. The energy blast, being
non-corporeal, will pass through walls and other
impediments, and can inflict damage on many enemies before
fading away.
5. HeartBurst: This awesome spell comes only to the most powerful
of mages. By concentrating his own life energies, a mage
can send forth an explosive aura of energy, causing nearby
foes to burst into flames from their inner depths! The more
magic posessed when casting this spell, the stronger the effect
will be. The damage is spread among all enemies in range.

Generic mage dude. Extremely fucking slow.

glad017.png

Archer: Archers are fleet of foot, and their arrows have a
long range. Although they're not as strong or
healthy as fighters, they can also be a good squad
backbone.
1. Fire Arrows: When pressed, a skilled archer can spin
quickly around, firing a stream of blazing arrows. Each of
these arrows is deadly, and can wreak havoc in crowded
quarters.
2. Barrage: For when accuracy is more important than total
power, archers can loose a stream of arrows all at one
target, seriously wounding even the toughest enemy.
3. Exploding Bolt: Unlike the earlier specials, this is
merely one bolt, but it packs a lot of punch. Not only does
the flaming arrow deal more damage than normal, these bolts
explode on impact, damaging friend or foe!

Good support character. It's a good idea to have half as many archers as you have soldiers, barbarians, and orcs combined.

glad018.png

Elf: Elves are small and relatively weak, but are harder
to hit than most classes. Alone of all the
standard classes, elves posses the 'ForestWalk'
ability. This ability allows them to walk through
dense forests, passing barriers and avoiding
enemies. The more dexterous an elf is, the easier
she will be able to journey through forest land.
Elves generally throw stones for their ranged
attack.
1. Rocks: A small handful of rocks.
2. Bouncing Rocks: A handful of bouncing rocks.
3. Lots of Rocks: An even bigger load of bouncing rocks.
4. Mega Rocks: An amazing, huge, load of destructive bouncing
rock power! :>

Weak at the beginning of the game, but their specials make them good hit and run fighters later on.

glad019.png

Barbarian: Barbarians are tough fighters, but possess more will
than skill. In general, they posess strong constitutions
and impressive strength, but, lacking the training of
the standard Soldiers, tend to bash their way through
trouble. Barbarians fight with a heavy iron hammer, both
in melee and ranged combat.
One thing which makes Barbarians unique is their ability
to resist magical attacks. While they bleed like any
other mortal, magic attacks, more often than not, fade off
their skin without a trace.

Fighters on steroids and without abilities. This can make them fall behind later in the game.



Now that you've seen the classes, go ahead and make suggestions on what the team should be! Least retarded one wins.

Also, are the screenshots too small?
 

Zed

Codex Staff
Patron
Staff Member
Joined
Oct 21, 2002
Messages
17,068
Codex USB, 2014
I vote for Elemental, they seem to be rather overpowered.

Uh, how many can you have in a team?
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,208
The screenshots are ok, but before you should attempt to do a playtest so that we can see how it works and later create an actual party or something.
 

Erebus

Arcane
Joined
Jul 12, 2008
Messages
4,771
How about 4 soldiers, 3 orcs, 3 archers, 1 priest and 1 thief ?
 

Pablosdog

Prophet
Joined
Aug 6, 2008
Messages
1,879
How the fuck can you tell the difference between all these units?
 

ElectricOtter

Guest
Zed said:
I vote for Elemental, they seem to be rather overpowered.

Uh, how many can you have in a team?
I think the limit is something like 25, but at the beginning the main limit is your cash
 

GthrustBaby

Novice
Joined
Jul 5, 2009
Messages
18
This game owns I cried when troy died

+if you cast plant tree on an enemy they die really fast
 

ElectricOtter

Guest
EPIC RESURRECTION

Yeah, so I decided to continue this damn LP after... oh, a little more than half a year. Why, you ask? One, I got my new laptop, finally. Two, I found a free, open-source version of Gladiator (it's called OpenGlad, check it out). Three, I have a lot of time and nothing to do. Let's get rolling, now with new and improved bigger screenshots!


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Since you guys didn't give me a lot of suggestions, I guess I'll get this started with a basic team...

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Yep, fairly simple starting team with the addition of a Fire Elemental ("Beast" is the general term for non-human units. I'll mention what characters they are when these come up).

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Each mission has a briefing and some flavor text in the form a log. It's kinda nice...

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...And the game starts! The gameplay is fairly simple: You can switch control between units. When you are controlling a unit, you can move it, attack with it, and use it's special abilities. It's all in real time, so the others are controlled by AI. In the upper-left corner is the unit name, HP, and MP. All attacks and abilities use MP. Your team numbers and the enemies numbers are displayed in the upper-right. In the bottom-left is your selected special ability, your XP, and SC. You get XP when you kill things, and it adds to your score. The SC goes up when you pick up the shields that fallen allies drop. Honestly, I have no idea what that does. Hey, it's been a while. Lastly, the automap is in the bottom-right corner.

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These must be the Elves we've heard so much about. C'mon, they look easy to squish.

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Showing off the Starburst ability. Whoever mentioned that Elementals looked overpowered early-game: oh, how right you were. Also, note the mana bar.

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Ahh, ludicrous gibs. The unit/bloodstain outlined in white is/was a enemy captain. Sometimes there are more than one. They always have heightened stats though, so watch out.

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This thing is a Elf spawn point. Occasionally, levels will have a place where enemies spawn. You need to destroy these to beat the level. Also, Elves have a ability that allows them to walk in forests, like the one behind the spawn. Occasionally, the sneaky little bastards will hide there where you can't get 'em. Fortunately, that didn't happen this time.

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Damn. I tried to get a screencap of the explosion here, but it didn't work out. It was p. cool.

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Walking up the little dirt path by the forest brings you to a field exit (4 blue arrows pointing inwards). Step on that to exit the level. Sometimes, there are multiple exits to a level. C&C, baby!

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Back to the team manager. Here you can add troops, save your game, train, and continue to the next level.

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This is the train screen. It'll give you some info on the selected unit, and also lets you raise level/statistics. We don't have near enough money to level up, so I'm just going to raise a couple units stats (in red)

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(I upped both Archers stats, but it was the same so I didn't show it)

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That's all for now! Next time: moar units, then the next level. You can suggest training/units to add to our team in the meanwhile.
 

ElectricOtter

Guest
I'll update soon, but I was hoping to get a little more space between the images/more suggestions.
 

Azira

Arcane
Patron
Joined
Nov 3, 2004
Messages
8,521
Location
Copenhagen, Denmark
Codex 2012
Slimes yeah, maybe another elemental and then some ranged power.
And I imagine clerics would be a good idea? More of them then.
 

ElectricOtter

Guest
SCENARIO 2: THROUGH TALWOOD FOREST

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Alright, since we already did the training, we need some more troops.

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The general consensus seems to be that we need more ranged power, including a extra Elemental, balancing it out with some clerics.

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Also, a slime. May he prosper and have many offspring.

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Here's the new lineup! I hired a few more ranged units, a Orc cause they're awesome, a cleric for healing, and a fighter because you can never have enough fighters.

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Scenario 2 begins! Looking at the automap, you can see we start in a small area and have to move on a very narrow path through the forest. Since I want to control a slightly more important unit, I switch to the Orc we hired.

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Wow, those clerics are really spazzy. Oh well.

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Commander died! Can you feel the emotional engagement?

Also, see those little drumstick thingies below the trees? Those will heal us if we pick them up. They also make a satisfying munching sound.

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Going up the path, we immediately get ambushed in a clearing and get raped. It was too fast to get a screenshot of. Go, meatshields! Avenge their deaths!

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Showing off the shield thingies. I hope they give me money. Fortunately, the first wave of warriors took down all but three of our foes. I guess I just have to clean up what's left.

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Bitch folded like balsa wood.

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HEY HEY YOU GET THE FUCK BACK HERE

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That's all of them. Time to exit through the clearing and on to the next scenario.

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Ouch. Not that great. I hope we'll have enough money to recover for the next level.

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Taking a quick glance at the party roster, it's apparent that we took quite a hit in the last battle. Yeesh didn't even go all mitosis on us yet!

If we want to survive the next battle, we're gonna have to have some better front-line fighters, and more of them. So, Codex, what shall we do? Focus on training up the survivors, or hiring more units? Your weapon is choice! Next time: The City Ruins!

(Note: Most of the battles are going to be fairly short in the beginning of the game, but they'll get larger later on.)
 

ElectricOtter

Guest
Eh, I do want to continue this LP, but I'm not sure if I should wait until next page.
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,508
Location
Swedish Empire
Amiga, right? i think i recognize this game, somehow.
 

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