| 05-11-2003, 05:06 AM | #61 |
Guest | On the issue of using the gold animation, does anyone know how to manually display the number along with it? For example, how it says +1 when you kill a creep that has a bounty of 1. Zak_ |
| 05-11-2003, 05:54 AM | #62 |
Zak_ It says in another post on the forum. It's an animation name, if you're after the "coin" icon. Else, set the bounty in the units editor, but it will only show for the killing player. |
| 05-11-2003, 06:11 AM | #63 |
Guest | Sorry, wasn't clear on what I was after. I'll post it in a new thread, so it doesn't bog down this one with unrelated information. |
| 05-11-2003, 06:47 AM | #64 |
Just to clarify my map is NOT some cheap off average TD, I havent played giant amounts of tds, but i would say my map does sway alot from the tradition td formulae. If anyone is interested ill post info, but if no one wants to know then wahts thew point of me posting? |
| 05-11-2003, 08:33 AM | #65 |
Guest | Well as long as its original, thats great... implementing a new feature is always good. Something original. But every TD ive seen is the exact same cept the cube defense or the tower wars which I like tower wars due to how original it was about the creeps being spawned by the players and not just building a big tower and upgrading it like mad.....woopty doo. |
| 05-11-2003, 03:55 PM | #66 |
I'm moding Wintermaul Wars atm. I've run in to a bug though (look at my newly posted bla bla). I'm, for now, just changing the tower, completely. Doing something I think is a lot more fun then building 10s of millions of different towers. UPGRADING ONE! :D Anyhow, it's all innovative towers. I've only made 1/20th of all the towers so far, but still. |
| 06-02-2003, 01:15 AM | #67 | |
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We can definatly vouch for that. We are currently working on a AoS style map. It features many technical advances that as far as we know have never been used in any map. Random terrain features is just one example. The AoS format is 100 times simpler than a TD format. That may be part of the reasion many TD are full of bugs. A Hero Arena would be even simpler yet. Course this is coming from someone who put over 3000 trigger funtions into thier TD :mtk: |
| 06-02-2003, 01:28 AM | #68 |
anti-lag spawning is a MUST HAVE divide all values by 100 when you finish (keep hp within reasonable limits. dont base diff increasingment on hp only. no bosses no ability to teamattack (unless its like CombatTD) interesting towers... damage not the only diffrence between them make for variation so that people cant just do the same thing over and over and win. |
| 06-02-2003, 01:52 AM | #69 | |
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You didn't think mine was? I'm gonna go cry... ;) |
| 06-02-2003, 02:00 AM | #70 | |
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Does anybody else not like having boss levels? How about air and invisible? Is it better to have spawns with different armour types, or should they all have medium? How about mixed spawns and alignment unique spawns? (unique and mixed spawns are like twice the work, but I like the effect they add to the game :ggani: ) |
| 06-02-2003, 03:58 AM | #71 |
Hivemind : You Posted here ^^ long time no seen. I really look forward to see you new map, it reminds me that your hive is what really convinced me starting mapmaking. As you will do in your future creation, i made a point adding many previously unseen features. (Well some of course were) piRo-piOn : My map has all you were advising apart from (Quote) : "make for variation so that people cant just do the same thing over and over and win." Thats sounds interesting but i'd have to think about what should become random to make this possible. zotax : I currently only have air and invisible levels. Your idea of mixed spawns rings the bell to me, i might add that feature to my map in the near future, as soon as i get around a new problem with implemented files (maybe the map got corrupted, i'll have to investigate) Regards |
| 06-02-2003, 06:48 PM | #72 |
Come on people, some feedback would be nice (read my post above chyrdgod's). |
| 06-02-2003, 09:26 PM | #73 |
I don't particularly care for boss levels, and to boot, bosses frequently have hit points in the range that can theoretically cause a server split. I guess my problem with them is that they are almost always either way too beefy or way too weak, which either upsets your defense or is boring. Invisibility can be good or bad. On levels where I've seen it, either you research see-invisibility or you have the right tower or whatever, by the right level, or you didn't do that. If you did, they're easy and not especially challenging. If you didn't, you lose. So there's very little point in having more than one invisible round. Additionally, I like to have an idea of what's happening all along my defense route, and invisibles thwart that. On the other hand, you could do invisibles like people do flying, having special towers which can shoot invisible units while others can't. That does help to diversify the map. Also, you can manipulate damage and armor types to have yet another level of diversity (which towers are best to take out what monsties, and whatnot). If you do that, you have to make sure you don't abuse it as I've seen done. And you really really shouldn't make towers with chaos damage, since it bites the whole idea in the butt. I hope I was sufficiently constructive. |
| 06-18-2003, 07:53 AM | #74 | |
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Like those who are bitching about TD's we wheren't impressed with the TD's we had seen. We liked the concept but didnt like how things worked in them. Hated how most all of them where basicly the same. You could count the differences between them with one hand and have fingers left over. Hated the 1000 ripoff and buggy maps. Hated that the only way to do well was to get lucky and have a good team. Hated that because you need a good team hosts would boot people who had to download the map assuming they where noobs. Unlike the bitchy people we decided to do something about it. We made our TD mainly so that we would have a good one to play and secondly to introduce new concepts into the style. It was our intention to inspire other map makers to make better maps not just add window dressing on the same old maps. There was (and still is) a lot that could be done with the style. Its good to see that we have suceeded in inspiring at least a few people to start making quality TD's. For those who think TD's are the sourge of B-Net why dont you do what we did. Instead of turning your nose up at them or bitching about them, why dont you make a better one. One that is origonal. One that has high quality and playability. Or is it below you to stoop so low as to actualy make one? Come on, it should only take a couple of days, right? They are easy. A monkey could make one. Right? We will wait to see all you poo-pooers aply your leet map making skills to the next generation of TD's. But we wont be holding our breath. |
