| 04-22-2003, 07:17 AM | #1 |
Im making a td right, so i thought ill shop around for your opinions, about what you guys want out of a tower defence. Basically are there any specific features you want, like votekick etc. Also I would like to know: 1)How long would you want your ideal td to last (assuming you finish all the levels) 2)Do you like having different elements/alignments/tower types? If so how many, and do you want to have only one for the entire game, or would you like to be able to change alignment, or earn a new one. 3)Would it be better to have 1 single builder, or multiple builders which can be teched to or purchased ?(or both). 4)How many players, and would it be 1 team vs another team, or everyone on the same team? 5)Whats your favourite td ever? I think thats all of the questions i can think of right now, also if you have an cool idea for a tower, either PM me or post a reply with the model, firing art, attack speed etc -thanks for feedback, however incomplete |
| 04-22-2003, 07:24 AM | #2 |
Easy- Dont make a td, far too many of them and they all end up crap after the first go. Do something the community would better apreciate. The world does not need another TD (or another AoS for that matter) |
| 04-22-2003, 08:04 AM | #3 |
Guest | Arriba, maybe you dont like td maps but i know alot of guys that do.. Anyway.. i think that a good td maps should have towers that could be upgraded!! :) that one of the best thing in Morts Power tower.. And it should be some kind of teamplay.. And dont make the creeps/units movement speed to slow.. it sux.. they should all be over 330+ or something... A couple of months ago i played a map where you had to buy creeps and they starting to spawn on the opponents side.. that was pretty cool.. Anyway, the best thing is something new and cool for your map.. |
| 04-22-2003, 10:52 AM | #4 |
Guest | 1. i would like a td that is hard to beat; getting harder every level until its almost impossible to beat but still beatable. that way people will keep on playing to try to get to the highest level they can and beat it. probably 50 levels is good but make the last level super hard. 2. different tower types with different abilities are good too. dont make it like wintermaul where u only get to choose 1. 3.i would prefer 3 level teching where you can upgrade a tower at each level. so lvl1 towers can upgrade twice. lvl 2 towers can upgrade once and lvl 3 towers are the best and have no upgrade. i would also like researches for the towers. 4. multiple game options and difficultieswould be good like in cube def. but dont make 6 different difficulties. 3 is enough. 5. i already got bored of the tds but i like arkguils the most. cube, wintermaul, and evilseeds are good too. i have always wanted a gold/lumber system. you get gold for kills and you get lumber at the beggining of each round. lvl 1 towers cost only lumber while they cost more lumber and much more gold as the level increases. and workers cost only gold. sell and boot options are definitely needed. here are my ideas for tower elements: fire: splash damage, critical stike Ice: slow lightning: like piercing/chain lit(huntress attack)/hp reduce by % earth: ground only, bash, poison maybe (a snare tower that attacks only air and ensnares whatever it attacks) wind: air only (an updraft tower that attacks only ground and tosses up whatever it attacks. dunno if possible) water: have no idea (speed maybe?) darkness/shadow and holy/light: lvl 3 only. some very good towers. |
| 04-22-2003, 11:38 AM | #5 |
If a new TD is to be made, it should have a different approach. Like using more strategy rather than mass building towers. You could put a food cost on the towers, so you need to sell the old ones to make new better towers. Or something... If I had a good idea I've would've made it myself :ggani: |
| 04-22-2003, 02:13 PM | #6 |
What I want? How about the creator taking 3 seconds to think of a more orginal project. I'm thinking the TD concpet has been pretty mined out by now. I mean this in the nicest way, but are you unable to think of something more creative than a TD? |
| 04-22-2003, 03:47 PM | #7 |
Guest | I don't have so much thing to say about that but keep in mind that generally, new TD can have a good set of towers. Some very often played TD have only normal towers. If you stop people from making TD, you stop imagination. You can do a lot of never seen tower types when making TD. Most TD have borig towrers, always the same. Sometimes, people can have very good ideas and make innovating towers. |
| 04-22-2003, 06:28 PM | #8 |
I want them all to be completely and utterly destroyed. |
| 04-22-2003, 08:28 PM | #9 | |
Quote:
a good thing about this is would lower lag extremly. i played a wintermaul and by lvl 15 pink had about 100 pebble towers |
| 04-22-2003, 08:33 PM | #10 | |
Quote:
Thats why map makers should add more to do then just biuld defenses to defend computer monsters. like turret wars how u have to spawn monsters and biuld defences making it a better game. Im making a map like TD its called rancher TD where monsters spawn in the middle for each player and get better with kills( kinda like golems) and u have to biuld defences to defend your base from the enimys( thats where TD comes in) and the game is one big FFA. im just finishing off the last players and the terrain need some fixing( im working on it with a friend whos good at terrain) so expect somthing new soon. |
| 04-22-2003, 09:40 PM | #11 |
Thanks for the feedback, i dont think tds have been all mined out yet, look at wintermaul it wasnt particularly original, but what it did it did well, thus becoming very popular. Im aiming to come up with something more fresh, but this is only really a side project, I have much more original things that im making, but this is a nice distraction |
| 04-23-2003, 12:04 AM | #12 |
Guest | I'd just like something different, if I see another version of Oceanmaul/CityMaul/Submaul/Wintermaul/Summermaul I might just kill myself. New races just isn't enough to entice me, and while mazing is fun, it would be nice to come up with new ways to defeat the enemy armies. Cheers, Martin |
| 04-23-2003, 12:34 AM | #13 |
In my opinion, a good td map should have a wide range of towers that each have different uses. That way there is strategy involved, rather than massing. For example you may have slow/posion casting towers, splash damage, fast but weak attack, slow but powerful, long ranged but weak etc, and a combination of each type of tower is needed. The main thing I like is to have to choose from a variety of towers all of which are useful, and hence work a strategy around the types, rather than massing huge amounts of a single tower, or towers becoming useless when I advance to the next level. Another thing is to allow upgrades on weak towers, meaning that later in the game I can still build weaker towers and they have some use. Good luck, SheepOfDoom |
| 04-23-2003, 12:49 AM | #14 |
i think that u should just stop and like other people said, make somthing original. all i see now on bnet is TDs, and DotA(wich DotA is ok cause it is sumthing kinda new) and my favorite, Dodgeball! but im the only one who makes that game :( |
| 04-23-2003, 12:57 AM | #15 | |
Guest | Quote:
i already made a dodgeball some time back..... pretty good one too |
