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Here is my map, i am proud of it.

04-25-2003, 05:47 PM#1
ChrydGod
I hate to do that but i am afraid it might get lost at the end of this other thread. I really need some feedback on it :

Look at this thread :
http://www.wc3campaigns.com/forums/s...887#post147887

If you have any question about how i technically achieved certain things in the map, feel free to submit it and i promise to awnser as quickly as i can.

Thank you all ever so much in advance for any positive/negative feedback.

If you hate it, i am also interested in your opinion, but please remember it took a lot of hard work and headhaches before flaming me.

Kind Regards.
04-26-2003, 04:18 AM#2
ChrydGod
No feedback at all. nice...

I suppose that most people don't really come here to find maps to play but rather to find awnsers to their mapmaking questions.

Well maybe they would also find ideas or help by playing certain maps and then asking how certain things have been done.

Maybe after so many boring/copied/similar TD maps, they just don't want to know anything left about them. I must admit that apart from Hive's Revenge TD and my map, i don't really bother with other TDs, and maybe i am wrong too.

Anyways, here is my map again, for those who want to try something really different with lots of hours spent on design and uncommon options : http://chrydgod.free.fr/cube/index.htm

Please at least try it (don't choose high difficulty settings or you will die very early) and give me some feedback.

My beta testers already do so, but i'd really appreciate to get more opinions about it in order to make it even more fun.

I am currently working on the next release, in order to improve balance a bit more, and to fix a small bug (that doesn't really affect gameplay but even then it can't stay there) but while optimizing it all, additionnal feedback would be really nice.

Thanks in advance.
04-26-2003, 06:35 AM#3
Rifleman_alan
what is it?
04-26-2003, 06:36 PM#4
ChrydGod
It is an advanced cube-like tower defense map.

It has many unique features and a nice design (well at least in my opinion and the one from my beta testers).

Just give it a try with low difficulty settings, its a FFA (well survivor rather) and can even be played in solo mode.
04-27-2003, 01:11 AM#5
zotax
Hehe Gj, i havent tried on b.net yet, but heres my lowdown:

Good points:
Good use of graphical interface, when selecting HP and speed
Towers all had a use, massing 1 type didnt work
The horn thing at the start of each level was cool, being a rarely heard sound, but even better would be diff sounds 4 each level.
Easy to pick up, help section was easy available and easy 2 understand
Good terrain for a td

Bad points:
The ping then when a tower was done gets annoying during mazing
I can imagine summon punisher being heavily abused
This is just my view on cube defences, the one by one approach is boring, maybe you can come up with a way to change it.

Questions:
Whats the firing animation of the deep freeze tower? It really cool
Also how does your game detect host?, unless you done something special im assuming you just set player red as host.

Very well polished and much better than the orignial cube d. If I come up with anything new while playing it on b.net ill edit this post.
04-27-2003, 08:06 PM#6
ChrydGod
And thanks for the good points ;)

About the bad points :

Ping sound :
i completely agree, i am still trying to find another sound to replace the bothering "work finished" from all 4 races as i used them 4 to create different types of towers. Maybe i should simply remove them.

Summon Punisher abuse :
I know, i am aware of it.
Though host's kick option is just as bad.
This said, generally, people playing that map should have a low interest in abusing it unless they would want to play alone. It is quite rare that more than 5 players are still alive after level 5 ^^

I know about the one by one approach : i am still trying to find a better way...



About the questions :
firing animation of the deep freezing tower :
Before version 4.3 :
Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
But it was hiding most of the focused fire areas then i changed it to :
Abilities\Spells\Undead\FreezingBreath\FreezingBreathMissile.mdl
Since v4.3

Host Detection :
Well no, i don't set red as host ^^
I actually set the first playing player as host and reset it to the next playing player whenever host is defeated or disconnected


I have already released a version 4.4 before my beta testers could test it. Big mistake, they found a couple of bugs after.

I am currently finalizing v4.5 with a small balance improvement, some minor graphical changes and i made the flying hero an upgrade of the master cubic hero. I also fixed an issue with the amount of heros that could be trained.
As soon as v4.5 will be finished, i will update it on the link in my signature.

Regards
04-28-2003, 04:15 AM#7
ChrydGod
After testing v4.5 inside out, i found some bugs, fixed them, improved the heros system to make the master cubic hero upgrade into the flying cubic hero, fixed the issue with hero availability, changed a few SFX, kept the old selling sfx (the bounty coins are definitely too small). I also made all towers with special abilities have them on autocast when built or upgraded

I also reworked some imbalance problems. This said do not hesitate giving me any feedback on what could be improved.

Then here it is, i released Cube Defense NE v4.6

You'll find it with the link in my signature.

:D

note :
i kept the sound replacing the annoying "work finised" until i decide to make it silent or find a better one.

Have fun,

Regards
04-29-2003, 06:24 AM#8
ChrydGod
Maybe i should get a life ^^

Anyways this latest version, 4.8, was just an attempt on adjusting a quick cinematic issue, as well as testing how some speciall effets react when given to a unit as a model.

Some remain, and others just vanish. I realized these are instant special effects, i then fixed this issue with a timer recreating the special effect - unit every 3 seconds of the game. Works like a charm. The sfx-unit in the center of the map (Thunderclapcaster) has a slightly annoying terrain modifying function, and looks a bit disappointing compared to WE's version, but at least its there.

I also realized there was no "best of all towers" in my TD, and that the energy tower only had 1 upgrade.

Thus i created this expensive upgrade for it, being the most powerful of the game, with a StarfallCaster SFX model (still trying to find a better stable sfx for an ultimate tower)
and two different SFX for ground and air attack, as well as 2 spells to help the cubic heros.
As the upgrade for the energy tower was called the advanced energy tower, following my whole map's etiquette, i named it Ultimate Energy Tower.

I also changed the AA towers models.
I removed the goblin sapper (AA tower) model, replaced it with the advanced's . Replaced the advanced's with the ultimate's and gave the ultimate AA a nice "SURPRISE" model. I love it :)

As i told one of my beta testers the other day, i definitely should have called my map :
Cube Defense SFX
;)

I will test again to make sure this new overpowered energy tower does not introduce a balance issue. But it should not.

Have fun!
Regards.