| 04-18-2004, 07:32 AM | #1 | |
Yo. Chain of Elements is a 6-player team tower defense, formerly known as Smash Party TD. The up-to-date information is as follows: -6 players -Huge focus on teamwork, honestly! -Heavy focus on attack and armor types -Six races -Each race has strengths and weaknesses against certain armor types -Big chance of heroes with custom abilities -45 levels, 6 bosses, 3 bonus rounds, 36 'normal' rounds -Level information below As I said in the map information, there's a heavy focus on attack and armor types. There will be six elements, and just to keep their names simple, here's the generic names: Death, fire, ice, nature, air, and earth. Each element will have it's own race, attack type, and armor type. Each attack type is especially good against a certain type, but deals reduced damage against another. Using a system like this, players will have to work together... and here's the level information: Quote:
BS refers to a boss round, and BN is a bonus round. The bonus rounds say 'unarmored' for their armor type, basically, bonus rounds will take full damage from any attack, leveling out the playing field for all players. Bonus rounds will give players a chance to get a nice boost in gold, while boss rounds will be the marker for fairly large difficulty increases. ***You can help contribute to this project, I have posted an art request for the custom minimap logo in the art forum. Full credit will be given if your art is used for the game.*** Here's some screens... The first image shows the six builders for each race, the second shows a handful of "DEATH" type enemies, the third shows an overhead view of the entire map. The fourth shows the path that the units take. Each round the same of ammounts of the level's units will appear and follow their path and meet up at the center. (EDIT: Chain of Elements... doesn't that sound odd? Shouldn't it be Chains of Elements or somethin' like that? haha...) |
| 04-18-2004, 09:42 AM | #2 |
If you really want to make teamwork important, then make mixed rounds so that every player has to focus his fire on enemies that he is best against. Otherwise, if the waves are mono-monster, all players will have to shoot at all kinds of monsters no matter if they are good against them or not. |
| 04-18-2004, 06:14 PM | #3 |
That could work, but the way the rounds are divided up, players will need the right mix of races in order to do well. Factor in heroes, and I feel it will require lots of teamwork. |
| 04-18-2004, 11:10 PM | #4 |
Here's a picture of the seven nature rounds... and again, please visit the art request forums to be a part of this map :8 |
| 04-19-2004, 04:21 AM | #5 |
Another picture of the ice units... progress is going great on the game, and any feedback or questions is greaty appreciated. There will hopefully be an open beta for the game late next week, if you are interested in testing, go ahead and tell us. |
| 04-20-2004, 06:16 AM | #6 |
Oh Poo Poo, Us Would Include Me I am A Nice Guy REally Just ask |
| 04-21-2004, 03:40 AM | #7 |
Only problem I can see happening is one that has happened in every other td with similar game play. In theory it seems to work, but people forget that the player that gets the first kills will still do better than others. The reason is pretty simple. They get more kills and money to start off with, so they manage to kill more continuously. Even on levels that are their oppisite they get more kills than other players do when it is on their oppisite, just because they started out stronger. If you can get it to work that would be cool, but so far I have not seen a td able to pull it off with a good balance to all the races. |
| 04-21-2004, 04:22 AM | #8 |
Ok, I see your point smurf. However, there is no set player to any certain spots, players can build anywhere they please (and they aren't chained to a certain spot, like I said). Players are able to blink anywhere on the map, and there's two sides to a track. The rounds have been worked out perfectly to where one round a certain race might do well, but the next round they may suffer. The attack type and armor type system has been well thought out, and you can rest assured that this TD will not suffer the same mistake that many other TDs make. And just to point it out, units won't be weak enough to completely get mauled by a single player. People who build in the front will have to deal with units with their max HP... As I've said, this map has a heavy focus on teamwork, so I'm sure everything will work out. |
| 04-21-2004, 05:23 AM | #9 |
Remember Kids This Is Not Just Another TD, Every THing Is Thought out in this map 100% Any More Qustions We Can Kill ?? |
| 04-21-2004, 04:47 PM | #10 |
Still, a smart player tactically choosing a race that is statistically best for the first few rounds, rushing to the unit spawn to be the first to get kills, using focused fire, would make more money than anyone else. Considerably more money, as it stacks later on; not only do more towers mean more damage; it also means more maze for units to get stuck in. But then, I haven't played THAT many TD's, so if you have faith in your work, I won't spread around too much skepticism. |
| 04-21-2004, 08:56 PM | #11 | |
Well first of all, there is not one race in the game that is good against more than two rounds in a row... and at the start of the game, there's no race that is good against more than two races in a row. The bonus rounds have been worked out so all races can get an equal chance for extra gold, the bonus rounds can be targeted by any race and take the full ammount of damage from all towers. And finally... Quote:
As I mentioned, there is no race that is good against the first few rounds. Also, players can not maze because they can not build on the creep path. Also, a player that does all of that kind of deserve extra gold, if they really go up and beyond like that. The TD is balanced, but it's not going to lower every player to the same level, of course players with more skill will prevail somewhat. |
| 04-24-2004, 03:34 AM | #12 |
Ok, the map is taking longer than I expected... there's a few things that need to be finished and polished up, and then work on balancing will begin, and finally, the beta version will be ready to test with six players. Here's the new terrain, I think it's much more interesting and attractive than the old. The old terrain was just kinda slopped together for a template, and here's what it turned into. Comments and suggestions are welcome. |
| 04-24-2004, 06:34 PM | #13 |
Kewl Snail, Triggers are coming along slowly but good |
| 04-24-2004, 10:50 PM | #14 |
Ok, that's good to hear... we still need to work on the towers though... We first need a techtree for each race, the towers, upgrades, and all of that good stuff. I was thinking of using doodad and building models for the towers instead of the units, since me, and other people (according to the recent poll taken) prefer building and doodad models over unit models. Now, if you still want to use unit models, I think it is best to give them the Root ability, so that they can turn around and fire at enemies (So they don't look so cheesey), however, by using root, another problem comes up. The players will be able to uproot their units and move them around, but avoiding this problem is simple. Change the uproot ability into the Sell button, so problem solved. ....And hey, is something wrong with your aim or something? You haven't been responding :P |
| 04-29-2004, 05:03 AM | #15 |
The map recently got set back a week or two, due to some problems... so, sorry for the delay. In the meantime, here's a techtree. All abilities are just an example, they do not reflect the abilities of any race. |
