| 12-22-2004, 11:20 AM | #2 |
Tower wars are fun....TDs are just getting boring now, i mean there about a MAUL for everything on TV and every word in the dictionary, and TDs just never appear on the CG list. |
| 12-22-2004, 04:17 PM | #3 |
For my part, as long as it is original and fun, I prefer a good TD. Also, as far as towers are concerned, make original ones; give them custom abilities and make each and every one a unique in it's kind. I'd say about 40 towers, with the upgrades, so around 10 base towers with 4 upgrades each (?). That is, however, up to you to decide. Also, when it comes to reading, I always read the loading screen, but it's true that there are not many Battle.Net Custom Map players that give themselves the trouble of reading it. In that case, I suggest that at the start of the game, you lock all players in cinematic mode, and use a Game Text trigger to create messages. Give the messages color so that people actually notice them, and hold the cinematic mode long enough for you to display all you need. |
| 12-22-2004, 04:39 PM | #4 |
Given your ability to demonstrate the pros and cons of each side of each of your questions, I'm confident that you've got a good idea for gameplay-ability. Go to it. |
| 12-22-2004, 06:14 PM | #5 |
1) I can't say anything about what concept is better, or more popular, TW or TD, I don't know that. However, I do have a suggestion about how you could solve your problem if the map was a TW. Simply, instead of gaining points for killing creeps, let the other team gain points for you leaking creeps. That way, it's in your interest to rush as many creeps as possible att he enemy. However, a TD is a cleaner concept, where decisions such as "spend money on attack or defence?" are not present and the players can focus on a single task, building towers and mazes. 2) I don't think there is any dilemma here. You can definitely have more, many more towers, without them getting repetitive at all. I have thought about a TD concept before, and had many cool ideas: special towers that boost the capabilities of nearby towers (trueshot or brilliance aura), linking effects of various tower types... You, however, have even more potential here: your towers don't only interact between themselves and with the creeps, but with the enemy as well! You can have protective towers that don't allow enemy towers build next to them. You can have static towers that forbid nearby enemy towers to cast spells, and when upgraded, forbid normal attacks too. You can have towers that steal enemy towers, etc... And then, there are various towers or tower combinations used to counter all these. 3) I've heard that people leave a lot if the starting cinematic is too long/unskipable/there at all. I could never follow well all those tips TW maps give you during gameplay, a player is focused on other things at that time. There really never is any time to read the quests. I think loading screen is your best bet. Maybe a starting game text as well, but people who know the map should be able to start playing right away. By the way, that's a dramatic piece of terrain, is it from the map or just a random doodle? |
