Aaaaand here we go again! Another Joint-terraining Exercise! This time it's for a community project Nevjmac has been playing with, and once the map is done (which should be next monday) he'll turn it into a full blown Tower Defense map. For those who are getting tired of JTE's: after this one I'll have a whole batch of normal exercises coming up again. That said;
Weekly Terraining Exercise #26
Like mentioned, we're going to be working on a terrain for a tower defense map. Everything will work the same it did in WTE #23 - one person gets to work on the map at a time, and we take turns to fill it up. There's just a couple of small rules that apply to this map;
As you'll see when you download it, this map is compromised out of twenty-five 'holes/terrains' in which the tower defense 'missions' will take place. Four have already been filled in example. The idea is that we fill in these small zones with Tower Defense-capable terrains. Which means that a clear path should be laid out. If possible, consider difficulty of the path - zones on the left should be easy, and the zones should get progressively harder as you move towards the right.
For now, don't place anything outside of the zones (unless it's on the edge to pretty up the 'boundaries' of a zone itself).
You're free to change the cliff type if you feel like it. This would allow you to go with a more natural 'zone'.
You can add doodads, but they must not obstruct the place towers will be built on. Alternatively, they should be there specifically to obstruct key tower build spots for an increase difficulty. Just be mindfull, don't fill the place up.
If possible, add points for your zone's spawning and exit areas (as demonstrated in the examples). If you want credit in the map, you can also add a point describing that you created that specific terrain (as also demonstrated in the examples).
If you want to add in creep, then please do this by placing creep blockers where you'd want it to be placed. The creep itself will lateron be added in via triggers.
It sounds more complicated than it is - virtually everybody can join this one and fill up his own square. I've also attached a picture of the map to give people a better idea of what I'm talking about. That said, go right ahead and enjoy yourself! :)
if the 25 holes are filled and there is still more interest. we will simply make more holes :P Feel free to make more than one :) the more the better honestly
Here we go with a huge number of effects. Probably a boss level? But of course, what will makes this level difficult is the sights; trying to see through all those doodates. There is the path. There is also a very small area where to build that makes the second difficulty. I'm not exacly sure how much space take the towers, but probably that it will be fine.
Note: you (the one(s) who are concerned) should go learn their math. There is not 25 holes but 20. It's 4x5 holes.
For what is in store in the mind of towers, and looking at the other sections and what you have put together. I don't mean to offend. But that isn't going to work at all.
There is absolutely no room for towers. towers will be size 1x1 and 2x2 and generally and at most have an 8 radius range ( on upgraded towers ) the smaller ones will not have range that big. The range of towers has to be limited so that people on other maps can't shoot your creeps etc.
There are not going to be any boss levels. At the beginning of the game when you first enter each player will choose one of the available maps and try and beat the game, depending on your map the game will be harder.
Your map can work though! I would just edit out the cliffs in the middle as unfortunately thats not going to work, try and keep to the grid for the main path, terrain doesn't have to be square though. towers will be so they need to stick to the grid.
As you said about the visual effects, yea thats going to make it very hard to see whats going on.
I would recommend just editing your part of the map next time you have time to do so :)
Just so you know, I've made sure that the foliage I generated is only in my square, if someone else also wants it just paint foliage over the areas you want it and generate it again. I also made sure doodads I placed don't use their footprints and painted a little bit of pathing blocking below the 2 colonist huts.
I tried to make sure that it's easy to see your towers (aka not placing trees at the lower area).
Just noticed something weird, I re-opened the map and the sandbags I placed are 'unable to be created' or something. Next person just select them and press < or > to change the variation as others do seem to work (you'll see the obvious big place-holder models pop up in square 14).
I was just thinking - feel free to comment, but I recommend you let folks simply do their thing; once the map is 'done' you'll need to polish it yourself anyway, and it should be a small job to make everything workable at that point. It tends to be easier to just 'let go of the reins' with projects like these and changing what's needed yourself, lateron.
Done, renamed points from Exaken's and Fenix's tracks from 5th and 6th to 6th and 7th accordingly( I forgot to make points on my previous track, which was 5th).
By the time I made my part some people uploaded a new version of the file, so I'll wait in line and add my contribution right after Gizmo. I can post a screenshot while waiting though, so if anything is wrong (too many doodads blocking construction, for example) ask me and I'll make the changes.
By the time I made my part some people uploaded a new version of the file, so I'll wait in line and add my contribution right after Gizmo. I can post a screenshot while waiting though, so if anything is wrong (too many doodads blocking construction, for example) ask me and I'll make the changes.
Aaaaand here we go again! Another Joint-terraining Exercise! This time it's for a community project Nevjmac has been playing with, and once the map is done (which should be next monday) he'll turn it into a full blown Tower Defense map. For those who are getting tired of JTE's: after this one I'll have a whole batch of normal exercises coming up again. That said;
Weekly Terraining Exercise #26
Like mentioned, we're going to be working on a terrain for a tower defense map. Everything will work the same it did in WTE #23 - one person gets to work on the map at a time, and we take turns to fill it up. There's just a couple of small rules that apply to this map;
It sounds more complicated than it is - virtually everybody can join this one and fill up his own square. I've also attached a picture of the map to give people a better idea of what I'm talking about. That said, go right ahead and enjoy yourself! :)
The Global Information/Idea thread for Terraining Exercises can be found here:
http://forums.sc2mapster.com/development/terrain/14658-terraining-exercises-global-information-idea-thread/
'26 minutes ago' You forgot the attachments?:p I thought you'd add them after a few minutes.
FFFFFUUUUUU NOT AGAIN.
Alright it's up now.
So, it's should be finished next monday? But what if all 25 squares are filled before that?
Also, why are there creep blockers?
Edit: I'm done! I hope I my pathing is right. =P
Well, it doesn't necissarily have to be finished next monday, but seeing as it's fairly little work I imagine it will be.
In regards to the creep blockers; I forgot to mention that bit. I'll update the OP, look for it there.
@Exaken: Go
if the 25 holes are filled and there is still more interest. we will simply make more holes :P Feel free to make more than one :) the more the better honestly
Got tomorrow off, so I will get some work on it then, I'll see what people do in the meantime when I get back on tomorrow:p
Working on it
Edit: Can we edit the lighting?
Edit2: Done
@ktilkath: Go
Unfortunatly there can only be one lighting set up for the whole map, so there will be one done later to suit the gameplay
don't forget to add points to the start and finish locations, and a tag if you want to be credited for making the map
Here we go with a huge number of effects. Probably a boss level? But of course, what will makes this level difficult is the sights; trying to see through all those doodates. There is the path. There is also a very small area where to build that makes the second difficulty. I'm not exacly sure how much space take the towers, but probably that it will be fine.
Note: you (the one(s) who are concerned) should go learn their math. There is not 25 holes but 20. It's 4x5 holes.
Working on projects:
@Scbroodsc2: Go
For what is in store in the mind of towers, and looking at the other sections and what you have put together. I don't mean to offend. But that isn't going to work at all.
There is absolutely no room for towers. towers will be size 1x1 and 2x2 and generally and at most have an 8 radius range ( on upgraded towers ) the smaller ones will not have range that big. The range of towers has to be limited so that people on other maps can't shoot your creeps etc.
There are not going to be any boss levels. At the beginning of the game when you first enter each player will choose one of the available maps and try and beat the game, depending on your map the game will be harder.
Your map can work though! I would just edit out the cliffs in the middle as unfortunately thats not going to work, try and keep to the grid for the main path, terrain doesn't have to be square though. towers will be so they need to stick to the grid.
As you said about the visual effects, yea thats going to make it very hard to see whats going on.
I would recommend just editing your part of the map next time you have time to do so :)
I'll go work on it now.
Did my bit.
Just so you know, I've made sure that the foliage I generated is only in my square, if someone else also wants it just paint foliage over the areas you want it and generate it again. I also made sure doodads I placed don't use their footprints and painted a little bit of pathing blocking below the 2 colonist huts.
I tried to make sure that it's easy to see your towers (aka not placing trees at the lower area).
Just noticed something weird, I re-opened the map and the sandbags I placed are 'unable to be created' or something. Next person just select them and press < or > to change the variation as others do seem to work (you'll see the obvious big place-holder models pop up in square 14).
I finally uploaded that picture I promised. I've never managed to screw up a WTE as badly as this one, sorry Nevj =P
@nevjmac: Go
I was just thinking - feel free to comment, but I recommend you let folks simply do their thing; once the map is 'done' you'll need to polish it yourself anyway, and it should be a small job to make everything workable at that point. It tends to be easier to just 'let go of the reins' with projects like these and changing what's needed yourself, lateron.
Done.//
working on it
Done, renamed points from Exaken's and Fenix's tracks from 5th and 6th to 6th and 7th accordingly( I forgot to make points on my previous track, which was 5th).
guess ill be next editing xp
By the time I made my part some people uploaded a new version of the file, so I'll wait in line and add my contribution right after Gizmo. I can post a screenshot while waiting though, so if anything is wrong (too many doodads blocking construction, for example) ask me and I'll make the changes.
looks very nice :P
btw, have you noticed the two little movies on the Castanar Monitor Large doodad in black&white? :D
lol i just noticed now that you ended it a while ago lol working on it
edit: here it is not finished but ill take it later :P ill give it to you guys now