I honestly havn't tried, I thought that terrain sets came with 8 terrain tiles and 2 cliff types, didn't know you could have more than 2 :P I know you can't have more than 8 terrain tiles
I honestly havn't tried, I thought that terrain sets came with 8 terrain tiles and 2 cliff types, didn't know you could have more than 2 :P I know you can't have more than 8 terrain tiles
Awesome map Karawasa. I remember when you came out with this on WCIII. There were only two reasons I bought War3 and that was simply to try out the editor(which I hated) and to play YOUR map. Definetly gave me hours of enjoyment. As a matter of fact when I no longer had a computer capable of running WIII I spent many days playing the flash game based off of you ELETD(or I assumed it was).
Now I'm glad to have a Starcraft version of it because SC is where my heart lies, but some constructive critiscism(sp) would be that it just feels like "once you've played one ELETD you've played them all." Now I do play on random mode to change it up a bit and force me to try different tower combos but it's just the same ol' same ol'. No offense of course, this is just my feelings on it.
Our initial goal was to really recapture the magic of the WC3 version. I think it's fair to say we've done that quite successfully.
We're now taking a hard look at the game's various mechanics and trying to re-work things that just don't cut it anymore. An example is that once we acquire a UI maker of sufficient skill, we're likely to drop the "elemental summoning center" building in favor of a much sleeker UI-based approach. The functionality of interest is also under a magnifying glass and many of our "less fun" towers have already been re-designed.
I'd completely agree that there's a lot of room for improvement and we'd love to hear any specific ideas or suggestions you have :)
Firstly, chiquihuite is that how you spell the spanish "boogyman" I believe it's pronounced 'ka-koo-ee?"
And I guess since I complained a little I'll try to give some suggestions. I really like how you guys made it for up to 8 players and made it more of a survival mode. I think expanding on the competitive side of it will really help. But there needs to be a way to add player interaction, so you don't only have to counter what the current and next wave's are but you'd have to keep an eye on the other players as well and see what elements they are focusing on. Tossing around some ideas in reguards to that seems like a good direction. Perhaps when you kill an element boss, it sends miniature's of that boss as the next wave for all players. So if one of the players is focusing on darkness, and based off that you decide to go for light, that way you'r mini boss' will hopefully wreck havoc on his dark towers, or something along those lines.
Maybe instead of making the levels completely set from the start, make them so they are influenced by what elements are purchased. So have a general tree that's used as the underlying back bone but have it so it can branch in direction, and those branches would favor or not favor certain elements based off of what elements were chosen.
P.S. Please take everything I say as just constructive criticism. I really enjoy the game, the work you guys put into is amazing and truely inspireing.
Edit: Oh and one thing, there should be a way to select single player mode. And make that so it's 100 waves instead. I understand wanting to keep it at 50 and keep the game time short for popularity reasons but it'd be nice to have something for those players who don't play with other players.
I love the game, but it just takes too dang long. I've played about 4 games and just from looking at other peoples' techniques, I can get to the end and have 70-100 points from the fruit. It's fun and all, but I don't have an hour to devote to a single game of tower defense.
Here is a useful picture for those unfamiliar with the new Tower Wars mode.
To celebrate Element Tower Defense finally coming out of beta on SC2, I have decided to host a tournament. There will be prizes! Only players on the NA and EU servers may participate.
I just played for the first time. I didn't make it past round 4 or 5 before the game crashed, seemingly prompted by my upgrading a grenade tower to an optimum grenade tower.
EDIT: 2nd game, crashed again, this time around wave 16 when I upgraded an earth tower.
You guys should know that I just implemented MAZING and REMATCHES into the game. Prepare for a whole new feel. Version 1.22b live on NA and soon to be on EU/SEA.
?
you can just add cliff types in the data editor
@maverck: Go
I honestly havn't tried, I thought that terrain sets came with 8 terrain tiles and 2 cliff types, didn't know you could have more than 2 :P I know you can't have more than 8 terrain tiles
:)
@Zarakk: Go
well there you go, that is something useful to know
I didn't even know you can only have 8 tiles... Oh well, that is why I don't terrain lol
Great to be back and part of the community again!
Awesome map Karawasa. I remember when you came out with this on WCIII. There were only two reasons I bought War3 and that was simply to try out the editor(which I hated) and to play YOUR map. Definetly gave me hours of enjoyment. As a matter of fact when I no longer had a computer capable of running WIII I spent many days playing the flash game based off of you ELETD(or I assumed it was).
Now I'm glad to have a Starcraft version of it because SC is where my heart lies, but some constructive critiscism(sp) would be that it just feels like "once you've played one ELETD you've played them all." Now I do play on random mode to change it up a bit and force me to try different tower combos but it's just the same ol' same ol'. No offense of course, this is just my feelings on it.
@REDlandry: Go
Our initial goal was to really recapture the magic of the WC3 version. I think it's fair to say we've done that quite successfully.
We're now taking a hard look at the game's various mechanics and trying to re-work things that just don't cut it anymore. An example is that once we acquire a UI maker of sufficient skill, we're likely to drop the "elemental summoning center" building in favor of a much sleeker UI-based approach. The functionality of interest is also under a magnifying glass and many of our "less fun" towers have already been re-designed.
I'd completely agree that there's a lot of room for improvement and we'd love to hear any specific ideas or suggestions you have :)
Firstly, chiquihuite is that how you spell the spanish "boogyman" I believe it's pronounced 'ka-koo-ee?"
And I guess since I complained a little I'll try to give some suggestions. I really like how you guys made it for up to 8 players and made it more of a survival mode. I think expanding on the competitive side of it will really help. But there needs to be a way to add player interaction, so you don't only have to counter what the current and next wave's are but you'd have to keep an eye on the other players as well and see what elements they are focusing on. Tossing around some ideas in reguards to that seems like a good direction. Perhaps when you kill an element boss, it sends miniature's of that boss as the next wave for all players. So if one of the players is focusing on darkness, and based off that you decide to go for light, that way you'r mini boss' will hopefully wreck havoc on his dark towers, or something along those lines.
Maybe instead of making the levels completely set from the start, make them so they are influenced by what elements are purchased. So have a general tree that's used as the underlying back bone but have it so it can branch in direction, and those branches would favor or not favor certain elements based off of what elements were chosen.
P.S. Please take everything I say as just constructive criticism. I really enjoy the game, the work you guys put into is amazing and truely inspireing.
Edit: Oh and one thing, there should be a way to select single player mode. And make that so it's 100 waves instead. I understand wanting to keep it at 50 and keep the game time short for popularity reasons but it'd be nice to have something for those players who don't play with other players.
Just wanted to let you guys know that there is a very, very large update coming. In a nutshell, we will be seeing Element Tower Wars shortly.
Element Tower Wars has arrived!!!
@Karawasa: Go
I love the game, but it just takes too dang long. I've played about 4 games and just from looking at other peoples' techniques, I can get to the end and have 70-100 points from the fruit. It's fun and all, but I don't have an hour to devote to a single game of tower defense.
@ctccromer: Go
Glad to hear you enjoyed it. You should try Short or Extra Short mode then. If you're host your vote counts for 33%.
Here is a useful picture for those unfamiliar with the new Tower Wars mode.
To celebrate Element Tower Defense finally coming out of beta on SC2, I have decided to host a tournament. There will be prizes! Only players on the NA and EU servers may participate.
http://forums.eletd.com/index.php?showtopic=2754
A new version has been uploaded. Tons of changes to Tower Wars taking into consideration player feedback!
Element Tower Defense 2 has been released on the NA and EU servers!
I just played for the first time. I didn't make it past round 4 or 5 before the game crashed, seemingly prompted by my upgrading a grenade tower to an optimum grenade tower.
EDIT: 2nd game, crashed again, this time around wave 16 when I upgraded an earth tower.
You guys should know that I just implemented MAZING and REMATCHES into the game. Prepare for a whole new feel. Version 1.22b live on NA and soon to be on EU/SEA.
Please use this thread to also discussed the just released Element Tower Wars. It is on NA. Soon to be EU/SEA. Search for it on BNET.
Meaning going against others? Why not put that into the original game... but as a feature that players can vote on, whether co-op or the PvP