gotta start somewhere mate :) and I wasn't going to try a full on project and spend a good 2 weeks planning it all out, to have no interest. If this all goes swell you'll see another community project from me :)
How many versus TD's do you see around? The problem with versus TD's is they require extensive balancing and are not easy to pick up the first time you play, and promote raging at the new person. Takes away the relaxed feel of the fun but challenging TD...
This is only the first community project, maybe a versus TD may happen in the future. Not this one
I have 0 desire to face an AI opponent in a TD. If I wanted to do such a thing I could play one of the many already made, or just play one on the internet.
The unique thing about TDs over SC2 is the player interaction. When everyone is playing separate maps it ruins that. So why should I waste my time playing it over the many others that are out there?
it just seems like a lot of work to put into an essentially single player TD.
I have also played 2 TDs with versus over SC2, oddly enough they were also the only successful ones at the time, the only ones I enjoyed playing, and the only ones I played again.
Mate, Thats great and thats how you feel. 0 Desire to play it? There is an more than one purpose to this project, whilst making a polished td we are also:
Helping everyone learn stuff
Teach people how to put maps together
Learn trial and error with design of a map
For those that are unable to make a full map on their own they are able to contribute to a map that will be completed
There will be interaction with other players just not directly against each other
Get a polished TD on battle.net
Again this is a starting point
We are starting at the bottom of styles of maps which is single player TD's. You don't want to contribute that fine. I'm not asking you to. I am not fussed if nobody will play it. We are a map making community (not a map-playing) we enjoy making maps.
Nobody is forcing you to contribute, if you do not want to you don't have to.
Thats my way of saying "I <3 this forum, there are more [lots of good things about people] here then anywhere else. "
.........
Actually in that case, I was just shouting hell ya for the heck of it.
and powerups that can be used once, let players choose on game start...
nuke(common),
send a mother ship to defend for few secs,
mass slow EMP for few secs,
or crush them with a missile with the sc2mapster model on it.. ^^
Just got a great idea - Heroes! And possibly other actual units.
There was this blizz made TD for wc3 which included heroes, and i think that's a cool feature for a TD. It's invulnerable and doesn't get attack, it's practically a mobile tower that needs to kill to upgrade itself.
Upon completion of a map in the TD, your hero will be transferred with all stats into the next map you choose. We could even have the hero save it's stats between games (altough then we'd need far more levels...)
We could even have the builder level up! (And share XP with the hero, that way theres a bonus to NOT using a hero (builder levels faster)) Some advanced towers would require a higher builder level, or tower upgrades would require them, or some special abilities/passives/auras
For just having actual units... Imagine you can build marines or other units. They'd be weaker than towers and would be less efficient cost-wise, but they are mobile (and have abilities). Unlike heroes, you dont keep them after completing a certain map in the map (Yo dawg, i heard you liked mapping so we put a map in yo map so yo can play while yo play)
Another idea: Tradeable stuff.
Lets say we have items or something along those lines (dont mean actual "items" as you can make in the editor, but more of "something" a player owns), which all give some certain bonuses (or are consumable). There would be common, uncommon and rare ones (and maybe even more rare ones). Commons and uncommons would drop off of creeps (rarely), beating a map will give you an uncommon or rare (depending on the difficulty).
Now all of these give certain bonuses (larger tower range, damage, attack speed, whatever, hell, maybe even upgrades for a very specific tower or hero), consumables would do stuff like being able to insta kill a wave, restore a few lives, whatever. The awesome part would be that you keep items after leaving the game, and that you can trade with other players which i think will make it more fun to play with other people.
We could even make a sort of "duel map", a small linear zone which constantly spawns creeps you have to hold off with your hero (and possibly even towers). There are two such zones beside each other, each player gets a hundred lives and bets a few items, first player to lose all his lives loses and the winner gets the items that were placed as bets.
Also, there'd be a store where you can buy rare items. After beating a map, you'd get points (depending on difficulty and performance) which you can use in the store. Saved between games ofc.
The second idea would be mostly trigger work.
Also, nev, if you need some triggers done (and no one better than me volunteers), i can do em.
Maybe we could have a unit (each person that worked on it) or something that will appear at random in waves or between waves that will have the name of the contributer as kind of an easter egg, which can't be killed and doesn't make you lose lives or anything. Could also be in another way but I just like easter eggs in games and people having their own unit would be fun and you'd see who did something to the map even if its small.
@ mighty some good ideas that gave me more ideas.. I'll add them later.
I will be updating the First post tomorrow regarding more information as to the gameplay :) so stay tuned, also the first data exercises will be up tomorrow
Loved that tower XD account suspended, But also, we need a tower that does that Jimmy Raynor Slow Zone (If youve seen it, its cool) but just not as OP, perhaps that could be on the suggested hero units as a last stand kind of move if its a strong wave. And maybe a caster tower :D that requires hotkeys and stuff to maximize usage.
I hate every TD where creeps destroy towers. Thats usually the moment i leave! When ur map is not amazing TD and not a VS-TD, u have to compete against big names like Element TD.
@greythepirate: Go
gotta start somewhere mate :) and I wasn't going to try a full on project and spend a good 2 weeks planning it all out, to have no interest. If this all goes swell you'll see another community project from me :)
pfft no versus? I have lost all of my interest :(
@EchoedRequiem: Go
How many versus TD's do you see around? The problem with versus TD's is they require extensive balancing and are not easy to pick up the first time you play, and promote raging at the new person. Takes away the relaxed feel of the fun but challenging TD...
This is only the first community project, maybe a versus TD may happen in the future. Not this one
I have 0 desire to face an AI opponent in a TD. If I wanted to do such a thing I could play one of the many already made, or just play one on the internet.
The unique thing about TDs over SC2 is the player interaction. When everyone is playing separate maps it ruins that. So why should I waste my time playing it over the many others that are out there?
it just seems like a lot of work to put into an essentially single player TD.
I have also played 2 TDs with versus over SC2, oddly enough they were also the only successful ones at the time, the only ones I enjoyed playing, and the only ones I played again.
@EchoedRequiem: Go
Mate, Thats great and thats how you feel. 0 Desire to play it? There is an more than one purpose to this project, whilst making a polished td we are also:
Again this is a starting point
We are starting at the bottom of styles of maps which is single player TD's. You don't want to contribute that fine. I'm not asking you to. I am not fussed if nobody will play it. We are a map making community (not a map-playing) we enjoy making maps.
Nobody is forcing you to contribute, if you do not want to you don't have to.
HELL YA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Thats my way of saying "I <3 this forum, there are more [lots of good things about people] here then anywhere else. " ......... Actually in that case, I was just shouting hell ya for the heck of it.
@nevjmac: Go
Hmmmph. Feel free to use the tower I just made, the "Debates Tower" Attack speed, cooldown subject to balance, etc.
The idea being it's a hard hitting tower you need to micro so that it doesn't overheat to use it optimally.
@PirateArcade | I make games | Ask me things on Discord
@greythepirate: Go
The debatetestlings killed RodrigoTower.
(The zerglings killed my tower when i made to many of them)
a Prism Tower from Redalert would be nice...
and powerups that can be used once, let players choose on game start... nuke(common), send a mother ship to defend for few secs, mass slow EMP for few secs, or crush them with a missile with the sc2mapster model on it.. ^^
@greythepirate: Go
Lmfao!!
Just got a great idea - Heroes! And possibly other actual units.
There was this blizz made TD for wc3 which included heroes, and i think that's a cool feature for a TD. It's invulnerable and doesn't get attack, it's practically a mobile tower that needs to kill to upgrade itself.
Upon completion of a map in the TD, your hero will be transferred with all stats into the next map you choose. We could even have the hero save it's stats between games (altough then we'd need far more levels...)
We could even have the builder level up! (And share XP with the hero, that way theres a bonus to NOT using a hero (builder levels faster)) Some advanced towers would require a higher builder level, or tower upgrades would require them, or some special abilities/passives/auras
For just having actual units... Imagine you can build marines or other units. They'd be weaker than towers and would be less efficient cost-wise, but they are mobile (and have abilities). Unlike heroes, you dont keep them after completing a certain map in the map (Yo dawg, i heard you liked mapping so we put a map in yo map so yo can play while yo play)
Another idea: Tradeable stuff.
Lets say we have items or something along those lines (dont mean actual "items" as you can make in the editor, but more of "something" a player owns), which all give some certain bonuses (or are consumable). There would be common, uncommon and rare ones (and maybe even more rare ones). Commons and uncommons would drop off of creeps (rarely), beating a map will give you an uncommon or rare (depending on the difficulty).
Now all of these give certain bonuses (larger tower range, damage, attack speed, whatever, hell, maybe even upgrades for a very specific tower or hero), consumables would do stuff like being able to insta kill a wave, restore a few lives, whatever. The awesome part would be that you keep items after leaving the game, and that you can trade with other players which i think will make it more fun to play with other people.
We could even make a sort of "duel map", a small linear zone which constantly spawns creeps you have to hold off with your hero (and possibly even towers). There are two such zones beside each other, each player gets a hundred lives and bets a few items, first player to lose all his lives loses and the winner gets the items that were placed as bets.
Also, there'd be a store where you can buy rare items. After beating a map, you'd get points (depending on difficulty and performance) which you can use in the store. Saved between games ofc.
The second idea would be mostly trigger work.
Also, nev, if you need some triggers done (and no one better than me volunteers), i can do em.
Maybe we could have a unit (each person that worked on it) or something that will appear at random in waves or between waves that will have the name of the contributer as kind of an easter egg, which can't be killed and doesn't make you lose lives or anything. Could also be in another way but I just like easter eggs in games and people having their own unit would be fun and you'd see who did something to the map even if its small.
@ mighty some good ideas that gave me more ideas.. I'll add them later.
I will be updating the First post tomorrow regarding more information as to the gameplay :) so stay tuned, also the first data exercises will be up tomorrow
lol at the debates tower :D
Loved that tower XD account suspended, But also, we need a tower that does that Jimmy Raynor Slow Zone (If youve seen it, its cool) but just not as OP, perhaps that could be on the suggested hero units as a last stand kind of move if its a strong wave. And maybe a caster tower :D that requires hotkeys and stuff to maximize usage.
I've currently been working with triggers and I'd like to be of some help with this. I'm still pretty new, but I think that this is a great idea. XD
i'd love to help in any way i can...
i got no credentials other than a HUGE desire to learn more about this editor...
if your doing individual maps why not have something like every 10 levels a "baneling wave" which cuts new paths to the exit
that would certainly make it challenging
imagine someone playing spamming towers on one lane then banelings make a new lane
EDIT: you could also have waves that spawn after a new path has been made use all the paths which further adds to the challenge
I hate every TD where creeps destroy towers. Thats usually the moment i leave! When ur map is not amazing TD and not a VS-TD, u have to compete against big names like Element TD.
@deathkad: Go
I like that idea. That way the map actually has sortof an advancement. The player would actually feel like they're making progress. :)