Yooo, i was playing with a friend and whenever he sold a tower to get his mana back it would give it to me? obvoisly a game ruining bug. I was in player slot 1 and he was in player slot 2 no one else was in the game. It happened twice.
Just thought you would like to know.
BTW i really like your TD, its just a little too tough even on casual haha would be cool if casual meant you get to play all the way through with almost no loss so long as you countered waves, and normal was like the current casual mode. Thats just my 2 cents i couldnt get past like lvl 13 haha maybe i suck at TD's but I think this is the best one ive seen on SC2 so far so very good job keep up the good work.
If anyone has any good mazing strategy's let me know maybe thats why im not actually able to get further in this game.
Just published an update that fixed the issue where the wrong player would get refunded mana after an invalid placement. Also adjusted the difficulty levels a bit - casual got easier and hard and brutal got harder.
Repeat x4 for each of the four corners of the platform. I use an
ultralisk because it's too large to fit in a 1x1 gap, and I wanted to
make sure there's always a 2x2 gap for units to move through so they can
pass by each other and avoid traffic jams. (ALL creeps in this map, even
the ginormous ones, have radii of 0.375 for this reason.)
(Riley said that , sorry I suck with Quotes in this forum)
While I do like that units have collision (and this works well with both the 'Slow' spell and the 'Telekinesis' (gravity pull) spell), I would like to see some 1x1 towers implemented. Maybe even traps?
It is very frustrating having to make a 2x2 gap for the creeps to pass through. Maybe to make this clearer, enlarge the scale of the dummy unit which shows the path the units will take? I mean, the majority of the units I have encountered (luckily made it to wave 17 before a crash) are small enough to fit through a 1x1 gap. The other issue I have with 2x2 towers - is the Range. Yeah sure, a tactical placement of towers is both strategic and difficult, but it is very limiting in how you build your maze.
Overall, a very nice Tower Defence map. It is a shame about the crashes - and I guess we will have to leave this to Blizzard to fix. I flooded them with 5 reports (it happened often to me). Any bets on how much staff/money/time Blizzard spend on resolving custom map bugs? :)
One final last piece of criticism (or my personal preference, really)... Instead of having all the tool-tip information displayed on the Wireframe image of a tower, can't you just create a couple buttons and give them to the tower? It is not always easy to read a long list of text when all you want to know is, at a glance, what the tower does and doesnt do. Especially when a timer is ticking each round...
Good work riley :)
ps... one last thing to say... a little dialogue box informing the player of the next-round element could be nice. It is a bit of a hassle having to hit F11 or F12 or whatever it is, just to read 1 word under a Unit's Tip. Maybe in the F11 or F12 dialogue menu, you can write some description of the unit (backstory) or specific strategies which will help in beating that round (eg, boss round, use slow + static on the boss) etc... :)
ps... one last thing to say... a little dialogue box informing the player of the next-round element could be nice. It is a bit of a hassle having to hit F11 or F12 or whatever it is, just to read 1 word under a Unit's Tip. Maybe in the F11 or F12 dialogue menu, you can write some description of the unit (backstory) or specific strategies which will help in beating that round (eg, boss round, use slow + static on the boss) etc... :)
Thanks for the feedback, just wanted to mention about this point specifically, under the ready button it shows you the next round's unit color coded to show what element it is.
It does crash alot, i havent been able to beat the game once due to crashing. It happen very randomly and might have something to do with your data editor effects. (mine was on low also).
It does crash alot, i havent been able to beat the game once due to crashing. It happen very randomly and might have something to do with your data editor effects. (mine was on low also).
(Even test with guest account does crash)
I would think so but people have sent me crash reports where they didn't even build anything yet, so I can't really narrow it down to a particular actor or effect. It seems to only happen for some people, and some people crash WAY more than others, so I think it might either be a graphics or sound thing. Whatever it is it's almost certainly a game engine bug that Blizzard needs to fix, although if I'm ever able to I will come up with a workaround.
Ready Button - If you click the button really fast, the button trigger could be launched several times before the button is hidden. As a result, you could get multiple spellbooks and the wave would be progressed multiple times.
Not sure if bug,
Boss - When a boss is leaked, it takes away four lives. IF this is the intended effect, it would nice to be noted in the game.
Feedback,
Time Warning - Would be nice if there is a warning when it is almost time up to place the towers. Probably 10 second beforehand?
Bigger pathing indicator - To better show that 2 spaces is required for paths.
Show all towers - Instead of hiding the towers you can't build yet, I think it would be better to show all the towers in the command card. It helps the player to know which elements to transmute.
Regarding the crash, yes, it is probably the most gamebreaking bug right now. I have played quite a few times, sometimes myself, sometimes with friends. And it always ends with someone crashing. Sometime it happens at Wave 1, sometime it happens at wave 27, it is really random.
If I were you, I would make a debug version of the game that the waves are disabled. And simply let the game runs for 24 hour. If it still crashes, then we can say the bug is probably related to the environment settings.
Can you guys upload some screenshots of how units are getting stuck? It honestly should not even be possible, but the pathfinding code might be a little wonky for non-colliding units.
On a side note if your map is causing a lot of crash for users blizzard might take it down. You should take this more seriously and investigate the problem
On a side note if your map is causing a lot of crash for users blizzard might take it down. You should take this more seriously and investigate the problem
I'm offended by the suggestion that I haven't.
Maybe you'd like to look through the 100+ crash reports that I have and try to find the common thread.
I didnt say you haven't, sorry for any offense, but the fact is that blizzard dont want custom content to crash their clients. You could ask for more suggestion on reproducing the crash. Again while this is consistent for several people there should be a reasons behind that. If it was me, I could try to publish a version with no graphic, plain terrain etc...
I don't think it'll all fit so just paste as much as can fit (the most relevant details are on top anyway.) From other crash reports I've determined that the crashing is not occuring while triggers are running which means there isn't much info I can glean from the crash reports, but my hope is that enough of them post will get someone from Blizzard to take a quick look and maybe fix the bug that's behind them.
In the meantime I've been tweaking things with every version to try to come up with a workaround. Unfortunately it doesn't crash on my computer so it's really difficult to isolate the problem. Sorry that it's been unplayable for you, and hopefully I have a version soon that finally puts the CTD issue to rest.
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Yooo, i was playing with a friend and whenever he sold a tower to get his mana back it would give it to me? obvoisly a game ruining bug. I was in player slot 1 and he was in player slot 2 no one else was in the game. It happened twice.
Just thought you would like to know.
BTW i really like your TD, its just a little too tough even on casual haha would be cool if casual meant you get to play all the way through with almost no loss so long as you countered waves, and normal was like the current casual mode. Thats just my 2 cents i couldnt get past like lvl 13 haha maybe i suck at TD's but I think this is the best one ive seen on SC2 so far so very good job keep up the good work.
If anyone has any good mazing strategy's let me know maybe thats why im not actually able to get further in this game.
@RailTracer: Go
Thanks for the bug report, I'll look into it. Here's a video I made showing some early game mazing strategies:
Just published an update that fixed the issue where the wrong player would get refunded mana after an invalid placement. Also adjusted the difficulty levels a bit - casual got easier and hard and brutal got harder.
Repeat x4 for each of the four corners of the platform. I use an
ultralisk because it's too large to fit in a 1x1 gap, and I wanted to
make sure there's always a 2x2 gap for units to move through so they can
pass by each other and avoid traffic jams. (ALL creeps in this map, even
the ginormous ones, have radii of 0.375 for this reason.)
(Riley said that , sorry I suck with Quotes in this forum)
While I do like that units have collision (and this works well with both the 'Slow' spell and the 'Telekinesis' (gravity pull) spell), I would like to see some 1x1 towers implemented. Maybe even traps?
It is very frustrating having to make a 2x2 gap for the creeps to pass through. Maybe to make this clearer, enlarge the scale of the dummy unit which shows the path the units will take? I mean, the majority of the units I have encountered (luckily made it to wave 17 before a crash) are small enough to fit through a 1x1 gap. The other issue I have with 2x2 towers - is the Range. Yeah sure, a tactical placement of towers is both strategic and difficult, but it is very limiting in how you build your maze.
Overall, a very nice Tower Defence map. It is a shame about the crashes - and I guess we will have to leave this to Blizzard to fix. I flooded them with 5 reports (it happened often to me). Any bets on how much staff/money/time Blizzard spend on resolving custom map bugs? :)
One final last piece of criticism (or my personal preference, really)... Instead of having all the tool-tip information displayed on the Wireframe image of a tower, can't you just create a couple buttons and give them to the tower? It is not always easy to read a long list of text when all you want to know is, at a glance, what the tower does and doesnt do. Especially when a timer is ticking each round...
Good work riley :)
ps... one last thing to say... a little dialogue box informing the player of the next-round element could be nice. It is a bit of a hassle having to hit F11 or F12 or whatever it is, just to read 1 word under a Unit's Tip. Maybe in the F11 or F12 dialogue menu, you can write some description of the unit (backstory) or specific strategies which will help in beating that round (eg, boss round, use slow + static on the boss) etc... :)
Thanks for the feedback, just wanted to mention about this point specifically, under the ready button it shows you the next round's unit color coded to show what element it is.
@RileyStarcraft: Go
It does crash alot, i havent been able to beat the game once due to crashing. It happen very randomly and might have something to do with your data editor effects. (mine was on low also).
(Even test with guest account does crash)
I would think so but people have sent me crash reports where they didn't even build anything yet, so I can't really narrow it down to a particular actor or effect. It seems to only happen for some people, and some people crash WAY more than others, so I think it might either be a graphics or sound thing. Whatever it is it's almost certainly a game engine bug that Blizzard needs to fix, although if I'm ever able to I will come up with a workaround.
Found a bug and some more feedbacks,
A small bug,
Ready Button - If you click the button really fast, the button trigger could be launched several times before the button is hidden. As a result, you could get multiple spellbooks and the wave would be progressed multiple times.
Not sure if bug,
Boss - When a boss is leaked, it takes away four lives. IF this is the intended effect, it would nice to be noted in the game.
Feedback,
Time Warning - Would be nice if there is a warning when it is almost time up to place the towers. Probably 10 second beforehand?
Bigger pathing indicator - To better show that 2 spaces is required for paths.
Show all towers - Instead of hiding the towers you can't build yet, I think it would be better to show all the towers in the command card. It helps the player to know which elements to transmute.
Regarding the crash, yes, it is probably the most gamebreaking bug right now. I have played quite a few times, sometimes myself, sometimes with friends. And it always ends with someone crashing. Sometime it happens at Wave 1, sometime it happens at wave 27, it is really random.
If I were you, I would make a debug version of the game that the waves are disabled. And simply let the game runs for 24 hour. If it still crashes, then we can say the bug is probably related to the environment settings.
Version 1.3 is out on the US servers (EU soon.)
Keep the feedback coming, I'm squashing bugs as fast as people can report them.
crashes and units getting stuck constantly - crashes more than the last version... want crash reports i can make em
love the map but crash every game - have not been able to finish 1
The collide change has resulted in units getting stuck :(, especially at the Player 3 lane.
@Colawaffle: Go
Can you guys upload some screenshots of how units are getting stuck? It honestly should not even be possible, but the pathfinding code might be a little wonky for non-colliding units.
@RileyStarcraft: Go
It is just standing in a middle of the path all of a sudden. It is not blocked by wall or something like that.
@RileyStarcraft: Go
On a side note if your map is causing a lot of crash for users blizzard might take it down. You should take this more seriously and investigate the problem
I'm offended by the suggestion that I haven't.
Maybe you'd like to look through the 100+ crash reports that I have and try to find the common thread.
@RileyStarcraft: Go
I didnt say you haven't, sorry for any offense, but the fact is that blizzard dont want custom content to crash their clients. You could ask for more suggestion on reproducing the crash. Again while this is consistent for several people there should be a reasons behind that. If it was me, I could try to publish a version with no graphic, plain terrain etc...
If they don't want it to crash they should fix their fucking buggy engine. Custom maps should not be able to cause CTDs.
edit: I reverted the US version to 1.2 to fix the stuck creep bug. Still have no idea what was causing it, but it was only happening online.
@RileyStarcraft: Go
Great map, very polished! I enjoyed it while it lasted, if you know what i mean. :-(
Good luck finding the reason for all those crashes!
Really cool game, like what I have been able to play so far, unfortunately never more than level 3. Lots of crashes, it has never not crashed for me.
Want to help, not sure what info you need, or what to sedn you in a 'Crash report'
BTW when the game crashes a window pops up and asks me to send the info to blizzard i believe, do you just need the text in that window?
The text in that window is the crash report. If you want to do me a huge favor then c&p it into this thread:
http://us.battle.net/sc2/en/forum/topic/832173739
I don't think it'll all fit so just paste as much as can fit (the most relevant details are on top anyway.) From other crash reports I've determined that the crashing is not occuring while triggers are running which means there isn't much info I can glean from the crash reports, but my hope is that enough of them post will get someone from Blizzard to take a quick look and maybe fix the bug that's behind them.
In the meantime I've been tweaking things with every version to try to come up with a workaround. Unfortunately it doesn't crash on my computer so it's really difficult to isolate the problem. Sorry that it's been unplayable for you, and hopefully I have a version soon that finally puts the CTD issue to rest.