Here's one from a cinematic map that I was supposed to be working on.
That's about the only area and camera angle I've done so far ...
Without the map in question I'm just guessing, but - if you duplicate the animation actor the events would still point to the original version of Fungle Growth. If that's the case, you could change them from Behaviour.FungalGrowth.Create/Destroy to whatever the new ability is.
You can use a square root just fine, but it's return type is Real, so you'll need to use Convert Real to Integer if you want to typecast it. As far as I'm aware, you can't modify the damage like that in the data editor, so you'll have to use a trigger.
You misunderstand me. I don't mean the campaign AI, but simply computer driven challenges, PvE, or whatever you decide to call it.
I also don't intend to rely solely on difficulty, not at all. Without intrinsic motivators, what desire would anyone have to beat my map at all? Ideally, the goal will be just within the players' grasp, as that proves to be the most engaging and rewarding difficulty level. Can I achieve it? Of course not, not for all, but I certainly plan with that in mind.
The whole point is, though, to create a TD with content. Story, challenge, motivation, variety, design. Yes, I set the bar very high. I would not be satisfied with my work otherwise.
Both, both and both. There is audience for every place on the difficulty curve, which should be evident by the existence and popularity of both highly competitive and easy maps. Now, what difficulty do the masses prefer - that's a different question. I don't see why that should concern me in any way, though. I'm not looking for profit or worship, but rather to advance my skills and to create the game I would like to play. Everyone is free to direct a map at whatever audience he/she likes.
That said, I did not imply any of what you said with "situational awareness", except the last one. Really, can a game be fun to play without any real engagement? Not that I know of. It doesn't necessarily have to be a gameplay engagement, it can be the storyline, the visual effects, the choreography. I don't see how one can rely purely on those in a TD, though.
Of course, the difficulty cannot be very high, for it would damage the game in a different way. My goal is to provide several difficulty levels - that ideally differ by more than just effective health.
I'm not sure at all which concepts I'll use and which I'll change. I'll post some ideas when I finish brainstorming
30 upgrades that only change the damage, splash + siege, completely imbalanced must-have towers, endless waves of streaming mobs that do absolutely nothing.
Oh, but wait, that sums up most of the TDs right there. Thankfully, there are good ones as well.
I was actually considering making a TD centered around situational awareness. I'm still fleshing out the concept, though.
I refuse to be discouraged by the competition!!! Never mind the fact that my Galaxy editor experience can be summed up to a total of 3 spells... Anyway, I added missiles and movers to my repertoire and here's what I came up with:
The templar unleashes a massive amount of power, destroying itself in the process. Any enemy units caught in the discharge take devastating amounts of damage. If a templar is struck by either of the two types of blast, it will discharge as well, triggering a chain reaction.
No triggers were harmed in this production, only the data editor.
Yes, yes, the name I did not pick just to fit the description.
This is going to be my final entry in the spell contest as I don't have time to develop another concept before the deadline.
Here I come with another one. And oh my.... beams, line searches, periodic offsets, it was pretty annoying to figure out using the "mash numbers until it works" method. My respect for the capabilities of the data editor grows, though.
The zealot sends a beam that traps the target in a stasis field and runs around it for 3 seconds. Any enemy unit that crosses the beam will receive a large amount of damage. After the field dissipates, the targeted unit dies.
Done solely in the data editor, no triggers whatsoever.
I won't claim actual melee usability here. It's a crazily overpowered show-off spell. But that's kind of the whole point :)
Hmm, the second time around it was a ton easier to navigate the data editor, so I expanded my horizons to weapons and units as well.
Transforms the High Templar to a being of pure energy that attacks nearby enemy units. After a few seconds, the unbound explodes, dealing damage to all units within close proximity.
Done solely with the data editor.
I was going to add more animations, but the archon looks so bloody hilarious that I left it like that.
Basically, apart from eye candy this is supposed to be a very good crowd control spell. No one in their right mind would stay in the area after the unbound goes berserk. Just don't blow your own units up!