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    posted a message on Looking for some feedback and suggestions on tuning for my 2 player co-op TD!

    I've opened a public beta version of the map if anyone would like to try it out!

    Search for "Insanity Co-op defense", try it out, and lemme know what you think!

    Now with randomized waves!

    Posted in: Map Feedback
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    posted a message on Looking for some feedback and suggestions on tuning for my 2 player co-op TD!

    Hi! I'm working on a 2 player cooperative tower defense game, and would like some feedback on what I have so far! I feel like it's far enough along now to where someone testing it may get enjoyment out of it, and feedback would be useful for tuning. I'd also like to know before I put another couple of weeks of work into it if people think the idea behind the game is dumb.

    Basically.....

    Non mazing TD where mobs spawn from each player's starting point, and walk through their side. Once they hit the bottom of the map, they quickly sprint to your partner's side where they continue backwards through your partner's maze at double speed (It's not mazing, I'm just not sure what else to call it), and if they make it to your partner's spawn point, it counts as a leak, and you gain no income for the round.

    Income - Stacking income is given at the end of the round based on how many mobs you killed based on the percentage of mobs each player killed, with the player killing more mobs getting a smaller chunk of the income (as to avoid issues where one player slowly becomes OP with double income and the other player can't kill anything). You will still have a higher net worth if you kill more mobs than your partner, but it balances it a little bit.

    Towers - I only have four towers implemented currently (7 if you count upgrades), but am aiming to have at least 5 or 6 base towers, with 2 upgrade paths for each.

    Waves - Currently 20 waves with 3 bosses. I don't like the idea of air rounds, invisible rounds, or invulnerable rounds, where you NEED a certain tower to get past a round, so there are none like that. Instead, I have unique rounds such as "baby" rounds, where 2-3x as many mobs as normal spawn, but with less health, tightly stacked up, and the mobs themselves are very small (my girlfriend thinks the baby archons are "cute"), or "big" rounds where only 5 or 6 mobs will spawn, but spaced far apart and with way more health than the other waves.

    Power blocks - There are 3 locations on the map with just enough room to build one tower (except for the "Big Ole Tralisk", that thing is huge). All of these locations are placed where you normally wouldn't want to build a tower, but if you do, the tower will gain a buff that will increase its attack speed, damage, or range, based on which location you built it on.

    Tuning - is not good right now. I aim to have it tuned to be easy for a player with tower defense experience to get through the first 20 rounds, then have the rest require skill. I'll add a difficulty selection at some point, and am still trying to think of the way I want to randomize something that adds re-playability. My goal with tuning is for a good player to leak about 15-20% of his mobs to his partner each round.

    If - this seems like something you might enjoy, add me on starcraft, post here, or PM me on the forums, and I'd be happy to start up a game with you! I currently have the map set to private, as I only want people playing it if they know that it is still unfinished, and that it is a test (also, I don't want to lose out on any valuable feedback!).

    My starcraft name is Brownprobe, and my numbers are 745.

    Even if you don't feel like playing, I'll still take your feedback on the concept! Thanks for reading!

    Posted in: Map Feedback
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    posted a message on Missile moving with target until death animation is done

    That worked beautifully! You're a gentleman and a scholar!

    Posted in: Data
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    posted a message on Missile moving with target until death animation is done

    Hi! Working on a tower defense map, and one of my missiles has a pretty long death animation (ultralisk exploding). Whenever it hits the target, it starts exploding like it should, but if it doesn't kill its target, it just moves along the path playing the exploding animation until it fades out. I would like the whole animation to play, but is there any way to root it to the ground where it hit, rather than being pulled along? It looks rather bizarre in its current state, lol.

    Thanks in advance for any help <3

    Posted in: Data
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    posted a message on [Video & Text] Versus TD Tutorial

    Hey OneTwoSC, not sure if you still check the posts on this, but I had to make an account here so that I could thank you. I'm sure the amount of time you spent on this tutorial was astronomical, and you did all of it just to help people like me. I had no knowledge of the map editor whatsoever, I followed your tutorial, then started a new map. This gave me all the fundamental map editor knowledge that I really needed to help me with the "holy shit, this is extremely overwhelming" feeling I experienced when opening the editor for the first time. My current TD is coming along really well, I'll throw a tribute to you in it somewhere (as I probably would have given up if I hadn't found this tutorial), and I'd be honored if you'd play it when it's done.

    You're the best!

    -Brownprobe

    Posted in: Tutorials
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