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    posted a message on Infinite TD [needs interested parties]

    I just replayed your map and it got stuck on level 30 again. I just wanted to see if it was a one time deal or not. It wasn't. Took another hour to get there though.

    I think battle.net isn't letting replays be recorded right now for some reason. The save replay button was grayed out when I when to the score screen. I am attaching a screen shot though so you can see. It was Odin again.

    Posted in: Project Workplace
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    posted a message on Infinite TD [needs interested parties]

    not sure how to get the replay for you =\ its not in the replay folder for some reason

    Posted in: Project Workplace
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    posted a message on Infinite TD [needs interested parties]

    I just played an a little over an hour on your map solo on normal (that's how long it took to finish it)

    Here are my notes:

    Infinite TD sounds like it doesn't end but it was done at level 30 after I killed the Odin. - Not really sure if it was really done or if there was a bug because it just stopped there -

    The Money per kill increases too quickly compared to how hard the enemies get. (or maybe I maze too well)

    Need more towers (I know your looking for suggestions for towers but two towers makes it kinds boring currently)

    The build time is too slow and the SCV gets stuck while building over and over so if you are using shift to build sometime it will only build one then get stuck (very annoying)

    I would love to be able to click on my building without going into that weird camera view (i need to know the stats and kills of my towers it makes me feel good)

    The enemies are too slow almost all of the time i was waiting for them to get to my maze which i just kept building off of

    The SVC moves too slow, it takes forever for it to move from one end of the map to the other

    Suggestions:

    Towers - love the idea of a slow tower and a sniper tower (long range). Just being able to upgrade the current towers would be nice too if they got more damage or range or something.

    Speed - maybe add a speed up button that if everyone in game clicks it adds a speed bonus to the enemies (or a couple buttons at different speeds with a scoreboard showing the speed everyone wants so its easy to sync up)

    The randomly generated path was placed in the middle of my towers causing them to be attacked, if you want a new maze every time auto salvage all buildings and add a few more seconds to build the maze with maybe a ready button

    Hope this helps and good luck. It has some great potential

    EDIT Forgot to mention the weather effects were driving me crazy, so hard to build when its too dark and it was dark almost the whole time, and when its very bright it messes up the textures on some of the towers and units =\ EDIT

    Posted in: Project Workplace
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    posted a message on Co-op Turret D

    So far I've just been playing with the editor and brainstorming so I'll throw down some more of what is going on.

    I keep trying to think of how to make it so you can build next to another team members tower but not your own. Ideally It would just be seamless and your only build area would be next to another player owned tower or in a new area not near your own tower but I don't know how to do this without changing the build area for everyone at once

    I currently have two ideas:

    1. If a player builds next to their own tower it instantly destroys it and gives the money back

    2. Use creep to somehow control it, this method needs some more planning too

    Posted in: Project Workplace
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    posted a message on Co-op Turret D

    @Nigle: Go

    Just wanted some input on this, anyone care to comment?

    Posted in: Project Workplace
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    posted a message on How do u make it so teams in lobby match in game

    @Zero0018: Go

    i think if you set the player color in the map "player properties" menu it will lock the starting locations

    Posted in: Miscellaneous Development
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    posted a message on Mercenary Battles: The Gulch (pics, info, come on in)

    @Redfox777: Go

    I like the name gulch, it reminds me of Champions Online Maybe see what other people think before going the canyon route :D

    Posted in: Project Workplace
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    posted a message on Ultimate Tank Defense

    People seem to play the brutalisk as a dishelper not a helper, every game i play now with 5 people they just send the units straight to the command center so they dont follow the path

    I think they should not be able to control the units at all just have cool abilities or something

    Posted in: Project Workplace
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    posted a message on Co-op Turret D

    I want to know what people think about this idea:

    Its basically a maze defence map

    ▲ Turret Defence with a general path that the enemies follow from a start point to an end point.

    . § Lots of holes in the path where players can guide the enemies through their own maze (which is needed to hit units enough)

    ▲ In order to maze players will NOT be able to build their towers within a certain range of their own towers so the maze needs to be built as a TEAM

    ▲ Combo turrets made by the right group of turrets (and level of turrets) being next to each other and the players *activating* a combo button

    . § When the combo button is active the turrets will also glow so other team members will know which turrets are going to be combined

    . § Kills from combo turrets go to all players who made the combo as an incentive to combo

    I don't know if it is possible to let players build next to your tower while you cannot though, this is just and idea and I would appreciate any feedback :D

    Posted in: Project Workplace
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