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    posted a message on Community Project - Information Thread

    Wish I had the time to learn how to use the new editor, maybe during the holidays I guess.
    This is a great idea. Hope that it'll be a success.

    @Ash4meD: Go That looks cool. Which TD map is it for? The Golems one?

    Posted in: Project Workplace
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    posted a message on Ex-TMA Discussion thread

    As long as the arena doesn't involve 200 units per team,
    No wait, it doesn't matter. I'm still in. All that's left for me is to wonder whether it'll be on EU or not :(

    Posted in: General Chat
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    posted a message on Freax Arena

    Sounds like a good idea. I liked Freax Tower Wars as well. Good luck with the map ( I posted some feedback on the forum as well. )

    Posted in: Project Workplace
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    posted a message on [Map Idea] - Stranded

    @PatchOne: Go

    For randomly created, I suppose just set x number of trees to spawn within that region. I'm wondering whether it's possible to make random cliff&ramps appear on the map as well.

    The game system looks good enough.

    Posted in: Project Workplace
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    posted a message on My new side project -- Modified melee

    @Vexal: Go Yeah, that's what I read as well but what I wrote was in response to Bounty_98's suggestion for an exponential increase in units launching units.
    Suddenly I feel like seeing Siege tanks shoot out marines too.

    I'd play the map, just for the lulz. Especially on unsuspecting friends (If the map name and description doesn't give the game away)

    edit : LOL siege tanks that shoot out banelings that never die.

    Posted in: Project Workplace
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    posted a message on Why no walls?

    Well I do suppose it's possible to tell the AI where good wall places are but the main problem would be to tell it when to wall and when not to. In this case, if you tell the AI to build a wall as soon as it knows the opponent is a Zerg, then the enemy Zerg would only need to go for fast expands as it knows the AI walled itself off. To prevent this, the AI would then need to be told how to scout and predict what build the enemy is going for ( Which will require slightly more complex codings )

    Posted in: Galaxy Scripting
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    posted a message on I don't get it.

    @greythepirate: Go

    Well in that case, I suppose we should be thinking of new ways to expand the current form of TD?
    Something more than a simple TD. Hmm...

    Anyway, I also suppose that it's due to a lack of video advertising. I myself would rather watch a video ( even if it had plenty of text in it ) than read a wall of text.

    Posted in: General Chat
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    posted a message on Nuclear Arcade

    Oh joy, an EU release. How's the current popularity in the US server?

    Posted in: Project Workplace
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    posted a message on My new side project -- Modified melee

    @Bounty_98: Go Lol I thought about that after reading interceptors shooting out carriers as well but I think that might make the whole game lag so much (Assuming every interceptor launches 8 carriers and 8 carriers launching 8 interceptors each)

    Just do the reverse of every effect there is
    Marauders speed up targets they hit
    Medivac's and Medics decrease enemy hp instead
    Raven's Point Defense Drones shoot out missiles
    Siege tanks should be immobile when in tank mode
    The command centre should only be able to create SCVs while flying
    Zealots should make the enemy charge toward them
    Dark templars should make the enemy they hit become invisible
    High/Dark templars should split into 2 Archons
    Immortals should be immortal
    Colossus should be a flying unit
    Void rays should start shooting with their strongest beam and charges down when attacking
    Hatcheries should spawn units that morph into larvae
    Zerglings should have ranged attacks
    Overlords should be able to capture enemy units
    Mutalisk's glaive wurm should keep bouncing indefinitely until another one is shot
    Zerg buildings should be able to burrow

    Posted in: Project Workplace
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    posted a message on Maelstrom TD

    Yeah I'm on EU as well. Pity, seems rather promising. Hmm, building diagonally might prove to be a challenge

    Posted in: Map Feedback
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    posted a message on [Revived!] Map Night

    For Card shuffle, most of the things have already been stated. After Mozared reminded us that we could use Assassin's Mark on enemy heroes, I pretty much killed him right after that :P Also, problem with blank cards as well ( Not that much actually but it was there. I actually had to discard them too. )
    I think it was also mentioned ingame but we pretty much had around 250 vespene gas with almost only about 3 cards in-hand. I'm guessing that the game only draws more cards for us every 10x vespene we have ( eg. 240, 250, 260 ). I chose a random deck so I can't confirm whether I got the proper cards or not though it did feel like I had alot of burn cards (Which I liked)

    For Gates of Darkness, the main problem would be that many people weren't given enough time to choose heroes and were left with no heroes at all ( Especially for those who want to read what each hero does beforehand ).

    Split TD :
    A well made map but could do with more variety in towers(?)

    Don't think we need to do feedback on the other maps as the mapmakers dont frequent sc2mapster

    Posted in: General Chat
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    posted a message on Ex-TMA Discussion thread

    @Keyeszx: Go

    Omigosh so it's going to be a dota map where you use pokemon and the reward is both the cake (not a lie) and Sixen's photo?!
    I'm in.

    Posted in: General Chat
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    posted a message on Ex-TMA Discussion thread

    Cake! Noo, why is it crossed out :(
    Hmm, I was expecting the three weird things circulating around the other thing in the middle to be there as well.
    K I just realised having no names for the pictures makes things hard to understand

    Posted in: General Chat
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    posted a message on [Map Idea] - Stranded

    @PatchOne: Go I like that. Instead of a boat, make it a giant battlekruiser. Makes much more sense why they're worshiping something like that. edit : OH. Now for the end game of getting off the island, how about
    1. Gathering materials/parts in order to steal the battlecruiser and fix it (Might make those natives hostile)
    2. Cooperating with the natives and coming to an agreement of some sort to give that statue to you.

    As stated above, island troll tribes would leave you dead if you couldn't find a specific material. So why not in Stranded, make it so that there'll be several different ways to get around each task
    eg. For warmth ( If there will even be warmth ), you could get it from 1. A fire(Made from flammable stuff & wood) 2. Animal fur(Made from killing wild beasts) 3. A tent(Made from dirt, sticks, leaves etc, but gives the least warmth)

    Also, to keep true to the realistic part, why not give them abilities that they could obtain from there?
    Taking from my first post in this thread,
    If you have a bow and arrow, ability -> fire arrow/flare. For flare, shoot a fire arrow into the sky (Or gunpowder) to scare away wild beasts.
    If you go for something like farming, then you'll get an ability of identifying plants(Able to make poison/potions)

    Rather interesting yet realistic abilities.

    Posted in: Project Workplace
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    posted a message on [MAP] No Mans Land Survival

    I just played this map two times. For the first time, all of us chose wave and we pretty much got defeated on the first wave =3 Restarting, we managed to get to around wave 3 before dying. The enemies somehow get to the command center a little too fast and deal a little too much damage. Also, only the perdition turret could actually stand up to their attacks, but it's extremely costly. Waves also seem to just keep on coming, especially when they start attacking from the south and come in at both directions without any space to breathe.

    Joining another room sometime after that, we tried wave again, lost badly again and players left. But there was another player left and we went on to try survival mode. Surprisingly, it was awesomely fun. Somehow running around in circles with a gun that destroys so many enemies just brings us delight. We replayed survival about 7 times with only 2 players and even got to the point of defeating 2 bosses.

    For the bosses, the Queen boss seems impeccably hard, especially when she starts spamming spine crawlers and those white thingies that chase after us. We only managed to get to one protoss boss, which was the Gateway boss. At that time, it was just me left and I still managed to destroy it. It was a whole lot easier than I imagined it to be ( It was harder with all the Zerg bosses. ).
    Just wondering though, does the difficulty of the game affected by the number of active players?

    All in all, the survival is great fun, but the wave bit is way too hard. If I may suggest, try ditching the whole wave part and focus only on survival. From there, implement the credit and shop system as well as adding maps of different layouts for different difficulties ( eg triangular map which makes it harder, for easier difficulties make enemies spawn from several ( not all ) of the ledges. ).

    It'd be awesome to see more guns as well as more abilities ( And making some abilities unique to characters. Eg Medic able to heal others & self, make rapid recovery for medic have less cooldown etc ). I'd also like it if we were able to change guns instead of sticking with one for the whole game without needing the reroll weapon ability. Maybe just let the enemies keep dropping guns but at a reduced rate ( Maybe just slightly lower than item drop rates ). That should keep the action going.

    edit : I just confused myself with solo, survival and waves. I think that survival & waves are the correct one. Brief description just to make sure others can understand :
    Survival = Square map where enemies climb on ledges and your only job is to survive.
    Waves = Base defense map where you have credits and can buy stuff from shops.

    tl;dr
    Wave = Too evil
    Survival = Extreme fun

    Posted in: Project Workplace
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