ClassicTDv0.3

Details

  • Filename
    ClassicTDv0.30.SC2Map
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  • Uploaded
    Apr 25, 2010
  • Size
    81.17 KB
  • Downloads
    402
  • MD5
    43b520a25dc091f50483debab84f997c

Changelog

VER 0.30

Added photon cannon and spore crawler to build options.  Units can be place anywhere with no power matrix or creep requirement.

First 2 rounds are somewhat balanced.  Still playing with damage and range of different turrets.

Currently working on custom turrets.  Having some issues with game crashing when trying to build custom buildings, will save for later update.

VER 0.20

Added 3 rounds of attackers, separated by one minute intervals.  NOTE: These levels are not balanced.  They are simply placeholders to make sure the rounds would cycle and begin correctly.

Gaining minerals for kills is active.  For every kill you gain one gas, 3 gas is turned into 1 mineral.  I realize this is not optimal, but it is a start.  Eventually I would rather have some sort of score system that gives minerals depending on the strength of the enemy killed.  
Special thanks to Tomed.  I looked over his sunken defense map for some pointers.

Countdown timers seem to work and reset correctly.

The life system has been completely revamped.  Instead of having buildings that are destroyed by enemy units that make it into the end region, I put a building at the end (as of now a pylon).  When enemies enter the region, they are removed (not killed, as this will give resource credit to player) and the health of the building is reduced by ten percent.  When the building is destroyed, you lose.  Again, this is not optimal.  I will be working on other ideas for this.

VER 0.10

Terrain layout: It is a simple path. It only has two turns in it. I wanted enough to test unit pathing, but not enough to have to include a large amount of unit commands.

Turrets: The price, range, and build-time of the missile turret has been modified.

Stacking: The collision size and footprint of the turret has been changed so that the turrets are stackable. I consider this a vast improvement from the method required in SC1 with removing player visibility and such.

SCV : Speed and acceleration increased.

Rounds: Only 1 round of fast moving units is currently implemented to test pathing. I found that the easiest way to path the units is to queue the movement commands in the same trigger in which the units are created. This will allow for other rounds to have different paths or different commands (such as attack instead of move).

Lives: 5 fleet beacons are being used as player lives in this build. The trigger involving losing lives if units get through is not complete.