Moderator
M
Moderator
20:41, 3rd Aug 2010
ap0calypse: Rejected
Leaks, bad terrain.
ap0calypse: Rejected
Leaks, bad terrain.
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(3 ratings)
Approved
Well about the Miners. I was thinking about making them a few for each player, but for right now they are just NPC's standing around. the reason i have a load of villagers standing around under player Red is because, if the murlocs get far enough they will slay the humans.
I've had many problems balancing. I decided there had to be a limit to towers. I would like to learn a trigger to kill some farms when in multiplayer or, or add more in single or 2 player. But the food is to limit them so a player doesn't have a dozen towers bombarding the murlocs. I've tried to get the 3rd Level Tower to do less damage. Once i had the Murloc Legion over powered. They ran through and killed all.
As you may notice the waves are repeating 6 Murloc Tidreunners, 1 mage every so often, and 2 Nightcrawlers. I tried to add more special waves that only happen once. Ther is a trigger i Titled Hunter Raid. 15 tide runners swarm out of the spawn point. They may need more attack and health.
Last the rabbit thing was to be silly if someone is using that repetitively I should Remove it from Red Player's control. I dont get what you mean 600 heroes though. Originally a single boss killed dropped 1 lumber. The max you should have is 4 in the game unless Red says "-r"
And so the great question of "Why?" must be answered. Look at modern armies today. We send out squads frequently, usually containing the same ranks of soldiers.Hey Nice map, I just downloaded.
Now time to review the map as it is only a beta mode I will not review it fully, I'll just tell you the good things and bad things and how to improve.
Pros:
- No bugs and glitches, that I noticed
- Everything works apart from the miner and im-balancing of everything
Cons;
- Don't get much gold, I played singled player
- Units are imbalanced to Murlocs
- Not many Towers
- Murlocs/creeps don't stick to the path
Confusing things:
- The Miners they seemed useless, why do we control them?
- The scout towers at base just take up room, are they need?
- The food limit 78? Towers shouldn't cost food
- Why can we have like 600 heroes? should only be allowed 1-3
- Whats with the female at the base?
How to improve:
- Add a custom preview picture
- Add a custom loading picture, the loading screen the one after you click start game
- Add more towers (Maybe at the start of the map you could let us pick a builder type, ice fire poison wind earth etc and each builder would have many towers and upgrades based on there element.)
- Balance the Murlocs and towers and units
- Give more gold as towers die before they can be upgraded and before you can build more
- Make the creeps stay on the path not walk jungle
It will be an alright map once you fix alot of things,
Lag_Reviews
PS: Why does the map not end? people will just get bored and leave knowing the map does not have a purpose. With a bit of work this map will be alright and worth playing I can't wait!
If you are talking about the Fighting your buildings thing: This is to give the game more fun. It is funner to make a base AND fight than to sit and shoot.
If you are talking about how they sort of wander around the Gypsy camp, yes this problem occurs often. i have added more trees to lead them down, then go the strait line to the Town. I have had an issue 1 time,where Gurgles(The Final Boss) paused forever in the camp. i had to lure him to our new base to slay him.
. I have constantly spelled it "Defence" not "Defense". If you notice things like spelling and hotkeys not working please let me know by posting here. Im glad you like the map but it still needs balancing to be seriously settled. (This problem has gone on since I first made this for fun in September 2009) Why do my workers keep trying to attack the murlocs? I want them to stay still dammit! Maybe add a classifcation as a worker so the builders don't auto attack the murlocs?
That'd be good if something like that was made. A simple script that too builders murlocs where invulnerable or on your team.
That would make it, a bit better than what it already is.
Good luck and I hope you make the builders don't attack murlocs script and add it to your map,
Lag_Reviews
PS: Good luck!
. Im to the point of removing dragon270 from the trigger list. He will become available as the first multi-lumber hero
Events

Unit - A unit owned by Player 12 (Brown) Dies
Conditions

Or - Any (Conditions) are true


Conditions



(Unit-type of (Triggering unit)) Equal to Murloc War Queen



(Unit-type of (Triggering unit)) Equal to Murloc Battle Mage
Actions

If (All Conditions are True) then do (Then Actions) else do (Else Actions)


If - Conditions



(Unit-type of (Triggering unit)) Equal to Murloc War Queen
Then - Actions

If ((Random integer number between 1 and 100) Less than or equal to 50) then do (Item - Create Tome of Experience at (Position of (Triggering unit))) else do (Item - Create Tome of Power at (Position of (Triggering unit)))
Else - Actions
Untitled Trigger 002

Events


Destructible - A destructible within Gold Mining Area <gen> dies

Conditions

Actions


Item - Create Gold Ore at (Position of (Dying destructible))
Untitled Trigger 002

Events


Destructible - A destructible within Gold Mining Area <gen> dies

Conditions

Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Random integer number between 1 and 100) Greater than or equal to 75



Then - Actions




Item - Create Gold Ore at (Position of (Dying destructible))




Item - Create Gold Ore at (Position of (Dying destructible))



Else - Actions




Item - Create Gold Ore at (Position of (Dying destructible))
Edit: Footmen aren't as useful in late stages of the game.
lumber cost for D270... maybe 2.
Originally Posted by mouseman89
lumber cost for D270... maybe 2.
That was my first choice.It may be adequate.
lol hows that a screenshot?



You should add modes if possible. Like one where one person can play as the murlocs and try to take down the humans.
Can you add a self destruct/sell ability for misplaced walls/towers. My worker got stuck and no way to get him out other than slowly hack at the wall I just built. Or alternatively, add a blink ability to the worker?
