- Joined
- Feb 22, 2008
- Messages
- 619
I haven't been on this site in a while, so please forgive and make me aware of any major format flaws.
There are a few special things about this Tower Defense map, including but not limited to;
This map is in early alpha and the triggers and units are pretty ugly. So far I've finished the maze generation (which was the least menial and most difficult task), camera angles, some UI (for example, placing and deleting towers and walls, maze generation speed to not crash slow computers, etc.), and I've worked on a couple of towers.
I'm posting this map here looking for some help from the community to get it going again, rather than to present a finished or almost finished project. I was unsure whether to post it here or in the World Editor Help Zone (please move if necessary).
Some things I'd like help with for the map are;
I've got tower concepts pretty much nailed down, so mostly I want help with actually creating them in the editor. The units I've thought about less, so I'd love some input and help with anyone who has experience with that kind of unit design.
Please try out the map and see what you think. It's nowhere near playable, but you can get a good idea of where I'm going with it (I think).
If you do try it, you'll notice that after the map is finished generating, units come from a spawn point and hit the spot in the middle. That's something I've barely even gotten around to addressing, but they're supposed to walk into the center and disappear and subsequently reduce the health of the spot in the middle by 1.
If you do decide to try to help at all but have questions about what some triggers are supposed to do, feel free to ask. Some of them are pretty weird and jumbled and probably not made very well.
If you're not going to help, feel free to tell me why, but I don't want this to become a map-bashing thread. I'd love PMs with specific questions, too. It'd be great if it could be kept clean, with maximal constructive criticism and minimal flaming. Thanks
EDIT:
The "maze_generate_pre-alpha_experimental" contains some stuff I'm trying out to change the way the map generates mazes. Check it out if you want to, but everything I've mentioned above is related to the default map at the moment.
There are a few special things about this Tower Defense map, including but not limited to;
- The map is different every time you play. Rather than having the same path, a new maze is generated for you.
- The defense is more geared towards clever, kind of, puzzles, rather than simply slowing, stunning and dealing damage to different kinds of units with your towers. This includes towers which do things such as act as teleporters, operable gates, and the such like.
- It is one of the kinds of maps where instead of having an unalterable path, your defense and the path that the mobs walk on are one in the same.
This map is in early alpha and the triggers and units are pretty ugly. So far I've finished the maze generation (which was the least menial and most difficult task), camera angles, some UI (for example, placing and deleting towers and walls, maze generation speed to not crash slow computers, etc.), and I've worked on a couple of towers.
I'm posting this map here looking for some help from the community to get it going again, rather than to present a finished or almost finished project. I was unsure whether to post it here or in the World Editor Help Zone (please move if necessary).
Some things I'd like help with for the map are;
- Cleaning up triggers, fixing leaks and getting rid of useless bits.
- Some tasks I can't figure out a good way to do, for example making the map more strictly grid-based (not allowing for towers to be placed on the diagonals).
- Probably the most substantial step, getting help creating the various tower and unit types.
I've got tower concepts pretty much nailed down, so mostly I want help with actually creating them in the editor. The units I've thought about less, so I'd love some input and help with anyone who has experience with that kind of unit design.
Please try out the map and see what you think. It's nowhere near playable, but you can get a good idea of where I'm going with it (I think).
If you do try it, you'll notice that after the map is finished generating, units come from a spawn point and hit the spot in the middle. That's something I've barely even gotten around to addressing, but they're supposed to walk into the center and disappear and subsequently reduce the health of the spot in the middle by 1.
If you do decide to try to help at all but have questions about what some triggers are supposed to do, feel free to ask. Some of them are pretty weird and jumbled and probably not made very well.
If you're not going to help, feel free to tell me why, but I don't want this to become a map-bashing thread. I'd love PMs with specific questions, too. It'd be great if it could be kept clean, with maximal constructive criticism and minimal flaming. Thanks
EDIT:
The "maze_generate_pre-alpha_experimental" contains some stuff I'm trying out to change the way the map generates mazes. Check it out if you want to, but everything I've mentioned above is related to the default map at the moment.
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