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[Tower Defense] Random Walk TD

Discussion in 'Map Development' started by rulerofiron99, Apr 5, 2015.

  1. rulerofiron99

    rulerofiron99

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    No problem; this type of feedback is useful as it could indicate places where I've failed to clarify something.

    Anyway I've made some good progress with the tower value formula, just need to iron out some fascinating numbers ;p
     
  2. rulerofiron99

    rulerofiron99

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    Update 0.44
    Changelog
    - Added a command to disable gate placement prevention, allowing you to place it anywhere again.
    - Fixed some tooltip errors
    - Added option to enable/disable autocast
    - Fixed sell undo being disabled by casting show range
    - Added Dwarf race

    New race! Only has a hand full of towers at the moment, will be adding more in the next few days. Please provide comments and criticisms.

    Also uploaded to MMH.
     
  3. The dwarven race is a nice addition!

    Here is my feedback for v44b ( limited to the first row of towers, sadly):

    To fix:
    - dwarf builder has no portrait, but only a white screen
    - Mortar Teams and Spotter show no range if 'Range' is used

    Suggestions:
    - I think it could be a good idea to show how many shoots a cannon tower has left. In my opinion, the best solution to this would be to make a reverse lumber display, if you know what I mean ( yellow numbers that pop up, flying in the air)
    - What do you think about a buff for mortar towers that are influenced by Spotter ? I think my mortar was under influence whereas he was not, which I noticed much later
    - In my opinion, Sharpshooter is too strong. Although massing him is not a wise decision, what about lowering the attack speed a bit ? ( like from 1.2 to 1.4, leaving Spotter at 1.2 or similar)

    I really love your project and I hope you keep updating it!
     
  4. rulerofiron99

    rulerofiron99

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    Mortar Team's range is so large that you need to zoom out to see it ;) (about 3000). I will change the range indicator skin to make it a little more clear that an area is within range, but the problem remains that the model disappears if you move your camera too far.

    Will do.

    To clarify:
    Spotter has an aura that affects creeps
    Mortars that fire at affected creeps will lead their targets (aim at where they will be in future)

    It still needs a bit of work (you'll notice they don't aim very precisely). I might also add an upgrade for the mortar that does a similar thing but affects the mortars themselves, not sure yet.

    Whoops, had a small calculation error in the spreadsheet. Will make a minor adjustment.

    Thanks again for the support and feedback, it keeps me going :)
     
  5. Hm, I see... What about creating a red range circle at 1000 range ? To indicate it is the minimal range ?
    Never mind, this explains a lot Oh lord, not again, please excuse excuse excuse,rulerofiron99

    I am glad if I can help you :) I make sure to play it in multi player to test the other towers, too.
     
  6. rulerofiron99

    rulerofiron99

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    Good idea about the red circle, will add.
     
  7. Alright, attached a replay for multi player.

    At around 14:45, does a Mortar from teal attacks with under 1000 range ?

    Other things:
    - Statue is moving ? Great idea! You should mention it in the text tooltip. I also think it might be good to add a new paragraph between the 'kings!' and the next sentence ( just a little little thing)
    - If a player leaves I can send myself gold from them, nice!
    - Give Gold cost information is misleading, in my opinion, it makes it sound as if it costs 12 gold to send 10 gold.
    - I see no command in the commands log for making the game infinite, could you add it, please ?
     
    Last edited by a moderator: May 24, 2016
  8. rulerofiron99

    rulerofiron99

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    That's a bug :p
    (the upgraded version might have movement capabilities)

    Will clarify.

    EDIT: Just barely beat veteran/long using Dwarf so the balance is more or less good. Except for the Gyrocopter; need to change that ground attack. I really need to focus more on gameplay and roles than making it fit thematically.
     
    Last edited: Jul 7, 2015
  9. rulerofiron99

    rulerofiron99

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    Update 0.45
    changelog
    - Fixed dwarven statue being able to move
    - Several tooltip improvements
    - Added minimum range indicator
    - Changed range indicator texture
    - Improved Mortar Team + Spotter aiming
    - New creep ability: Cripple
    - New dwarf tower: Hall of Storms
    - New dwarf tower: Howitzer
    - New dwarf tower: Artillery
    - New dwarf tower: Rail Tank
    - Changed Limited Ammution to no longer pause the unit
    - New ability for cannon tower: manual reload


    EDIT: Mortar Team + Spotter seems to be broken at the moment.

    EDIT 2: Fixed.
     
    Last edited: Jul 10, 2015
  10. I played v45c in multi player, here is my short list:

    - Spotter shows no range
    - Dwarves Howitzer shows no range
    - Quest log command section still does not show that players can vote for a longer mode

    A player ( shadow builder) reported that his Black Mirror was removed twice.
     
  11. rulerofiron99

    rulerofiron99

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    Will fix.

    ps
    [​IMG]
     

    Attached Files:

    • info.jpg
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  12. Ah, and why no adding it to the quest log, too ;)
     
  13. DEE-BOO

    DEE-BOO

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    v045c

    Dude this map is epic. Here's feedback and junk. Your map is getting a lot of attention so I apologize if I'm repeating bugs found and suggestions by other users.

    Suggestions/thing I've found:

    I found 4 bugs.
    1. First bug is, my player name was the colour code instead of WorldEdit.
    2. Second bug is one of my towers kept of selling itself straight after I build it. It's the Black Mirror for the Shadow Builder. (In the replay).
    3. I like the fast-foward feature, but it sucks when you are trying to hit leaks with the mortar guy and they just zip past, maybe an option to turn it off?
    4. Add a indication of pathing size of each tower in their tool tips, I reserve spaces for late game towers, then I find out that it doesn't even fit.
    5. Floating text conversation when goblins hit other towers, "Hey watch where you're throwing that thing!","Oops my bad", "Hey watch out"
    6. Upgrading to Goblin Chemist says 'Ground only', but they attack both ways.
    7. Range checker for Shadow Abyssal Pits and Shadow Gold Mine.
    8. A warning that when a tower that has gained damage from the Workshop, it will lose the bonus damage when upgrading. (Not sure if suggestion or bug report)
    9. Shadow builder should have the option to hide Shadows (100 transparency) temporarily so the player can see easier when building.
    10. Show range doesn't work for City Arch
    11. Pollution Slow buff says Endurance Aura
    12. Third bug, When you Demolish a Barracks, the footmen spawned do not disappear, so you can continually build and sell barracks' to get free footmen. This also works for Goblin Sappers, build, then sell for full refund and a free land mine. (I feel that this bug will work on any building that spawns something.)
    13. Maze runner test: Creates a little unit that zips through the maze really quickly to give the player an idea of the direction of the maze. (You could even add a lighting effect and have a lightning orb zip through like electrical circuitry).
    14. Fourth bug, Railgun (800gold upgrade) does no damage when I use it's spells. In replay last wave.

    Replays attached.
     

    Attached Files:

    Last edited: Nov 16, 2015
  14. Kristopher

    Kristopher

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    Goblin Chemists are very strong. 7 alchemists + slowing towers = easy win.