► General A snowy wasteland, a valley and many enemies rushing through your forces. In this cooperative multiplayer game, your goal is to build your defense against wave units.
Human players: 2
Game type: defense
Game length: approx. 25 minutes (so far)
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As title says, this map is on alpha stage. Many changes may ocurr and many waves are yet to be setup. Currently, there are 15 completed waves.
This game is intended to be played with two players. It will be extremely hard (if not impossible) to survive playing only by yourself.
Both players share the same amount of lives (30). For each unit leaked you lose one, and once you run out of them, both players are defeated.
There are many transmissions that may give you important tips (such as predicting what comes next).
You receive minerals for killing enemies and extra minerals plus gas in the end of each round.
It is not possible to land buildings nor place units into the valley (buildings are diverted and ground units are killed in this case).
Alpha/beta versions of the map are protected. However, final version won't have any protection.
I'm personally not really interested in UMS that aren't too detached from melee.. Terran D XYZ is probably most akin to this. Besides.. the best unit will inevitably be tanks... so no contest....
Question, can we land units into the valley? If so, can't we just wall..? If not.. aren't tanks the best answer? Are there any air?
Not yet, but of course I'm going to put air units. Remember, this map is brand new and it's on ALPHA.
I want to keep everything balanced. If I ever notice the tendency of using only a bunch of tanks, I'll do what's necessary to obligate the players to use different strategies.
No, but things generally move slowly around here and projects like yours (no offense) don't mean much compared to some of the things that have been created by members here.
Allow units to be in the valley, and just order wave units on suicide mission (ai script) to the destination. Create a location covering all medium and high ground and all air and preserve invincibility for units there. Disable invincibility for ground units on low grounds (your path way). This way firebats and medics + mines? can fight, but won't be able to wall.
Seems like a pretty straight forward TD map. Looks good so far. Good luck.
Quick update. New version available in main post. Don't mind the last wave - it's problematic. I remade some things such as locations and terrain, that's why it's now possible to move buildings across the valley and even land 'em into it. Of course, it's temporary.
Allow units to be in the valley, and just order wave units on suicide mission (ai script) to the destination. Create a location covering all medium and high ground and all air and preserve invincibility for units there. Disable invincibility for ground units on low grounds (your path way). This way firebats and medics + mines? can fight, but won't be able to wall.
Hmm... I don't think it's a good idea. I can imagine both players sticking an enourmous amount of marines in front of the spawn area, blocking the path for the waves or even glitching their spawn, which could result in the next waves not being engaged. But thanks for your suggestion.
See you forum
Post has been edited 2 time(s), last time on Apr 6 2010, 6:31 pm by adeon.
Another update. Major changes were made and tested with at least 6 different people (I don't remember the exact number) and everything looks to be stable.
There's a way to stop buildings from landing in the valley while still allowing them to fly over it. When I get the time, I can post some walkable but non-buildable terrain for the Ice tileset in the Terrain forum. The Zerg units (and others) can walk on it, but buildings cannot be built or landed on it.
Are the only minerals and gas you get in this map from kills/new waves? Is there no way to mine, even if only a little bit?
Hello. The only way of getting minerals is by killing and receiving extras. I know in the beginning it's slow to get ore, but after a while you receive generous amounts of it. In fact, I am dealing with some balancing problems due to that (current version has missile turrets more expensive, for example). It's too bad we can't set how much "kills" each unit gives to the killer.
I'd reference you to the "Kills 2 cash" wiki, but it appears to be unavailable, so I'll just link you to a google cache.
Excuse me If I misunderstood you, but it appeared to me that you had never heard of methods of turning kills of different units into different amounts of ore/gas.
I hope I have been helpful.
"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."
I'd reference you to the "Kills 2 cash" wiki, but it appears to be unavailable, so I'll just link you to a google cache.
Excuse me If I misunderstood you, but it appeared to me that you had never heard of methods of turning kills of different units into different amounts of ore/gas.
I hope I have been helpful.
Thanks for your help. In fact, I've never heard of any methods before since this is my first map, But I already made a small variation: for 50 kills, +1 mineral for 350 kills, +3 minerals for 1300 kills, +6 minerals
I see that I could put triggers with the exact amount of kills of each unit I want to completely customize it, but it wouldn't be so accurate in case of many units dying at the same time.
Oh_Man shouted: yeah i'm tryin to go through all the greatest hits and get the runs up on youtube so my senile ass can appreciate them more readily
You should do my Delirus map too; it's a little cocky to say but I still think it's actually just a good game lol
[2024-4-20. : 8:20 pm]
Ultraviolet -- Goons were functioning like stalkers, I think a valk was made into a banshee, all sorts of cool shit
[2024-4-20. : 8:20 pm]
Ultraviolet -- Oh wait, no I saw something else. It was more melee style, and guys were doing warpgate shit and morphing lings into banelings (Infested terran graphics)