(2)Snow Defense alpha C (paused)
Post #1 Adeon Mar 25 2010, 9:53 pm
Post #2
UnholyUrine
Mar 26 2010, 5:02 pm
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;)
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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? |
Post #3 Adeon Mar 26 2010, 5:47 pm
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No, you can't, otherwise enemies could get stuck and so would the whole game.
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. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #6
ImagoDeo
Mar 26 2010, 7:42 pm
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Back! Maybe.
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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.
Also, you're new, and that doesn't help much. Welcome anyway. ![]() ![]() ![]() ![]() ![]() ![]() "We live, as we dream - alone..."
-Marlow, Heart of Darkness |
Post #8 fat_flying_pigs Mar 26 2010, 9:02 pm
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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. ![]() ![]() ![]() ![]() ![]() ![]() (>^^)>
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Post #10 Adeon Apr 2 2010, 1:39 pm
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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. 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 This post was edited 2 times, last edit by adeon: Apr 6 2010, 6:31 pm. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #12
HCM™DavidJCobb
Apr 12 2010, 12:35 am
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↑ STUDENT DRIVER ↑
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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.
If you're interested, PM me so I have a reminder. ![]() ![]() ![]() ![]() ![]() ![]() ░░░▒▒▒▓▓▓▓███▀▀░▄▄▄▄▄▄░▀▀███▓▓▓▓▒▒▒░░░ ░░▒▒▒▓▓▓████░▄██████████▄░████▓▓▓▒▒▒░░ ░▒▒▒▓▓▓████▐▀▀▀█████▀▀▀▀██▌████▓▓▓▒▒▒░ ░▒▒▓▓▓████▐░██░░███▌██░░░██░████▓▓▓▒▒░ ▒▒▒▓▓▓███▌▐░██▌░███▌███▌░██▌▐███▓▓▓▒▒▒ ▒▒▓▓▓████▌██▄▄▄▄████▄▄▄▄▄███▐████▓▓▓▒▒ ▒▒▓▓▓████▌██▀▀▀▀▀▀▀▀▀▀▀▀▀███▐████▓▓▓▒▒ ▒▒▓▓▓████▌███▌▓▒▓▒▓▒▓▒▒▒▌███▐████▓▓▓▒▒ ▒▒▒▓▓▓███▌▐██▌▒▓▒▓▒▒▒▒▒▒▌██▌▐███▓▓▓▒▒▒ ░▒▒▓▓▓████░███▐▒▓▒█████▌███░████▓▓▓▒▒░ ░▒▒▒▓▓▓████░▀██▄▀▀▀▀▀▀▄██▀░████▓▓▓▒▒▒░ ░░▒▒▒▓▓▓████▄░▀▀██████▀▀░▄████▓▓▓▒▒▒░░ ░░░▒▒▒▓▓▓▓█████▄▄▄▄▄▄▄▄█████▓▓▓▓▒▒▒░░░ |
Post #13
HCM™DavidJCobb
Apr 12 2010, 8:25 pm
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↑ STUDENT DRIVER ↑
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@adeon: Here ya go.
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Post #15 Adeon Apr 15 2010, 3:50 pm
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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. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #16
TiKels
May 9 2010, 2:00 am
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It'd be "How many kills." Not "How much kills."
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. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #17 Adeon May 9 2010, 12:31 pm
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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. Anyways, I am satisfied with the current method. ![]() ![]() ![]() ![]() ![]() ![]() |
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