Staredit Network > Forums > SC1 Map Showcase > Topic: Donut Defense
Donut Defense
Jun 8 2009, 11:58 pm
By: poison_us  

Jun 8 2009, 11:58 pm poison_us Post #1

Back* from the grave

Specs:
Map Size: 96x96
Map Layout: Two pairs of concentric circles, with walkways between each pair [circles are used as borders, with "filling" for units to walk]. Upgrades, unit purchase area, and all the goodies inside the smallest circle.
Tileset: Space
Players: 1-6; 5 recommended.

Summary:

With nothing truly outstanding as a "new" feature, I plan on incorporating several different features or expansions thereof of previous maps. As far as I know, there is only one other "Circle Defense" map, and that one looked much like an egg shell with two ends jutting out. I'm aware that my map won't look like a perfect circle, but that flaw will be limited as much as possible, considering the rectangular terrain blocks I'm working with.

While there won't be much new or novel ideas, the map will have as many popular features as possible. However, I did force myself to give up on making a "random" feature for air and ground, seeing as how there's 8 aerial units and 9 ground units, I figured that's too much triggering for all the randomness :P Then again, those 2 slots are still open for replacement, and I haven't figured out what is to replace them yet. If you've got any ideas, be sure to let me know.

Regardless, the hypertriggers I have in the game are so far secure and produce no wait blocks. For some reason, however, the computer doesn't like to pre-place units for player 6. It will for any other player, even in the same exact spot [yes, I have a start location for him], yet I apparently need triggers to put stuff in for p6 [fixed: switch owner to player :ermm: ].

Progress:

This is developing quite nicely. I'll get a demo [first 5 or 10 levels?] out whenever I can, but don't look for it for a week at least. Below are the screenshots, sorry they're not in-text...photobucket doesn't like me right now [thx Merrell]. And now for the percentages you've all not cared about:
Overall: 80%
Not too good, but definitely a lot better than I had previously thought it would be. I'm actually semi-confident I'll stay with this one long enough to finish it.
Terrain: 100%
Barring a minor tweak or two, terrain is completely out of the way. :clap:
Triggers: 98%
I've managed to get the majority of the hard stuff outta the way. All I need to do now is finish the unit purchase area and figure out how exactly I'm gonna go about getting the last level to do what I want it to. [Itsa secret...I might hint at it in the demo I'll show all levels in the demo--after players beat it. Demo will have "next level:___" introductions instead of vision of all levels.]
Balancing: 20%.
Sadly enough, but 'tis true. I'll get around to it after I secure the triggers, and I might skip over the lil dilemma of the last level for the demo. It'll get done, even if this kills me.







Merrell: uploaded JPGs for you, don't upload pcx.

EDIT 2: updated grammar, minor changes.

EDIT 3: Re-named title, some changes in text, description.

EDIT 4: Some text problems.

UPDATE 1,2: re-valued percentages, put in a little more info.

Post has been edited 8 time(s), last time on Jun 18 2009, 8:11 pm by poison_us.




Jun 9 2009, 12:18 am MrrLL Post #2



I highly recommend you change the name of the map. There are several different circle defenses roaming around in Battle.net already.



None.

Jun 9 2009, 12:30 am poison_us Post #3

Back* from the grave

Sorry about that. I'm usually unable to come up with decent names, so it's more of a temporary name. I don't want someone to be under the misconception that it has to be called "circle defense". I'm waiting to find out if I can get a better name for it while I'm making it, and if I can't do it, I'd be glad to use pretty much any name someone can contribute [within reason]




Jun 9 2009, 12:34 am New-Guy Post #4



It seems to me that all the pictures are invalid... Not sure if it's me though



None.

Jun 9 2009, 12:50 am MrrLL Post #5



He uploaded .PCX files, which was pretty lazy of him. I saved them as JPEGs and edited his post.



None.

Jun 9 2009, 3:10 am LoveLess Post #6

Let me show you how to hump without making love.

DONUT DEFENSE



None.

Jun 9 2009, 9:00 pm UnholyUrine Post #7



Sounds suprisingly like my Clock Defense :P
..
Where each wave of enemies goes through every player's defense... when they pass through all of them and go a full circle, they finally reach the end AND U LOSE
...

...
No new concept... :(



None.

Jun 13 2009, 10:12 pm poison_us Post #8

Back* from the grave

Quote from UnholyUrine
Sounds suprisingly like my Clock Defense :P
..
Where each wave of enemies goes through every player's defense... when they pass through all of them and go a full circle, they finally reach the end AND U LOSE
...

...
No new concept... :(
Aren't the majority of the defense maps along those lines [minus the circle part]? Units run through the player's defense, get to the end, and "end scenario in defeat"? I'm sorry it sounds like your Clock Defense...I'll have to take a look at it and see how I can make it different.

Loveless might be on to something there...has anyone ever heard of a donut defense?

EDIT: hmmm...maybe a second ring inside of the player's defense? or would that be too hard having the players move their units to the opposite side of the ring...maybe I could make the player's ring skinnier so they might not have to move them as far/at all...

EDIT 2: I've got a bit too much that's going on soon, so I won't be on SEN for a while, and I won't be working on circle/donut defense for quite a while. Ignore that, vacation is canceled.

Post has been edited 2 time(s), last time on Jun 17 2009, 6:53 pm by poison_us.




Jun 15 2009, 5:17 pm UnholyUrine Post #9



Read carefully before you reply next time..

it IS run through defenses.. but it is the PlayerS' defencSES. The units have to walk through ALL FOUR people's defenses.. and there'll be FOUR groups of enemies.. Going around in a circle, each spawning in a different corner.. Once they finish their circle, then they reach the end.. Any single unit that reaches that end will cause you to lose... Which is suprisingly similar to this from what lil info you gave us..

If this isn't what it is.. then it is a copy of Hexagon Defense.. where the units move around.. also.. in a circle (Rather a hexagon now :P)... and when the timer is up, they start moving into the middle, which would cost you lives and ultimately your defeat...

What I'm saying is... this has been done before...

HOWEVER.. I want to see what you can do to the Def to make it different from the others (tho they'll never truly be very diff :P)
..
and the terrain is a Donut shape.. Donut Defense > Circle Defense for sure :P



None.

Jun 15 2009, 7:38 pm Norm Post #10



Donut Defense is a good name, you could defend against better and better tasting (More tempting) donuts but don't let them get to your stomach and you gain 15 lbs and lose out on sex.

Lvl 1 Plain Donut
Lvl 2 Glazed Donut
Lvl 3 Chocolate Donut
Lvl 4 Chocolate Donut w/ Sprinkles
Lvl 5 Cinnamon Roll
Lvl 6 Powdered Donut w/ Fruit filling
Lvl 7 THE ALMIGHTY BOSTON CREME



None.

Jun 15 2009, 9:47 pm DevliN Post #11

OVERWATCH STATUS GO

Quote from UnholyUrine
Read carefully before you reply next time..

it IS run through defenses.. but it is the PlayerS' defencSES. The units have to walk through ALL FOUR people's defenses.. and there'll be FOUR groups of enemies.. Going around in a circle, each spawning in a different corner.. Once they finish their circle, then they reach the end.. Any single unit that reaches that end will cause you to lose... Which is suprisingly similar to this from what lil info you gave us..

If this isn't what it is.. then it is a copy of Hexagon Defense.. where the units move around.. also.. in a circle (Rather a hexagon now :P)... and when the timer is up, they start moving into the middle, which would cost you lives and ultimately your defeat...

What I'm saying is... this has been done before...
And both of those sound just like a Korean "circle defense" map I played months ago. :P



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Jun 17 2009, 7:28 pm poison_us Post #12

Back* from the grave

[quote-name:UnholyUrine](tho they'll never truly be very diff :P)[/quote]

My point in the previous post...All defense maps are of the same premise: enemy units run in a predesignated pattern, player/players' units attack them, if too many get through, game over.

Quote from UnholyUrine
it IS run through defenses.. but it is the PlayerS' defencSES. The units have to walk through ALL FOUR people's defenses.. and there'll be FOUR groups of enemies.. Going around in a circle, each spawning in a different corner.. Once they finish their circle, then they reach the end.. Any single unit that reaches that end will cause you to lose... Which is suprisingly similar to this from what lil info you gave us..

If this isn't what it is.. then it is a copy of Hexagon Defense.. where the units move around.. also.. in a circle (Rather a hexagon now :P)... and when the timer is up, they start moving into the middle, which would cost you lives and ultimately your defeat...

Sorry I didn't clarify this:
Quote from poison_us
Players: 1-6; 5 recommended.

There's up to 6 players. Sorry I didn't clarify that one computer is running and one owns the buyables/units where players 1-6 don't need to see. I've got allied vision for p8 [runners] and disabled vision for everyone else. p1-6 only see what p8 sees, and p7 shouldn't see anything at all. I know this is small, and you might be thinking, "oh, he just did that so they won't be exactly the same". To be honest, I've never played that hexagon defense, or the korean circle defense [I tend to stray away from games with words I don't understand]. So when I release the demo, you guys are gonna have to tell me what's similar to what. My donut/circle defense has 10 lives, with the option to purchase lives lost [never more than 10].
I do really like donut defense better than circle defense ^^

EDIT: does anyone know if it's possible to get units to attack scarabs? Screw it, that would just mess up what I have now...
EDIT 2: I've got all the triggers set up, but for some reason the system I'm using isn't working for spawning...need to fix that :( fixt!
EDIT 3: I figured out a problem...seeing as the circle is ginormous, players 1 and 2 are more than likely gonna get bored and leave because they wont get any kills---so I split it into 5 separate ones. Currently still working on converting from 1 to 5 circles, each sending units simultaneously...

Post has been edited 4 time(s), last time on Jul 1 2009, 12:16 am by poison_us.




Jul 1 2009, 1:22 am poison_us Post #13

Back* from the grave

I've got a demo up and running; please move to "Map Showcase" forum.

Update: Newest x

Post has been edited 3 time(s), last time on Jul 3 2009, 4:23 am by poison_us.




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