▲ Turret Defence with a general path that the enemies follow from a start point to an end point.
. § Lots of holes in the path where players can guide the enemies through their own maze (which is needed to hit units enough)
▲ In order to maze players will NOT be able to build their towers within a certain range of their own towers so the maze needs to be built as a TEAM
▲ Combo turrets made by the right group of turrets (and level of turrets) being next to each other and the players *activating* a combo button
. § When the combo button is active the turrets will also glow so other team members will know which turrets are going to be combined
. § Kills from combo turrets go to all players who made the combo as an incentive to combo
I don't know if it is possible to let players build next to your tower while you cannot though, this is just and idea and I would appreciate any feedback :D
Combo Turrets sounds like a good idea. It could open greater depth in play styles.
However, A TD is never built on one good idea. Picking the right terrain format/layout, creating a seamless progressive difficulty, and making the game fun and unique is all part of the package. All of which should also be a focal in design.
I`d be happy to comment/Critic on any further ideas/designs you might have. Sounds like a positive start so far.
So far I've just been playing with the editor and brainstorming so I'll throw down some more of what is going on.
I keep trying to think of how to make it so you can build next to another team members tower but not your own.
Ideally It would just be seamless and your only build area would be next to another player owned tower or in a new area not near your own tower but I don't know how to do this without changing the build area for everyone at once
I currently have two ideas:
1. If a player builds next to their own tower it instantly destroys it and gives the money back
2. Use creep to somehow control it, this method needs some more planning too
I want to know what people think about this idea:
Its basically a maze defence map
▲ Turret Defence with a general path that the enemies follow from a start point to an end point.
. § Lots of holes in the path where players can guide the enemies through their own maze (which is needed to hit units enough)
▲ In order to maze players will NOT be able to build their towers within a certain range of their own towers so the maze needs to be built as a TEAM
▲ Combo turrets made by the right group of turrets (and level of turrets) being next to each other and the players *activating* a combo button
. § When the combo button is active the turrets will also glow so other team members will know which turrets are going to be combined
. § Kills from combo turrets go to all players who made the combo as an incentive to combo
I don't know if it is possible to let players build next to your tower while you cannot though, this is just and idea and I would appreciate any feedback :D
@Nigle: Go
Just wanted some input on this, anyone care to comment?
Nigle sounds kinda like my map
I like the idea of comboing towers together and not allowing people to build thier own towers next to eachother
@Nigle:
Combo Turrets sounds like a good idea. It could open greater depth in play styles.
However, A TD is never built on one good idea. Picking the right terrain format/layout, creating a seamless progressive difficulty, and making the game fun and unique is all part of the package. All of which should also be a focal in design.
I`d be happy to comment/Critic on any further ideas/designs you might have. Sounds like a positive start so far.
So far I've just been playing with the editor and brainstorming so I'll throw down some more of what is going on.
I keep trying to think of how to make it so you can build next to another team members tower but not your own. Ideally It would just be seamless and your only build area would be next to another player owned tower or in a new area not near your own tower but I don't know how to do this without changing the build area for everyone at once
I currently have two ideas:
1. If a player builds next to their own tower it instantly destroys it and gives the money back
2. Use creep to somehow control it, this method needs some more planning too