Hi. I live US and played this game :) Its really good except that the terratron tower costs a little too much I think. Also, It seems that upgrading 1 tower is better than many lower level ones combined. Is that what you intended?
The only bug I've noticed so far is the Poison Tower upgrade that costs 15k minerals is a downgrade from the level before which costs 6k. The level after (28k) is an upgrade, but it means having to save up 43k to purchase it.
The reason it's a downgrade is because the attack speed is 10s, which causes some problems. The 2 last upgrades do the same damage per second, but the last upgrade is 5s attack speed. Maybe change the second-last upgrade to 5s also, but lower the damage?
This is actually working as intended. As stated in the tooltips the last two stages of poison towers are ONE-SHOT towers. Meaning that they shoot far slower, but kill a mob instantly. Therefore the last one has 5s and previous has 10s cooldown.
- the proportions of the map
Yes, maybe you are right here, I noticed this way too late but changing it now would be too complicated and time-consuming, I think.
- units come in a line one at a time
Well, if you want them to be packed, use a slow tower like frost or poison. Then the splash damage of the siege tower would be most effective. As you noticed, the income is shared, and I thought about it for a long time to set to non-shared, but came along it would be better to have it shared due to the fact, that if one misses to build in the right order or builds the wrong towers and stuff, he/she would never get back into game, because of lack of money. With shared income you prevend kill stealing and the game is way easier in general.
- poison tower slow
Oh, it in fact is existant, but only from tower level 7 on, as stated in the tooltip. The definition of immune on my version of the map is, creeps are immune to any slow effects (therefore chaos tower would be nice at later immune waves)
- first hero level op?
again, chaos tower is the clue ;)
Thanks for the quick reply, I chose the first way to try this and for my single player test it seems to work, but I have to click the button twice at the first time, to hide the dialog.
I just created a new leaderboard out of a dialog and want it to have a show/hide button. Therefore I created a dialog screen button with a trigger that runs by pressing it. The trigger contains hiding the dialog (my leaderboard) for 'convert player to playergroup(picked player), as for there is no way to say: 'specific player', and shows a new dialog screen button labeled 'show leaderboard' (unfortunately there is no way I see to do it for a specific player, so it shows for all and messes up).
If I use a dialog button of the leaderboard for it, it of course hides with the leaderboard and then I can't show it again, cause there is no button. Very confusing to find a proper solution. Any suggestions?
as this is my first map I just don't want to tell you about it, but also appreciate any kind of feedback. GreenTD is - as its name might already tell - a basic adaption of the classical Warcraft III GreenTD map.
Ok, the color test just did for 2 players somehow and not for more... so I have a new problem here:
I got the following dropdowns in the lobby menu I added:
Blue Spawn
Teal Spawn
Red Spawn ... and so on
Now when the game starts everyone is placed at the right spot, but either no color (white) or random color (even with some colors duplicated) are assigned.
I want to specify that when player x chooses "Blue Spawn" gets also the blue color attached.
In GameVariants I set all color settings to (random). In my custom game attribute I set player colors to:
Player 1 - Blue - locked
Player 2 - Teal - locked
Not sure about this, but I locked it, because players should not get confused choosing some stuff in the color tab in the lobby which should have no effect. Everything should be assigned via my own game attribute as described above.
So what I basically need (in theory) is: The function that says which player chose Spawn X should also set which color the player will be at the same time. The chosen (set) color should be stored in a variable or array, so that I can update my leaderboard,too. So I need to have some another variables/arrays/whatever? How would it look like? My logic ends in the jungle of my Trigger Editor these days :(
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Yes, that is exactly what I intended ;)
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This is actually working as intended. As stated in the tooltips the last two stages of poison towers are ONE-SHOT towers. Meaning that they shoot far slower, but kill a mob instantly. Therefore the last one has 5s and previous has 10s cooldown.
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@Damytria: Go
Well, I basically need something that Riley did in his The Sorcerer's Defense map.
The picture is a bit small, but you might guess it (or maybe you played it already) http://static.sc2mapster.com/content/attachments/8/695/Setup.png
So it is just a nice texture or something that is placed under the tower (2x2 ground).
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@Damytria: Go
Well, therefore I wrote "in my case" ... and besides it sounded that you know a solution to this, so why won't you tell us? ;)
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/bump
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@ZarafFaraz: Go
hm, ok, but how can I do this?
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@DialogGeek: Go
Oh, easy, thank you.
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@PatchOne: Go
Hi and thanks for your resumée. I try to answer the best I can ;)
- the proportions of the map
Yes, maybe you are right here, I noticed this way too late but changing it now would be too complicated and time-consuming, I think.
- units come in a line one at a time
Well, if you want them to be packed, use a slow tower like frost or poison. Then the splash damage of the siege tower would be most effective. As you noticed, the income is shared, and I thought about it for a long time to set to non-shared, but came along it would be better to have it shared due to the fact, that if one misses to build in the right order or builds the wrong towers and stuff, he/she would never get back into game, because of lack of money. With shared income you prevend kill stealing and the game is way easier in general.
- poison tower slow
Oh, it in fact is existant, but only from tower level 7 on, as stated in the tooltip. The definition of immune on my version of the map is, creeps are immune to any slow effects (therefore chaos tower would be nice at later immune waves)
- first hero level op?
again, chaos tower is the clue ;)
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New Beta Version is up [v0.2]
Changelog:
Again, feedback would be very nice. Enjoy!
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Thanks for the quick reply, I chose the first way to try this and for my single player test it seems to work, but I have to click the button twice at the first time, to hide the dialog.
0
Hey there,
I just created a new leaderboard out of a dialog and want it to have a show/hide button. Therefore I created a dialog screen button with a trigger that runs by pressing it. The trigger contains hiding the dialog (my leaderboard) for 'convert player to playergroup(picked player), as for there is no way to say: 'specific player', and shows a new dialog screen button labeled 'show leaderboard' (unfortunately there is no way I see to do it for a specific player, so it shows for all and messes up).
If I use a dialog button of the leaderboard for it, it of course hides with the leaderboard and then I can't show it again, cause there is no button. Very confusing to find a proper solution. Any suggestions?
0
@Damytria: Go
In my case I would say, each of these could be a solution. Just depends how it looks, don't know.
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Any solution to this? (maybe with some screenshots of the data editor) Like to have such an effect, too. ;)
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Hello everyone,
as this is my first map I just don't want to tell you about it, but also appreciate any kind of feedback. GreenTD is - as its name might already tell - a basic adaption of the classical Warcraft III GreenTD map.
http://www.sc2mapster.com/maps/greentd/
Features:
The beta is now playable on EU - search for 'GreenTD'
If you encounter any bugs or errors, please let me know. Hope you enjoy it!
And finally a big 'Thank you' to all of you here for the nice forum and support!
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@Lorthas: Go
Ok, the color test just did for 2 players somehow and not for more... so I have a new problem here:
I got the following dropdowns in the lobby menu I added: Blue Spawn Teal Spawn Red Spawn ... and so on
Now when the game starts everyone is placed at the right spot, but either no color (white) or random color (even with some colors duplicated) are assigned. I want to specify that when player x chooses "Blue Spawn" gets also the blue color attached.
In GameVariants I set all color settings to (random). In my custom game attribute I set player colors to: Player 1 - Blue - locked Player 2 - Teal - locked
Not sure about this, but I locked it, because players should not get confused choosing some stuff in the color tab in the lobby which should have no effect. Everything should be assigned via my own game attribute as described above.
So what I basically need (in theory) is: The function that says which player chose Spawn X should also set which color the player will be at the same time. The chosen (set) color should be stored in a variable or array, so that I can update my leaderboard,too. So I need to have some another variables/arrays/whatever? How would it look like? My logic ends in the jungle of my Trigger Editor these days :(