This will be my first published map with triggers and custom units, so I decided that I would make a TD since they are so easy to make. (IKR I'm so original)
Since there are so much Tower Defense maps mine will be named:
Another Tower Defense [Another TD] [ATD]
(srs bizzness)
Features
(Still have to make them)
Modes:
FFA Mode (8 Players)
FFA Maze Mode (4P Only ATM, might change it)
4v4 Mode
4v4 Maze Mode
2v2v2v2 Mode
2v2v2v2 Maze Mode
Towers
14 Towers Per Race, each one with 3 Levels.
Hybrid Race
3 Types of towers: Basic, Special, Support
Waves
This is already finished:
5 races for units in waves: Terran, Zerg, Protoss, Hybrid, Boss
Unlimited amount of waves
Every 10 waves a boss
Every 100 waves an option to choose if you want to end the game
And this I still have to make: (because I suck with banks)
Every 500 waves an unlockable tower (goes until wave 5000)(can be used in a new game)
Every 1000 Waves a bonus that gives you +10 minerals at the start of a game (goes until Wave 5000)
After wave 10000, you get a code which allows you to go into Mass Mode when you start a new game (1P Only)
I'm still making units for each wave, atm I got this:
14 Hybrid ground units.
60 Terran ground units.
Races
Zerg:
Low Cost, low damage, high attackspeed
Terran:
Medium Cost, medium damage, medium attackspeed
Protoss:
High Cost, High Damage, Low attackspeed
Hybrid:
Extremely high cost, low damage, high attackspeed
Hybrid waves are unselectable, thus you cannot see how much life and shield they have.
Strategy
Towers are weak against units of an other race, meaning you have to get your own strategy:
Terran Towers:
100% Damage VS Terran
150% Damage VS Zerg
75% Damage VS Protoss
50 - 75% Damage VS Hybrid
25% Damage VS Boss
Zerg Towers:
100% Damage VS Zerg
150% Damage VS Protoss
75% Damage VS Terran
50 - 75% Damage VS Hybrid
25% Damage VS Boss
Protoss Towers:
100% Damage VS Protoss
150% Damage VS Terran
75% Damage VS Zerg
50 - 75% Damage VS Hybrid
25% Damage VS Boss
Hybrid Towers:
50% Damage VS Terran
50% Damage VS Zerg
50% Damage VS Protoss
150% Damage VS Hybrid
100% Damage VS Boss
Progress
Terrain: 100%
Data: 10%
Triggers: 85%
Extra: 0%
Polishing: 0%
If you have any questions/ideas/suggestions feel free to ask here or PM me.
btw, for the people that do not know, WIP = Work In Progress
@TheAlmaity
Nope. :/
My graphics card does suck, BUT I used to be able to see lighting.... when I first clicked on the Lighting editor(couple fo weeks ago) I could still see changes when I used exposure and darkening...
I would definitely like this.
And if there aren't any good or new maps in a week you can just use the map from last week or choose another one from the submitted maps of other weeks that also were good.
I've set graphics to High (even tried Ultra) but when I go to the Lighting Editor and move around with some of the sliders (exposure and such things) nothing changes... :/
The only thing that makes it change is when I set Ambient Color to something else.... and that's not what I want
Does anyone know what I have to do so I can see it?
I've loved this map since the first time I played it. I've really played it ALOT, and never experienced any lag problems.
I do suck at it though. ;-;
Never made it past the part where all the colors change and stuff... (mostly because my team leaves then >.>)
For some reason this map makes me lag like hell...
Even when there are like 5 units on the map >.>
I usually don't lag but seriously, wtf....
Other than that, I don't like it, it's too easy, I bet that's why people play it. It has no real strategy you can use. You can just mass any unit and you win immediatly.... You can easily win if you mass Reapers/Roaches or Banelings. :/
The heroes are useless... imo..
I give it a 4 because when you don't feel like thinking you can play this map...
I'm making a map in wich you can choose from 5 different modes in the beginning (6 actually but 1 button is for random)
The trigger thingy is pretty confusing, because the only triggers with an event are the map initialization and the triggers which check which button of a dialog is clicked.
Anyways, the dialog used to work.... And I didn't add much to it...
But now when I click the dialog, it just adds 1(which is supposed to do that) and stays there, it does nothing else....
It's probably a stupid mistake I made somewhere....
Can anyone help me find what mistake I made? :/
Here are the triggers:
InitEventsGame-MapinitializationLocalVariablesConditionsActionsUI-HidegameUIfor(Allplayers)Camera-Setthecameraboundsfor(Allplayers)toNoObstacles(Doadjusttheminimap)Variable-SetNumberOfPlayers=(Numberofplayersin(ActivePlayers))Cinematics-FadeOutover0.1secondsusingcolor(0%,0%,0%)and0.0%transparency(Normalstyle,Waituntilitfinishes)Trigger-RunDialogCreation(CheckConditions,Don't Wait until it finishes)
DialogCreationEventsLocalVariablesConditionsActionsDialog-CreateaModaldialogofsize(500,400)at(0,0)relativetoCenterofscreenVariable-SetDialog[0]=(Lastcreateddialog)Dialog-CreateabuttonfordialogDialog[0]withthedimensions(400,50)anchoredtoTopwithanoffsetof(0,50)settingthetooltipto"Classic Mode A 1v1 Cat and Mouse g..."withbuttontext("Classic Mode ("+((Text(ClassicModeP))+")"))andthehoverimagesetto""Variable-SetDialogItems[1]=(Lastcreateddialogitem)Dialog-CreateabuttonfordialogDialog[0]withthedimensions(400,50)anchoredtoTopwithanoffsetof(0,100)settingthetooltipto"Tournament Mode 2 Players are rand..."withbuttontext("Tournament Mode ("+((Text(TournamentModeP))+")"))andthehoverimagesetto""Variable-SetDialogItems[2]=(Lastcreateddialogitem)Dialog-CreateabuttonfordialogDialog[0]withthedimensions(400,50)anchoredtoTopwithanoffsetof(0,150)settingthetooltipto"Battle Mode Can be played as 2v2 o..."withbuttontext("Battle Mode ("+((Text(BattleModeP))+")"))andthehoverimagesetto""Variable-SetDialogItems[3]=(Lastcreateddialogitem)Dialog-CreateabuttonfordialogDialog[0]withthedimensions(400,50)anchoredtoTopwithanoffsetof(0,200)settingthetooltipto"Lifes Mode Same as Classic Mode. E..."withbuttontext("Lifes Mode ("+((Text(LifeModeP))+")"))andthehoverimagesetto""Variable-SetDialogItems[4]=(Lastcreateddialogitem)Dialog-CreateabuttonfordialogDialog[0]withthedimensions(400,50)anchoredtoTopwithanoffsetof(0,250)settingthetooltipto"Cat & MouseS Mode An Empty field....."withbuttontext("Cat & MouseS Mode ("+((Text(Cat&MouseSModeP))+")"))andthehoverimagesetto""Variable-SetDialogItems[5]=(Lastcreateddialogitem)Dialog-CreateabuttonfordialogDialog[0]withthedimensions(400,50)anchoredtoTopwithanoffsetof(0,300)settingthetooltipto"Random Mode (0) Randomly sselects ..."withbuttontext("Random Mode ("+((Text(RandomModeP))+")"))andthehoverimagesetto""Variable-SetDialogItems[6]=(Lastcreateddialogitem)Dialog-ShowDialog[0]for(Allplayers)
ButtonClickedEventsDialog-AnyDialogItemisusedbyPlayerAnyPlayerwitheventtypeClickedLocalVariablesConditionsDialog[0]==(Dialogcontaining(Useddialogitem))ActionsVariable-SetNumberofClicksOnDialog=(NumberofClicksOnDialog+1)General-If(Conditions)thendo(Actions)elsedo(Actions)IfNumberofClicksOnDialog==NumberOfPlayersThenGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfClassicModeP>TournamentModePClassicModeP>BattleModePClassicModeP>Cat&MouseSModePClassicModeP>LifeModePClassicModeP>RandomModePThenUI-Display"Classic Mode"for(Allplayers)toSubtitleareaTrigger-RunInitializationClassicMode(CheckConditions,Don't Wait until it finishes)ElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfTournamentModeP>ClassicModePTournamentModeP>BattleModePTournamentModeP>Cat&MouseSModePTournamentModeP>LifeModePTournamentModeP>RandomModePThenUI-Display"Tournament Mode"for(Allplayers)toSubtitleareaTrigger-RunInitializationTournamentMode(CheckConditions,Don't Wait until it finishes)ElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfBattleModeP>ClassicModePBattleModeP>TournamentModePBattleModeP>Cat&MouseSModePBattleModeP>LifeModePBattleModeP>RandomModePThenUI-Display"Battle Mode"for(Allplayers)toSubtitleareaTrigger-RunInitializationBattleMode(CheckConditions,Don't Wait until it finishes)ElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfLifeModeP>ClassicModePLifeModeP>TournamentModePLifeModeP>Cat&MouseSModePLifeModeP>BattleModePLifeModeP>RandomModePThenUI-Display"Life Mode"for(Allplayers)toSubtitleareaTrigger-RunInitializationLifeMode(CheckConditions,Don't Wait until it finishes)ElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfCat&MouseSModeP>ClassicModePCat&MouseSModeP>TournamentModePCat&MouseSModeP>LifeModePCat&MouseSModeP>BattleModePCat&MouseSModeP>RandomModePThenUI-Display"Cat & MouseS Mode"for(Allplayers)toSubtitleareaTrigger-RunInitializationCat&MouseSMode(CheckConditions,Don't Wait until it finishes)ElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfRandomModeP>ClassicModePRandomModeP>TournamentModePRandomModeP>LifeModePRandomModeP>BattleModePRandomModeP>Cat&MouseSModePThenUI-Display"Cat & MouseS Mode"for(Allplayers)toSubtitleareaTrigger-RunInitializationCat&MouseSMode(CheckConditions,Don't Wait until it finishes)ElseElseGeneral-Switch(Actions)dependingon(Useddialogitem)CasesGeneral-If(DialogItems[1])ActionsVariable-SetClassicModeP=(ClassicModeP+1)Dialog-SetDialogItems[1]textto("Classic Mode ("+((Text(ClassicModeP))+")"))for(Allplayers)General-If(DialogItems[2])ActionsVariable-SetTournamentModeP=(TournamentModeP+1)Dialog-SetDialogItems[2]textto("Tournament Mode ("+((Text(TournamentModeP))+")"))for(Allplayers)General-If(DialogItems[3])ActionsVariable-SetBattleModeP=(BattleModeP+1)Dialog-SetDialogItems[3]textto("Battle Mode ("+((Text(BattleModeP))+")"))for(Allplayers)General-If(DialogItems[4])ActionsVariable-SetLifeModeP=(LifeModeP+1)Dialog-SetDialogItems[4]textto("Life Mode ("+((Text(LifeModeP))+")"))for(Allplayers)General-If(DialogItems[5])ActionsVariable-SetCat&MouseSModeP=(Cat&MouseSModeP+1)Dialog-SetDialogItems[5]textto("Cat & Mouse Mode ("+((Text(Cat&MouseSModeP))+")"))for(Allplayers)General-If(DialogItems[6])ActionsVariable-SetRandomModeP=(RandomModeP+1)Dialog-SetDialogItems[6]textto("Random Mode ("+((Text(RandomModeP))+")"))for(Allplayers)Default
Also, the trigger it is supopsed to run when a dialog button is clicked (for example Classic Mode Initialization)
looks like this:
InitializationClassicModeEventsLocalVariablesConditionsActionsDialog-DestroyDialog[0]Camera-Setthecameraboundsfor(Allplayers)toObstacles(Doadjusttheminimap)PlayerGroup-Pickeachplayerin(Allplayers)anddo(Actions)ActionsCamera-ApplyGameViewforplayer(Pickedplayer)over0.1secondswithExistingVelocity%initialvelocity,10%deceleration,andIncludeTargetCamera-Lockcamerainputforplayer(Pickedplayer)Cinematics-FadeInover3.0secondsusingcolor(0%,0%,0%)and0.0%transparency(Normalstyle,Waituntilitfinishes)Variable-SetNumberOfPlayers=(Numberofplayersin(ActivePlayers))UI-Display"Chosing wich players are going to p..."for(Allplayers)toSubtitleareaGeneral-Wait2.0GameTimesecondsTrigger-RunChosingPlayers(CheckConditions,Don't Wait until it finishes)
Also, what's with the code thingy randomly coloring things in my triggers? ^^
btw: I'm not very good at making triggers, I'm still learning alot...
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Introduction:
This will be my first published map with triggers and custom units, so I decided that I would make a TD since they are so easy to make. (IKR I'm so original) Since there are so much Tower Defense maps mine will be named:
Another Tower Defense [Another TD] [ATD]
(srs bizzness)
Features
(Still have to make them)
Modes:
Towers
Waves
This is already finished:
And this I still have to make: (because I suck with banks)
I'm still making units for each wave, atm I got this:
Races
Zerg:
Terran:
Protoss:
Hybrid:
Strategy
Towers are weak against units of an other race, meaning you have to get your own strategy:
Terran Towers:
Zerg Towers:
Protoss Towers:
Hybrid Towers:
Progress
If you have any questions/ideas/suggestions feel free to ask here or PM me.
btw, for the people that do not know, WIP = Work In Progress
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Minecraft is the most retarded game I've ever seen.
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I've loved this map since the first time I played it. I've really played it ALOT, and never experienced any lag problems. I do suck at it though. ;-; Never made it past the part where all the colors change and stuff... (mostly because my team leaves then >.>)
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Deadmau5 or Benny Benassi. (I always have music on when I'm on my computer)
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For some reason this map makes me lag like hell...
Even when there are like 5 units on the map >.>
I usually don't lag but seriously, wtf....
Other than that, I don't like it, it's too easy, I bet that's why people play it. It has no real strategy you can use. You can just mass any unit and you win immediatly.... You can easily win if you mass Reapers/Roaches or Banelings. :/ The heroes are useless... imo..
I give it a 4 because when you don't feel like thinking you can play this map...
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Me too.
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Weird....
But if they're serious... It sucks.
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@uiasdnmb: Go
Ahh.... I'm so stupid. >.>
I'll try that later when I get on my own computer.
I wonder why it did work before though.... it has always been like that...
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I'm making a map in wich you can choose from 5 different modes in the beginning (6 actually but 1 button is for random) The trigger thingy is pretty confusing, because the only triggers with an event are the map initialization and the triggers which check which button of a dialog is clicked.
Anyways, the dialog used to work.... And I didn't add much to it... But now when I click the dialog, it just adds 1(which is supposed to do that) and stays there, it does nothing else.... It's probably a stupid mistake I made somewhere.... Can anyone help me find what mistake I made? :/ Here are the triggers:
Also, the trigger it is supopsed to run when a dialog button is clicked (for example Classic Mode Initialization) looks like this:
Also, what's with the code thingy randomly coloring things in my triggers? ^^
btw: I'm not very good at making triggers, I'm still learning alot...