I am honestly a little unsure about the cost label. It takes up a bit of space, but on the other hand it's still useful, so I suppose you could keep it if you want.
You will need to import custom models to your map (or use existing ones), and then go to data editor and change the model of the existing resources to your imported ones.
Proportions are obviously awful, but going for something like this will make it more uncluttered. The idea is to only display important information, and keep the rest as optional. The "more info" button will expand the board to include all of the other information such as maze length and DPS. As for the unit dialog, I've removed the information such as level, cost and income since it's already visible in the tooltip. You should keep the unit type labels, as they are keeping the spawning system very organised. At last, I have moved the arrows down, because it feels more natural to control this way. The cursor will not get in the way either. And as a very last note, you should make the queue slot clickable, so that players can cancel their queue if they decide to do something else.
edit: Okay, I tried the map a couple of times, and I think it's a really cool one. The map is very unique in a good way, and I think there was a good amount of structures. Only complain is that I think the flying units was a little too strong in the early game. I also hope to see a more refined UI in future updates, it was not that great looking, and kinda hard to use. Other than that, great TD, I will definitely play a couple more games. :)
From a gameplay point of view, it is flawed in every possible way. Nat is too big, you cannot FFE, third is impossible to take, fourth is right beside third, map is too open, lots of airspace behind main/nat, pathable/unpathable areas are not refined and XNTs cover all paths. The gold bases are bad too.
That said, I like the diablo atmosphere, at least you've got that right :D.
edit: analyzer does not work with patch 1.5. It'll hopefully get updated soon.
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@Krash_: Go
I am honestly a little unsure about the cost label. It takes up a bit of space, but on the other hand it's still useful, so I suppose you could keep it if you want.
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@Mozared: Go
And RuneCraft
edit: and all of the other tug of war maps.
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Yea, I am definitely glad to see this.
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You will need to import custom models to your map (or use existing ones), and then go to data editor and change the model of the existing resources to your imported ones.
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Yes.
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Proportions are obviously awful, but going for something like this will make it more uncluttered. The idea is to only display important information, and keep the rest as optional. The "more info" button will expand the board to include all of the other information such as maze length and DPS. As for the unit dialog, I've removed the information such as level, cost and income since it's already visible in the tooltip. You should keep the unit type labels, as they are keeping the spawning system very organised. At last, I have moved the arrows down, because it feels more natural to control this way. The cursor will not get in the way either. And as a very last note, you should make the queue slot clickable, so that players can cancel their queue if they decide to do something else.
Hope it helped!
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Looks fun. I'll try it sometime today.
edit:
Okay, I tried the map a couple of times, and I think it's a really cool one. The map is very unique in a good way, and I think there was a good amount of structures. Only complain is that I think the flying units was a little too strong in the early game. I also hope to see a more refined UI in future updates, it was not that great looking, and kinda hard to use. Other than that, great TD, I will definitely play a couple more games. :)
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@Foronisus: Go
Every WTE runs for a week. It's a new one every monday I believe.
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He has not logged in for nearly two years, so I doubt he will.
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No clue who you are, but welcome back
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Lol, this is gonna be awesome. You two do produce some cool maps. :)
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This looks really cool, I'd wish I could help.
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From a gameplay point of view, it is flawed in every possible way. Nat is too big, you cannot FFE, third is impossible to take, fourth is right beside third, map is too open, lots of airspace behind main/nat, pathable/unpathable areas are not refined and XNTs cover all paths. The gold bases are bad too.
That said, I like the diablo atmosphere, at least you've got that right :D.
edit: analyzer does not work with patch 1.5. It'll hopefully get updated soon.
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When I said
I didnt mean random spam.
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@Scbroodsc2: Go
I like the idea, but I don't see why it would grasp the lava feel any better than mine.