I've experienced several times aswell, that new players skip the tutorial of my map and go straight to the hard difficulty, fails at first creep (its a TD) and complains about the poor quality of the map.
I didn't even bother to answer when they said that.
I'd say use mixed difficulty for survival mode, and 2) All players vote on difficulty, a tie goes to the easier difficulty setting.
for competitive mode.
Also, as Karawasa said, you should have all difficulties available for online play. I see no reason to not have all difficulties included. If you're worried about players voting for either easy or extreme, just disable those two gamemodes in competitive play, or only make extreme available if all players have played the game at least X amount of times or beaten it at X difficulty.
I've heard that your brain becomes more creative while you're laying down. That, combined with the absence of other distracting thoughts, turns that sleepy time period into a well of magnificent ideas.
Does that mean you will come up with better game concepts if you lie awake at night, than if you were sitting in front of your computer?
If so, I'm gonna stay awake all night the next couple of weeks, and get some crazy, innovative game idea which will make me rich and have loads of minions in my own AAA-title company.
I don't know, but I suffer from the same. I even wake up at night thinking about new ideas, forgetting that I actually should be trying to fall asleep again.
The thing that OneTwo (the one who made the TD you're refering to) did was to have an invisible unit run the map, and then create these lights every X seconds at its current position. Give the lights a timed life behavior or use triggers to drestroy them afterwards.
This looks just so cool! I gotta try it out later today when I've got the time. :)
Quote:
Stone Zealot. Very long and powerful ranged attack vs structures. Strong melee ground area attack vs units. This attack damages friendly units too.
Would it be an idea to make it attackable by air aswell, like the Colossus?
Quote:
Predator. Melee fast unit. The damage inflicted by a predator is increased with every predator attacking the same unit. It is organic and mechanical at the same time so it can be healed by SCVs, medics and science vessels.
It seems a little weird and unusual that the Predator is biological. However, it do make sense that it can be healed by allies.
I used RegionFromID in one of my own maps, which worked. The thing is, that you have to place all of the regions in the order you need them, to use RegionFromID. What I done in my map, was to make an initialization trigger with a for each to put all of the regions into a region array. Then, I could just call the regions from the array when I needed them.
I hope this helped. Reply if you still got issues, or if I should clarify anything.
Something like this, just in multiplayer? The concept sounds really cool, I don't have the time to help you out though. I wish you good luck with finding a team, and if you don't mind, please notify me when/if the map is done.
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I searched for Game of Life on EU and found these two games, however I did not find the game seen in the video.
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God, this looks AWESOME!
I'm a bit worried about the replayability though :)
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@SkrowFunk: Go
You could make players vote for mixed/nonmixed difficulties at start of the map. Nobody can complain then.
And about the difficulty. You can set maxhealth/health whenever you spawn a unit, instead of using handicap.
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@Kildare88: Go
I've experienced several times aswell, that new players skip the tutorial of my map and go straight to the hard difficulty, fails at first creep (its a TD) and complains about the poor quality of the map.
I didn't even bother to answer when they said that.
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@IliIilI: Go
God, I totally forgot about Map Night >.< You should've told me!
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I'd say use mixed difficulty for survival mode, and
2) All players vote on difficulty, a tie goes to the easier difficulty setting.
for competitive mode.
Also, as Karawasa said, you should have all difficulties available for online play. I see no reason to not have all difficulties included. If you're worried about players voting for either easy or extreme, just disable those two gamemodes in competitive play, or only make extreme available if all players have played the game at least X amount of times or beaten it at X difficulty.
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Does that mean you will come up with better game concepts if you lie awake at night, than if you were sitting in front of your computer?
If so, I'm gonna stay awake all night the next couple of weeks, and get some crazy, innovative game idea which will make me rich and have loads of minions in my own AAA-title company.
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I don't know, but I suffer from the same. I even wake up at night thinking about new ideas, forgetting that I actually should be trying to fall asleep again.
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@Ash4meD: Go
That doesn't make Neonsz statement wrong.
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The thing that OneTwo (the one who made the TD you're refering to) did was to have an invisible unit run the map, and then create these lights every X seconds at its current position. Give the lights a timed life behavior or use triggers to drestroy them afterwards.
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This is how my trigger looks like, and it works perfectly.
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This looks just so cool! I gotta try it out later today when I've got the time. :)
Would it be an idea to make it attackable by air aswell, like the Colossus?
It seems a little weird and unusual that the Predator is biological. However, it do make sense that it can be healed by allies.
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Have you tried searching for Hero Defence?
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I used RegionFromID in one of my own maps, which worked. The thing is, that you have to place all of the regions in the order you need them, to use RegionFromID. What I done in my map, was to make an initialization trigger with a for each to put all of the regions into a region array. Then, I could just call the regions from the array when I needed them.
I hope this helped. Reply if you still got issues, or if I should clarify anything.
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Something like this, just in multiplayer? The concept sounds really cool, I don't have the time to help you out though. I wish you good luck with finding a team, and if you don't mind, please notify me when/if the map is done.