Am I the only one that does not find Minecraft fun?. The graphics are rubbish. The gameplay is dull and mediocre. What do people see in this game..o.o
Graphics are rubbish, yes. But do you REALLY play games for their visual quality? I hope not, that would be sad otherwise.
The gameplay is dull, yes again, but only in the free version. There are really well-thought features in the full game, and it keeps being improved.
I have to agree though, that there should be more challenge. As it is now, the nights are more of a waste of time than a real challenge. It's supposed to be a survival game, but nobody does that because it's very easy to skip this part. It needs unexpected events, goals/quests, interactions with NPCs and such... then, the gameplay as a whole would be worth the 10 bucks it costs. As it is now, the most interesting part is to add mods (and cheat!) so that you can build whatever you want with cubes. I enjoy the game much more when using mods, some of them add really interesting features (more interesting than the game itself, to be honest). It lacks a storyline, for now it's just a sandbox game. Sandbox games are for casual gamers, mostly. Fortunately for us, it's still in beta and will probably feature more challenging stuff. You can read the author's blog and see what's coming next, I'm pretty sure when v2 will be out, or at least the first official released version, there will be enough for any player to enjoy this game (as long as you don't mind the graphics).
Obviously a fake, I could explain why I think so, but it will take too long to explain (especially because there are terms I don't even know how to translate), and I don't want to be flamed if anybody disagree. To sum up, you can't have a placenta within another placenta, so you won't see an eggshell within an eggshell. Besides, if I remember well what I've learned in biology class, when the spermatozoon enters the ovula an enzyme is produced by the ovula to kill other spermatozoons. It's impossible AFAIK to have an inseminated ovula to stay alive in another ovula, especially if a spermatozoon already entered. Even if inseminated artificially, either the "ovula inside the ovula" or the spermatozoon would have died, if not both. It's impossible, for so many biological reasons I don't even have to explain. It would have failed so many times before even becoming an egg... at best if something like this really happens someday, it would look like a giant mess of liquids within a wimpy eggshell.
EDIT: I was expecting zerglings too... Imagine how you would react if you discover some unknown species while preparing your breakfast... Gross...
If you need maps as a reference, I'd suggest you take a look at Insectipede Invasion TD, which spawns various unit types at each wave, some of which spawn other unit types when killed. I just happened to play Char Tower Defense this morning, it also has an interesting system where you need to power your towers in order for them to work efficiently (it's a bit complicated to handle at first, though).
About the "150 towers is too much" thing, I'm pretty sure if he needs 150 ideas of towers it's because he will make a good use of them all. Don't forget 150 can be divided by 3 if each race has its own version of a specific tower (ex: ice cannon tower for terran, time stopper for protoss, creep tower for zerg... the 3 towers do the exact same thing, but they won't behave/look the same). 50 towers is something easy to reach in a TD, especially counting upgrades.
I always thought a "Void Tower" would be cool... Something like a tower casting a vortex, which absorbs units for a few seconds then release them as one huge overpowered unit, inheriting its properties from the units absorbed (ie. HP + shields + attributes of the exiting unit would be the sum of all units which entered the vortex).
Model: Dark pylon, or maybe something with the Void Seeker
Weapon: instant hit, very high cooldown, spawns a vortex at its target, can't target heroes... probably make this an ability, so you need to use it manually instead
The vortex holds for 10 seconds, if 5 units with 10 health + 10 shields + mechanical attribute are absorbed, a hybrid unit with 50 health + 50 shields + mechanical attribute comes out when the vortex fades. You probably can apply some damage to the hybrid when it comes out as well, like a percentage of his life removed matching the number of units absorbed (ie. 5 units absorbed = 5% life removed).
I'm not even sure such a tower can be done (or at least not using only Data, I guess...), but I'd love to see something like that. It's a top-tier tower though, so I guess you'll need lower levels for this tower (ie. shorter vortex duration, less damage applied, and higher cooldown).
Another interesting tower would be an "attribute modifier" tower. You can only build a generic tower which removes all attributes from enemies in its radius. Then you can level it up, so that instead of "no attribute", the enemy units will have their attributes changed to whatever you upgraded your tower to. Ex: Upgrading the tower to "mechanical attribute tower" will make all enemy units in its radius become mechanical units (and ONLY mechanical units). This is only interesting if you make use of attributes, of course. In case you have multiple towers applying multiple attributes, these attributes are combined (ie. a mechanical tower + a biological tower will make enemy units in range become mechanical+biological). You can also add upgrades for a better range.
Only 3 spots left since my last upload.
I don't think I'll make more though, I'm pretty sure there are still other members who want to have a few spots of their own. I'd rather improve the parts I've made, and right now the only improvement I can think of is to completely remove dirt in the last part I made (because it's ugly).
I think he's just working on Track 7 repeatedly to improve it, he doesn't seem to have added any track.
@Moz: I think we can assume Brood is not going to work on his part in the next hour, right? So I made a third contribution (last one, I promise) and edited ALL points names to fit Brood's "nomenclature" from the previous page. There shouldn't be a problem with names anymore now...
Double-click on the doodad to edit (or press Enter with multiple doodads selected) > tick the "use custom color" box > set a color by clicking the gray box
You can also modify the HDR value, the higher it is the brighter the doodad will be. You can obtain pretty cool effects by tweaking the HDR value, I remember turning space station doodads to gold, by setting the color to yellow/orange and modifying the HDR to 3 or something... You can turn it to copper by using brown color (low saturation) + higher HDR as well. That's pretty useful when you know how to make a good use of it.
The race game variant only changes the UI interface. For some odd reason you can't lock the UI to a specific race when you have selected a race for players in the players properties window. It seems like the race used in the interface MUST be the same as the actual race of the player, which is why it won't validate your map when uploading.
I've had this problem on all my maps as well, I've tried every single combination I could think of, but no dice: you must either let the race to "any" in the players properties, or don't lock the race in the game variants. I haven't tried to set the race selection as hidden BUT unlocked though... I assume hiding the setting in the lobby makes it use the race by default for each player (ie. if you play terran often, you'll be terran by default).
You can't change the race of your UI either when the game has started by using triggers. It would have been really helpful, IMO...
LOL it was the special ops hero game, how did you know so well?
I wasted about 10 hours on each of these maps. Well... it was only 3 games, after all! :D
I can't think of a good map either right now, but I'm pretty sure there are at least 3-4 pages of maps worth playing, providing an interesting gameplay where you don't just stand here with your hero waiting for the enemies to hit your walls. I'm afraid these kind of maps are done mostly by beginners trying to learn the basics of the editor, so it's kind of funny but not for long... Same goes for classic TD maps, most of them are done by beginners because it doesn't require much more than knowing the basics if you want to make one.
I noticed them a few days ago when creating actors (you can choose a commentator voice in a scrolling menu)... I'm not sure it's an April Fools joke because it was here way before April 1st, though I haven't tried anything with these yet... I'm not sure what you can do with these units, I only knew there were new options in Data for actors creation. Maybe it's worth checking the sounds list too...
Marine Arena is probably not the best example for this IMO, but yeah, maps like Spec Ops where you have an overpowered hero holding up against thousands of zergs is boring... These maps lasts for hours (literally), nothing really happens except that you spend the first hour upgrading your hero if you want to be sure to survive the last waves. It's boring because gameplay does not even exist in these maps, it's as simple as that. People tend to call "gameplay" any feature in their map (like customized units and spells, for example), but it's not. A good gameplay is a mix of features and situations providing challenge, with various ways to solve puzzles. Spec Ops doesn't have that, and as far as I'm concerned I don't think Marine Arena does either. :)
I modified my first contribution to change the names of points (according to the new map size), also modified a few bits since I forgot to add grass the first time... Also made another contribution in hard...
File and screenshot are attached below.
I just added my part... I waited for Grenegg but he seems away, so... whatever. I'm pretty sure Mozared or whoever will have to handle the updates himself by now. My part is done and won't need any change unless the OP wants to. Have fun.
Then I'll wait for Grenegg to copy/paste his part and I'll do the same next. Oh by the way, did any of you put "no building" pathing on his part? Shall we do it or do we let Mozared work on this part?
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Graphics are rubbish, yes. But do you REALLY play games for their visual quality? I hope not, that would be sad otherwise. The gameplay is dull, yes again, but only in the free version. There are really well-thought features in the full game, and it keeps being improved. I have to agree though, that there should be more challenge. As it is now, the nights are more of a waste of time than a real challenge. It's supposed to be a survival game, but nobody does that because it's very easy to skip this part. It needs unexpected events, goals/quests, interactions with NPCs and such... then, the gameplay as a whole would be worth the 10 bucks it costs. As it is now, the most interesting part is to add mods (and cheat!) so that you can build whatever you want with cubes. I enjoy the game much more when using mods, some of them add really interesting features (more interesting than the game itself, to be honest). It lacks a storyline, for now it's just a sandbox game. Sandbox games are for casual gamers, mostly. Fortunately for us, it's still in beta and will probably feature more challenging stuff. You can read the author's blog and see what's coming next, I'm pretty sure when v2 will be out, or at least the first official released version, there will be enough for any player to enjoy this game (as long as you don't mind the graphics).
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Obviously a fake, I could explain why I think so, but it will take too long to explain (especially because there are terms I don't even know how to translate), and I don't want to be flamed if anybody disagree. To sum up, you can't have a placenta within another placenta, so you won't see an eggshell within an eggshell. Besides, if I remember well what I've learned in biology class, when the spermatozoon enters the ovula an enzyme is produced by the ovula to kill other spermatozoons. It's impossible AFAIK to have an inseminated ovula to stay alive in another ovula, especially if a spermatozoon already entered. Even if inseminated artificially, either the "ovula inside the ovula" or the spermatozoon would have died, if not both. It's impossible, for so many biological reasons I don't even have to explain. It would have failed so many times before even becoming an egg... at best if something like this really happens someday, it would look like a giant mess of liquids within a wimpy eggshell.
EDIT: I was expecting zerglings too... Imagine how you would react if you discover some unknown species while preparing your breakfast... Gross...
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Ahah yes, join the dark side... we have cookies! :D
I also love the Volkswagen commercial:
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@SouLCarveRR: Go
If you need maps as a reference, I'd suggest you take a look at Insectipede Invasion TD, which spawns various unit types at each wave, some of which spawn other unit types when killed. I just happened to play Char Tower Defense this morning, it also has an interesting system where you need to power your towers in order for them to work efficiently (it's a bit complicated to handle at first, though).
About the "150 towers is too much" thing, I'm pretty sure if he needs 150 ideas of towers it's because he will make a good use of them all. Don't forget 150 can be divided by 3 if each race has its own version of a specific tower (ex: ice cannon tower for terran, time stopper for protoss, creep tower for zerg... the 3 towers do the exact same thing, but they won't behave/look the same). 50 towers is something easy to reach in a TD, especially counting upgrades.
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I always thought a "Void Tower" would be cool... Something like a tower casting a vortex, which absorbs units for a few seconds then release them as one huge overpowered unit, inheriting its properties from the units absorbed (ie. HP + shields + attributes of the exiting unit would be the sum of all units which entered the vortex).
Model: Dark pylon, or maybe something with the Void Seeker
Weapon: instant hit, very high cooldown, spawns a vortex at its target, can't target heroes... probably make this an ability, so you need to use it manually instead
The vortex holds for 10 seconds, if 5 units with 10 health + 10 shields + mechanical attribute are absorbed, a hybrid unit with 50 health + 50 shields + mechanical attribute comes out when the vortex fades. You probably can apply some damage to the hybrid when it comes out as well, like a percentage of his life removed matching the number of units absorbed (ie. 5 units absorbed = 5% life removed).
I'm not even sure such a tower can be done (or at least not using only Data, I guess...), but I'd love to see something like that. It's a top-tier tower though, so I guess you'll need lower levels for this tower (ie. shorter vortex duration, less damage applied, and higher cooldown).
Another interesting tower would be an "attribute modifier" tower. You can only build a generic tower which removes all attributes from enemies in its radius. Then you can level it up, so that instead of "no attribute", the enemy units will have their attributes changed to whatever you upgraded your tower to. Ex: Upgrading the tower to "mechanical attribute tower" will make all enemy units in its radius become mechanical units (and ONLY mechanical units). This is only interesting if you make use of attributes, of course. In case you have multiple towers applying multiple attributes, these attributes are combined (ie. a mechanical tower + a biological tower will make enemy units in range become mechanical+biological). You can also add upgrades for a better range.
0
Only 3 spots left since my last upload. I don't think I'll make more though, I'm pretty sure there are still other members who want to have a few spots of their own. I'd rather improve the parts I've made, and right now the only improvement I can think of is to completely remove dirt in the last part I made (because it's ugly).
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I think he's just working on Track 7 repeatedly to improve it, he doesn't seem to have added any track.
@Moz: I think we can assume Brood is not going to work on his part in the next hour, right? So I made a third contribution (last one, I promise) and edited ALL points names to fit Brood's "nomenclature" from the previous page. There shouldn't be a problem with names anymore now...
And I'm done!
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Double-click on the doodad to edit (or press Enter with multiple doodads selected) > tick the "use custom color" box > set a color by clicking the gray box
You can also modify the HDR value, the higher it is the brighter the doodad will be. You can obtain pretty cool effects by tweaking the HDR value, I remember turning space station doodads to gold, by setting the color to yellow/orange and modifying the HDR to 3 or something... You can turn it to copper by using brown color (low saturation) + higher HDR as well. That's pretty useful when you know how to make a good use of it.
0
@SouLCarveRR: Go
The race game variant only changes the UI interface. For some odd reason you can't lock the UI to a specific race when you have selected a race for players in the players properties window. It seems like the race used in the interface MUST be the same as the actual race of the player, which is why it won't validate your map when uploading.
I've had this problem on all my maps as well, I've tried every single combination I could think of, but no dice: you must either let the race to "any" in the players properties, or don't lock the race in the game variants. I haven't tried to set the race selection as hidden BUT unlocked though... I assume hiding the setting in the lobby makes it use the race by default for each player (ie. if you play terran often, you'll be terran by default).
You can't change the race of your UI either when the game has started by using triggers. It would have been really helpful, IMO...
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I wasted about 10 hours on each of these maps. Well... it was only 3 games, after all! :D
I can't think of a good map either right now, but I'm pretty sure there are at least 3-4 pages of maps worth playing, providing an interesting gameplay where you don't just stand here with your hero waiting for the enemies to hit your walls. I'm afraid these kind of maps are done mostly by beginners trying to learn the basics of the editor, so it's kind of funny but not for long... Same goes for classic TD maps, most of them are done by beginners because it doesn't require much more than knowing the basics if you want to make one.
0
I noticed them a few days ago when creating actors (you can choose a commentator voice in a scrolling menu)... I'm not sure it's an April Fools joke because it was here way before April 1st, though I haven't tried anything with these yet... I'm not sure what you can do with these units, I only knew there were new options in Data for actors creation. Maybe it's worth checking the sounds list too...
0
Marine Arena is probably not the best example for this IMO, but yeah, maps like Spec Ops where you have an overpowered hero holding up against thousands of zergs is boring... These maps lasts for hours (literally), nothing really happens except that you spend the first hour upgrading your hero if you want to be sure to survive the last waves. It's boring because gameplay does not even exist in these maps, it's as simple as that. People tend to call "gameplay" any feature in their map (like customized units and spells, for example), but it's not. A good gameplay is a mix of features and situations providing challenge, with various ways to solve puzzles. Spec Ops doesn't have that, and as far as I'm concerned I don't think Marine Arena does either. :)
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Working on it, and done.
I modified my first contribution to change the names of points (according to the new map size), also modified a few bits since I forgot to add grass the first time... Also made another contribution in hard... File and screenshot are attached below.
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I just added my part... I waited for Grenegg but he seems away, so... whatever. I'm pretty sure Mozared or whoever will have to handle the updates himself by now. My part is done and won't need any change unless the OP wants to. Have fun.
(signed: Bob)
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@GizmoPT: Go
Then I'll wait for Grenegg to copy/paste his part and I'll do the same next. Oh by the way, did any of you put "no building" pathing on his part? Shall we do it or do we let Mozared work on this part?