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    posted a message on Battle of Bel'Shir (Towerdefense)

    Thanks for all the great feedback! I realy appreciate that!

    Quote from aftereleven: Go

    I am curious though, is it even possible to beat the game at higher difficulties like pro? i only just managed to beat it on noob and thats with my whole base a giant maze and with most towers maxed out. Also is it possible to make the nexus smaller, or is it supposed to be that big?

    Its definitely possible to beat it on "hard", but according to mitch2023 even "pro" can be done. I thought a lot about the nexus size, because its bothering me since some time and i changed it now to make it smaller. But now there is a realy stupid shadow bug, which i need to fix ...

    Quote from aftereleven: Go

    EDIT: one other thing, maybe the cooldowns on the nexus units could be reduced a bit?

    It was in early beta. But then on the high levels with 3-4 players you just could spam "Q" units and never loose. This is still an issue with the current cooldowns, but i think it will do the way it is. Currently i have some ideas for the masses of vespene on the high levels, but i am quite low on spare time, so there will be no changes in the next days or even weeks.

    Quote from mitch2023: Go

    mazing is so important in this td and thats awesome! keeping track of income upgrades. building attacking units for final defence. getting the upgrades for your towers at right timings. there's no point where u have to sit back and watch just having to click an upgrade buttons onces in a while, there's always somethinmg to do!

    That was absolutely my intention, although some players dont like this kind of tower defense. But great to see, that there are people like me who like this kind of gaming :-)

    Quote from mitch2023: Go

    i found a bug though. on pro dificulty lvl 44 the ultralisks are immortal. they spawn with no heath in their heathbar but they wont die whatever u do with them. plz fix it so i can clear the pro difficulty plz :D

    Oh thanks a lot! I made some recent balancing changes with the level 40+ units, seems i calculated the maximum health of the ultras wrong and there life got above 525000 so they got immortal. I fixed that, should be no problem now!

    Posted in: Map Feedback
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    posted a message on Published Maps Speed

    Hello,

    i have published one Towerdefense "Battle of Bel'Shir". Right now i can see it two times in the game lobby, although i only published it once. I set the gamespeed to "Faster" and locked it.

    But right now, one of the listed games is locked with "Slow" and only the second one is locked at "Faster".

    Feel free to take a look at this issue, this map is on the first page of the Towerdefenses.

    I dont want the map to be on slow, because its just boring and everything takes years.

    Does anyone know how to remove this slower version of the map?

    Thanks in advance :-)

    Posted in: Miscellaneous Development
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    posted a message on Battle of Bel'Shir (Towerdefense)

    Oh i had a lot stuff to do the last days, so i totally forgot to look in here.

    Thanks a lot for your feedback!!

    I know its a quite hard TD, especially the first times you play it. The thing annoying me the most at the moment is, that if you play with noobs who mess the game up, all people lose quite quickly. But i also want people to work together and fight in the center of the map. So the stronger players will have build more troops to help out the weaker ones.

    There are other TD's out there which have plenty of different towers, butw hich are actually all quite the same. In my map you have only one Tier 1 building and three Tier 2 towers. If you combine them well and provide them with upgrades it should be no problem. If you get to the two Tier 3 Towers the game gets quite easy at the moment.

    I cant stress enough the importance of a good maze. Most people i see losing lose because the dont make a maze big enough.

    I have Beta-Tested the map a lot of days together with friends before releasing it and I am aware of the balancing issues, but its quite difficult at the moment, because i have to consider a lot of different factors (maze size, ressource income, time spend in the waves (result in higher income)) ...

    So Thanks again for playing it and for the very constructive feedback!

    Posted in: Map Feedback
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    posted a message on Battle of Bel'Shir (Towerdefense)

    Hello,

    finally my Towerdefense map is completed. This is my first SC2 TD and it took me nearly 3 months for making it.

    Some Features:
    - 50 Waves
    - Economy System so you have to choose between investing in towers or income
    - Custom UI for Leaderbord and other little things
    - Five difficulties to choose from for each player individual
    - A "Life" System different from other Towerdefenses: You have to build combat groups to defend the center of the map. If all are dead, you are screwed.
    - Researchable Technology which will be applied to all towers.

    This Towerdefense has a very hard learning curve. Even on the easiest setting you probably will need some tries, to figure out how to maze efficiently and upgrade.

    I added some screenshots in the bottom, so you can get a first impression.

    To Play the map, simply search for "Battle of Bel'Shir" and have fun while playing :) In the blizzard search, the map is listed as a 6 Players map (although 2 of them are AI controlled)

    I really would appreciate some feedback in this thread or on my mailadress listed in the map :-)

    http://img849.imageshack.us/img849/1465/41810358.png

    http://img837.imageshack.us/img837/7659/66453681.png

    http://img857.imageshack.us/img857/7002/18236273.png

    Posted in: Map Feedback
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    posted a message on [Unit]Importing Left 2 Die units

    i dont actually know if that is what you are looking for, but try this:

    Go to File -> "Dependencies ..." -> know click "Add Standard" and choose "Liberty (Campaign).

    This way you import the campaign units. After a restart they appear in the data tab. But i dont know if you get the Left 2 Die units as well this way.

    If they are not, you can try this: Same as above, but click "add Other" in the dependencies. Now go to the Battle net tab, log in and search for the Left 2 Die Mod. I didnt tried this, but maybe they are out there somewhere.

    Edit: Tried the second approach and yes, there is the left 2 die mod!! have fun

    Posted in: Data
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    posted a message on Change Priority of Unit Selection

    Haha good to know i am not the only one gotten crazy mad about this :D

    Posted in: Data
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    posted a message on Change Priority of Unit Selection

    wow i got the solution for this now. I deleted my unit and made it all new. I tested it and saw: If forgot to change the model on my new redesigned tower and so it got the supply depot animation. But the selection issue worked well. So i changed to model to the destructible rock and: there it was again. i was unable to select the worker by dragbox.

    So now i knew it has to be something with the model. And it was the field "Selection Layer". After changing it from 0 to 2 everything was fine.

    Well i think i could have searched a week in the actor and the unit stuff, but never checking the model ....

    Strange editor!

    I hope this helps if someone has the same problem

    Posted in: Data
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    posted a message on Change Priority of Unit Selection

    Hello,

    my Towerdefense is nearly finished after some months.

    I have now one problem remaining which i cant resolve: You all know these destructibel rocks from the melee maps? i took one, gave him some supply depot construction animation and this now is my blocking tower (very cheap only for mazing).

    Well so now comes the problem: When dragging a box with the mouse to select the builder or any other unit, it always selects all these rocks in the dragged mousebox and not the builder. This is the same for all units, e.g. marines etc.: if they are selected and there is a rock in the selection box, i only get the rocks.

    I need to find the place, where this selection priority is defined. I tried the subgroup priority, but this doesnt change anything.

    I hope i outlined my problem. Thanks in advance for your help :-)

    Posted in: Data
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    posted a message on [Item/Weapon] Multiple Item Weapons
    Quote from RebeliousDragon: Go

    @DrSuperEvil: Go EDIT: Does anyone know how to set up the effect used in Starbattle for the upgrade to missiles that adds one missile to your attack?

    I dont know how it is done in starbattle, but i guess that this could be done with techupgrades. Just design an upgrade modifying the weapon your unit uses.

    Maybe it is also possible to do this by a behaviour buff applied and managed by triggers.

    This are my two approaches i would give a try.

    Posted in: Data
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    posted a message on [Dialogs] Really Great Looking Dialogs, Part 1

    This Tutorial is damn good!

    Alhough i need dialogs for something totally different, this was a very good first step for me in understanding the making of dialogs!

    Keep up the good work!

    Posted in: Tutorials
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    posted a message on Give the Pathing a Colour

    Hello,

    i am currently working on a TD and apart from some Data issues (as mentionend in the other section of the forum) i have now a question, which i think is solvable with triggers:

    When a tower is build, i want to have the underlying ground (e.g. 1x1 or 2x2 field) to change the colour to the colour of the owning player.

    Is this possible in any way??

    Posted in: Triggers
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    posted a message on Questions about a TD (Auto-Blink, Auto-Infested Spawn, Turning Circle)

    Okay so i guess #2 will just stay as it is, done with triggers.

    But i am still having trouble with #1.
    It would give me a push if i just know how to get the target position of the move command (doesnt matter if by trigger or data).
    So when the player issues a move command with the right mouse button, how do i get the cursor position?

    Posted in: Data
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    posted a message on Trying to understand how Inteceptors are created

    If you want to keep the attributes of the Interceptor and just change the model, TheAlmaitys way is the easiest.

    If you want to change the unit created to the Scout, then go the Carrier and look up its "Carrier - Hangar" ability. In table view, just select "Ability - Info - Unit" and select the first entry. Here you can change everything: Buttons, Requirements and at the bottom, the Unit created.

    Posted in: Data
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    posted a message on Questions about a TD (Auto-Blink, Auto-Infested Spawn, Turning Circle)

    Hi :) Thanks for the very quick answer and for moving this thread. Sorry for posting it wrong :-)
    I played around with the acceleration and now it works. Although it was not 0, but the other extreme: 1000. So now my builder makes his way even through a very nested maze.
    So i guess Point 3 is solved. Thanks a lot for your help :-)
    With #2: Yes i maybe can go with triggers, just had some performance thinking and thought Behaviours are more perfomant than Triggers? But nvm, guess triggers will do the job.

    Any ideas to #1 ?
    Even a little aspect of this big "task" would help me. E.g. how do i link a autocast-ability with the mouse cursor?
    So when i issue my builder a move command with a right-click, he teleports if the skill is available?

    Posted in: Data
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    posted a message on Questions about a TD (Auto-Blink, Auto-Infested Spawn, Turning Circle)

    Hello,

    i am working on a TD right now and doing good process, while spending now over 2 months.
    I now have come to a point, where the map has successfully passed his alpha and is now in beta stage.
    But there are three points, where i cant get further and which are really annoying.
    I really would appreciate some help ;-)

    1) Auto Blink:

    My builder should automatically use blink to travel. Doesnt matter if it is a move, build or attack (yes he is able to attack) command.
    The skill has a 5 second Cooldown, if it is unavailable, the builder has to walk, but uses this Blink as soon as it is available again.

    Also, if this is annoying for the player, this ability should be on autocast. If turned off, the Builder will walk.

    Atm i using a trigger to solve this. Its realy simple and doesnt cover all aspects i want (esp. Autocast):

    Moveblink
    Events
    Unit - Any Unit uses Move at Generic3 - Execute stage (Ignore shared abilities)
    Local Variables
    Conditions
    (Unit type of (Triggering unit)) == Blimp the Builder
    Actions
    Unit - Order (Triggering unit) to (Builder Teleport targeting (Triggering ability target point)) (Replace Existing Orders)

    I have a feeling, that this would be easier with a behaviour??

    2) Auto Infested Spawn:

    In my map there are two units that automatically spawn Infested Terrans: The Infestor and the Overlord.
    The Infestor only spawns an IT when he is attacked (its 100% working atm by a trigger).
    The Overlord spawns an IT every 15 seconds. Thats also done by a trigger.
    Although both parts are working, i was wondering if it would be possible to do this as a behaviour through the data editor?
    Any ideas? Doing everything with triggers just dont seem to be "clean" to me.

    SOLVED 3) Turning Circle:

    This one is maybe easy, i just cant find the right field:
    As my worker is based on the Probe, it also has a turning circle like the Probe. It cant turn on a spot while moving, but drawing a realy little circle.
    My worker cant fly (and shouldnt) he has to walk through the builded maze. As this maze can sometimes be realy nested with narrow corners, this totally messes up the pathing and the builder is instantly dropped to some place outside the maze (dont know why).

    I want to solve this by making him move like e.g. the marine, so he can turn on one spot. How do i do this?

    I know, some of this points are realy tricky, esp. the first one. I am not expecting a solution to all of them, but if you know something that could help me, please post it.
    This is driving me nuts and i am slowly becoming desperate.
    Please help me :)

    Thanks in advance.

    Posted in: Data
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