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| Posted on: Jan 31 2012, 05:30 PM | |
![]() Chief Developer Group: Administrators Posts: 3,340 Joined: 8-June 07 From: Minneapolis, MN Member No.: 2 |
Any updates regarding this? I am very interested in having a custom UI. |
| Forum: Cosmetics · Post Preview: #22495 · Replies: 5 · Views: 213 |
| Posted on: Jan 31 2012, 12:18 PM | |
![]() Chief Developer Group: Administrators Posts: 3,340 Joined: 8-June 07 From: Minneapolis, MN Member No.: 2 |
In WC3 that was only for a few towers that had variable damage and were triggered. The equivalent towers in SC2 do this too. But if we were to apply it for all towers, your screen would become one massive clusterfuck of numbers. What I can do is look into displaying the damage done in some time frame. My idea is a command. You would type -damage X and it would display the damage dealt in the next X seconds at the end. Thoughts? |
| Forum: Towers · Post Preview: #22494 · Replies: 4 · Views: 117 |
| Posted on: Jan 31 2012, 05:09 AM | |
![]() Chief Developer Group: Administrators Posts: 3,340 Joined: 8-June 07 From: Minneapolis, MN Member No.: 2 |
Interesting idea. I'll see. |
| Forum: Towers · Post Preview: #22492 · Replies: 4 · Views: 117 |
| Posted on: Jan 29 2012, 11:45 PM | |
![]() Chief Developer Group: Administrators Posts: 3,340 Joined: 8-June 07 From: Minneapolis, MN Member No.: 2 |
Yes, that would be easy to do. |
| Forum: Towers · Post Preview: #22490 · Replies: 1 · Views: 47 |
| Posted on: Jan 28 2012, 04:02 PM | |
![]() Chief Developer Group: Administrators Posts: 3,340 Joined: 8-June 07 From: Minneapolis, MN Member No.: 2 |
Copied from my email to the coder. Here are some new tower ideas. Quantum Beam (EL) - Each attack this tower makes spawns a blade of energy that makes one full rotation. There should be two modes, fast and slow. Fast has a 1 second rotation while slow takes 3 seconds (but does slightly more than 3x damage). The player should be able to toggle the mode via abilities on the tower. The radius of the blade should be 700. The width should be reasonable, I'm not sure what at the moment. Evaporate (FW) - Think of Echo Slam on the Tauren in DotA. Imagine a fan of knives being cast centered on the tower. Then, each unit hit by that original fan of knives will have a fan of knives cast centered on them. Of course, we won't actually be using fan of knives spell. Pressure (DNW) - This tower should allow the player to modify attack speed/splash radius with two abilities. So you could make the tower attack slower but gain a larger splash, and vice versa. There should be four states to choose from (0.31, 0.66, 1, and 1.5 attack speed). Phasing (ENW) - Every 3 seconds of attacking this tower loses 20% damage. Maximum loss is 60%. This would not be based on number of attacks, only on duration in seconds. Negative bonus resets after 3 seconds of not attacking. Tower should have an ability that prevents it from attacking for 3 seconds. Erupt (EW) - This would basically be a slow moving non-homing projectile that does epicenter like damage. There would be three different damage amounts depending on if you are a small, medium, or large distance away from the center of impact. This tower should also have an option to force it to attack the same spot over and over, luckily WC3 has attack ground |
| Forum: Suggestions · Post Preview: #22488 · Replies: 5 · Views: 916 |
| Posted on: Jan 27 2012, 03:22 AM | |
![]() Chief Developer Group: Administrators Posts: 3,340 Joined: 8-June 07 From: Minneapolis, MN Member No.: 2 |
I am very glad to hear your interest. Thank you for taking the time to leave your idea. Some of the towers in SC2 are simply not possible for WC3. Here is a list of towers I am looking at updating; Quark (I like the SC2 idea but need to check if viable) Hydro (Replace with SC2 idea) Vapor (Replace with SC2 idea) Laser (Need a new idea) Drowning (I like the SC2 idea but need to check if viable) Flesh Golem (Replace with SC2 idea) I am also looking for suggestions on balance! |
| Forum: Suggestions · Post Preview: #22484 · Replies: 5 · Views: 916 |
| Posted on: Jan 24 2012, 03:51 AM | |
![]() Chief Developer Group: Administrators Posts: 3,340 Joined: 8-June 07 From: Minneapolis, MN Member No.: 2 |
Element Tower Defense 2 is now obsolete! Play the original Element Tower Defense! Changelog: -Map renamed to Element Tower Defense (there is an upcoming reason for this) -Buffed Laser Tower (DEL) to 6 fighters up from 5, reduced fighter damage to 150 down from 160, increased fighter movespeed -Buffed Earth Tower to 12 range up from 10 -Buffed Perpetual Tower (LN) to 0.31 attack speed from 1.5, reduced damage to 18 from 83 -Tweaked Flamethrower Tower (DEF) to 10 range down from 12, increased damage to 100 up from 80, increased Napalm damage to 33 up from 30 -Tweaked Disease Tower (DN) to 8 range down from 10, increased base damage to 22 up from 18 -Removed tournament advertisements -Changed Perpetual Tower (LN) projectile model -Fixed Quark Tower (EL) slow mode tooltip error -Fixed various incorrect shield images for creeps (Tower Wars) -Fixed various shield tooltip errors for creeps (Tower Wars) |
| Forum: Past & Present Versions · Post Preview: #22479 · Replies: 3 · Views: 2,186 |
| Posted on: Jan 24 2012, 12:29 AM | |
![]() Chief Developer Group: Administrators Posts: 3,340 Joined: 8-June 07 From: Minneapolis, MN Member No.: 2 |
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| Forum: Past & Present Versions · Post Preview: #22478 · Replies: 2 · Views: 6,732 |
| Posted on: Jan 23 2012, 06:24 PM | |
![]() Chief Developer Group: Administrators Posts: 3,340 Joined: 8-June 07 From: Minneapolis, MN Member No.: 2 |
Might as well do a rock, because the next cheapest are level 1 ray and grenade towers (7 minerals), and here's the problem with them - they'll get auto-buffed by forge, well and trickery. Speaking of trickery, how would that tower work? Would you be able to set its clone placements so that it doesn't end up screwing up your maze? Good point about the rock. Trickery will be trickier to use Regarding the terrain, it's not going to be one plain stretch of land with the only variation showing checkpoints, is it? I figure there'd be some amount of differentiation and variety of the terrain across the area to be able to plan your tower locations out and the like (ex, there's currently room for a width of two towers at any given area). In the beta version planned for the next release, yes. In the future I will have the terrain guy modify the landscape so that it fits the flatness. |
| Forum: Modes · Post Preview: #22476 · Replies: 4 · Views: 115 |
| Posted on: Jan 23 2012, 02:26 PM | |
![]() Chief Developer Group: Administrators Posts: 3,340 Joined: 8-June 07 From: Minneapolis, MN Member No.: 2 |
The purpose of this thread is very simple. It seems there is still a fair amount of people playing the WC3 version. In light of this I will be providing an update. Therefore, please post here any and all changes you want to see in the WC3 version. A 4.4 will be coming out! |
| Forum: Suggestions · Post Preview: #22474 · Replies: 5 · Views: 916 |
| Posted on: Jan 23 2012, 12:16 PM | |
![]() Chief Developer Group: Administrators Posts: 3,340 Joined: 8-June 07 From: Minneapolis, MN Member No.: 2 |
I am strongly considering splitting the map into two versions; Element Tower Defense Element Tower Wars Thoughts? |
| Forum: General Discussion · Post Preview: #22473 · Replies: 4 · Views: 390 |
| Posted on: Jan 23 2012, 11:56 AM | |
![]() Chief Developer Group: Administrators Posts: 3,340 Joined: 8-June 07 From: Minneapolis, MN Member No.: 2 |
SC2 allows for the modification of the minimap. Thus, a mazing mode is now possible. Imagine it like this; -There would be an alternate section of the map that mimics the current 8 areas, except cliffs would be removed -The creeps would have a different pathing; they would go straight down, to the right, straight up to exit -This mode would work for both Tower Defense and Tower Wars I was also considering adding a new tower that does nothing but block (like a rock) and costs 3 minerals. I'm leaning towards no (too easy to maze) but want opinions on this. Thoughts? |
| Forum: Modes · Post Preview: #22472 · Replies: 4 · Views: 115 |
| Posted on: Jan 23 2012, 11:34 AM | |
![]() Chief Developer Group: Administrators Posts: 3,340 Joined: 8-June 07 From: Minneapolis, MN Member No.: 2 |
Nope |
| Forum: Obsolete · Post Preview: #22471 · Replies: 2 · Views: 145 |
| Posted on: Jan 23 2012, 11:33 AM | |
![]() Chief Developer Group: Administrators Posts: 3,340 Joined: 8-June 07 From: Minneapolis, MN Member No.: 2 |
Anyone test the current super weapons? Interested in cost analysis. |
| Forum: Balance · Post Preview: #22470 · Replies: 5 · Views: 220 |
| Posted on: Jan 23 2012, 07:12 AM | |
![]() Chief Developer Group: Administrators Posts: 3,340 Joined: 8-June 07 From: Minneapolis, MN Member No.: 2 |
Figured it out. So here is what you guys need to do. In that custom editor, there is a menu option to "enable UMSWE." Enable it and restart editor, if you did it right should be a different splash screen upon loading it. Now you can open the map! If you are serious about updating the map, email me. |
| Forum: Archives · Post Preview: #22469 · Replies: 12 · Views: 16,671 |
| Posted on: Jan 22 2012, 01:08 PM | |
![]() Chief Developer Group: Administrators Posts: 3,340 Joined: 8-June 07 From: Minneapolis, MN Member No.: 2 |
Roger that. |
| Forum: Obsolete · Post Preview: #22468 · Replies: 1 · Views: 61 |
| Posted on: Dec 27 2011, 01:28 PM | |
![]() Chief Developer Group: Administrators Posts: 3,340 Joined: 8-June 07 From: Minneapolis, MN Member No.: 2 |
Happy Holidays! Changelog: -Changed all instances of "standard" to "tower wars" and "classic" to "tower defense" to avoid player confusion -Nerfed Flooding (DNW) Tower to 300 damage from 320 -Tweaked Nature Tower to 6 damage and 10 range from 5 damage and 12 range -Added hotkey of "W" to super weapons and "C" to change builder -Income timer periodic decrease buffed to 2 seconds from 1.5, minimum timer decreased to 3 seconds from 6 (Tower Wars) -Creep Armor increase interval buffed to 4 minutes from 5, maximum armor still 75% -Nerfed bounty to 50% of income value (grows by 20% each tick) instead of 75% of income value (grows by 15% each tick) (Tower Wars) -Fixed player elimination not giving credit to killer (Tower Wars) -Buffed offensive damage reduction super weapon to 10/20/40% from 5/10/20% (Tower Wars) -Potentially fixed an issue with player select (Tower Wars) -Freshened up the two introductory text messages in Tower Wars -Added shields to creeps in Tower Wars with 0/10/25/50% of max HP for tiers 0-3 and 0/1/5/25 regeneration rate -Projectile speeds increased, long range towers should have a very noticeable effect (less wasted shots) -Decreased cost of Super Weapons to 250/500/1500 from 250/750/2250 -Tweaked healing Super Weapon to 7/21% from 10/20% -Reduced size of explosion graphic for Tidal (LNW) and Vapor (FW) Towers (lag reduction) |
| Forum: Past & Present Versions · Post Preview: #22422 · Replies: 2 · Views: 6,732 |
| Posted on: Dec 27 2011, 12:34 AM | |
![]() Chief Developer Group: Administrators Posts: 3,340 Joined: 8-June 07 From: Minneapolis, MN Member No.: 2 |
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| Forum: Obsolete · Post Preview: #22420 · Replies: 2 · Views: 293 |
| Posted on: Dec 25 2011, 08:07 PM | |
![]() Chief Developer Group: Administrators Posts: 3,340 Joined: 8-June 07 From: Minneapolis, MN Member No.: 2 |
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| Forum: Cosmetics · Post Preview: #22411 · Replies: 5 · Views: 213 |
| Posted on: Dec 25 2011, 10:47 AM | |
![]() Chief Developer Group: Administrators Posts: 3,340 Joined: 8-June 07 From: Minneapolis, MN Member No.: 2 |
That would be sexy and much appreciated. I looked for a UI guy in the past but it seems not very many people do it (or were interested). I think a custom UI could help a lot, especially for capturing new players. |
| Forum: Cosmetics · Post Preview: #22408 · Replies: 5 · Views: 213 |
| Posted on: Dec 24 2011, 01:49 PM | |
![]() Chief Developer Group: Administrators Posts: 3,340 Joined: 8-June 07 From: Minneapolis, MN Member No.: 2 |
Happy Holidays! |
| Forum: Random Chat · Post Preview: #22399 · Replies: 2 · Views: 277 |
| Posted on: Dec 22 2011, 03:31 PM | |
![]() Chief Developer Group: Administrators Posts: 3,340 Joined: 8-June 07 From: Minneapolis, MN Member No.: 2 |
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| Forum: Balance · Post Preview: #22390 · Replies: 5 · Views: 220 |
| Posted on: Dec 21 2011, 01:08 PM | |
![]() Chief Developer Group: Administrators Posts: 3,340 Joined: 8-June 07 From: Minneapolis, MN Member No.: 2 |
If every tower performed the same at all points in the game, things would be less interesting. As mentioned, this tower owns early. It owns more than the average triple at this point. The flip side is that it loses steam as the game progresses. |
| Forum: Obsolete · Post Preview: #22381 · Replies: 2 · Views: 142 |
| Posted on: Dec 19 2011, 10:03 PM | |
![]() Chief Developer Group: Administrators Posts: 3,340 Joined: 8-June 07 From: Minneapolis, MN Member No.: 2 |
Changelog: -Fixed Fruit of Death in Tower Wars (Undead was bugged, Healing was bugged, Image was bugged, amount "out" was bugged, HP growth was bugged) -Reduced cap for creeps to 150 down from 300 (Tower Wars) -Creep cap in tower wars now affects you (your area is checked) when sending as well (this is really a bug fix) -Major performance improvement for Flamethrower (DEF) Tower -Increased base income in Tower Wars -Decreased minimum income time to 6 seconds from 7.5 (Tower Wars) -When you upgrade a tower that has been cloned, you lose a clone of that type (currently only selling counts) -You can't clone a tower under construction anymore -Fixed all the scoreboard errors in Race Type -Fountain (NW) and Factory (EF) towers nerfed to 90% increase, Deceit (DL) tower nerfed to 60 second duration
Attached File(s)
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| Forum: Past & Present Versions · Post Preview: #22374 · Replies: 0 · Views: 1,684 |
| Posted on: Dec 19 2011, 01:24 PM | |
![]() Chief Developer Group: Administrators Posts: 3,340 Joined: 8-June 07 From: Minneapolis, MN Member No.: 2 |
This is an interesting topic. Once upon a time a guru named Cisz proposed 400% support (with a different tower balance model). Let's look at it another way; The assumption is that triple supports are fine. 3 elements get you 10%, 6 get you 30% for triple. 4 elements get you 30%, 6 get you 120% for dual. The triple offers three duals, none of which can be support. That is variety in damage. The dual offers nothing else. It would take 2 more elements, for a total of 8, for the dual to have the same damage options as the triple. That means 2 elements is roughly worth 90%. That could be a bit high. Discuss. |
| Forum: Obsolete · Post Preview: #22373 · Replies: 5 · Views: 269 |
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Lo-Fi Version | Time is now: 7th February 2012 - 02:04 PM |