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Karawasa

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Everything posted by Karawasa

  1. You can now edit your posts. Also, would it be possible to make damage amplification configurable? Level one it does double damage, level two it does quad?
  2. I've a possible controversial idea. What if, they stun ALL your towers, for like a second. A wave on Very Hard would be 30 seconds of stun time total, provided you didn't kill a creep within a second of killing another.
  3. I'd like to see the first three you posted (after my request) changed to reflect the old light. I don't like the website or version in the corners. The image is too small for them to really be noticed, and they detract from it. Besides, the website will be much more prominent in the loadscreen (it was modified), so that should take care of it.
  4. Karawasa

    Nature Sig

    Yes, they are all good enough. No, I don't have a good picture of Earth .
  5. I agree with Psyco about light, it looked fine here:
  6. Why don't we just remove the extra pathways? When you think about it, level 1 duals and triples have only ONE upgrade path. Why should level 2/3 duals and triples have two upgrade paths? I say we keep it simple, it makes sense intuitively. It solves the problem, and saves me time.
  7. I like the original text style (Element TD), I think we should stick with it. Following that, I would like to see three versions (all based off the latest one): -Element TD Survivor -Element TD Beta (replacing survivor) -Element TD Final (replacing survivor) All three will come in handy at some point. Perhaps it would be nice to add some special effect to the text, make it glow or something, would make differentiating fake from real versions even easier.
  8. The main reason for this proposition, was for it to go along with Berserk. If we do keep Berserk, there is no reason why it should be a triple, and Impetus a dual. Unfortunately, a better idea hasn't surfaced yet. Alright. Allow me to elaborate: Time Warp + Impetus: When Time Warp triggers, it moves the unit back to where it was when it got hit by the triggering attack. Impetus does damage based on how far the projectile travels. Time Warp + Rupture: Rupture does damage based on distance traveled, and speeds up the creep. With Time Warp, you get to do the damage, and have the creep warp back. Essentially freebie damage. Rupture + Impetus: Speeds up the creep, making the projectile travel farther. That won't happen, you won't let it . With a little imagination, I'm sure we could brainstorm reasonable towers for the duals you had issues about in Cisz's distribution. As for an alternative distribution, I worked with Cisz on the distribution he posted (for instance, the incinerate idea on Flamethrower). As a result, I'm tagging along on that one.
  9. I'm sure Cisz will weigh in with his take on your distribution. In the meantime, here is what I see: -Impetus should be a triple It is a strong and complex ability -Berserk should be a dual It is a basic ability, doesn't seem fitting for triple -Undead tower? Axed! -Leaning toward Rupture as a triple If we even keep Rupture...it synergies well with Impetus...and Impetus synergies well with Time Warp...and Time Warp synergies well with Rupture...With that in mind, it is good that Rupture and Impetus share two elements, perhaps Time Warp should share two elements with either Rupture or Impetus.. Worrying about what the tower model/effect/name will be should be a secondary concern. The primary concern should be how the distributions work in terms of the ideas for each tower. What combinations are present, how will each build play?
  10. Karawasa

    Nature Sig

    I agree with jolin012.
  11. Karawasa

    Public Beta

    A lot of these are obsolete with the host being able to do them... In regards to balance, I wouldn't discount yourself from beta testing so fast. You have a good understanding of the game, I'm sure you would be good at pointing out balance concerns by simply playing the betas.
  12. I like Chak's idea, could that be implemented, in a modified fashion? Rather than it being somewhere in random AoE around tower, it would be somewhere in random AoE around selected point, by attacking a point somewhere (artillery attack). Also, I would like the AoE damage and the speed of comet spawning to be based on the attack damage and speed of the tower (we would set the tower's physical attack to no targets). That way, damage and speed bonuses can apply to the comments.
  13. I have made a tentative decision here, and I think it is the best of both worlds. GG Client has already provided both the rooms and the forum post. To offer them nothing would be dishonorable, as I did agree to associate with them. However, what they offered came with a large delay (one month past when it should have been), and to be honest isn't that much. What angers me, is that they promised me in-client advertisement, and they provided it for less than a day (and then acted like they were doing me a huge favor). Because of this, and the point that MrChak brought up, I will not be putting their logo in the loading screen. That kind of advertisement surely outweighs what they have done for Element TD. What I will do, is keep them in the affiliates section of the website, and I will also keep the information on the Element TD rooms on the download page.
  14. Karawasa

    Sprout TD

    Those pictures confirmed my belief that this game is not worth my time.
  15. Very interesting idea, but it certainly doesn't sound easy to make. I think the tweaked extreme mode should provide more than enough challenge once you try it in Beta2 .
  16. The success of Chaos mode . Good point MrChak, instead of this: For each (Integer A) from 0 to 59, do (Actions) Loop - Actions Set Random_Spawn = (Random integer number between 0 and 59) Set Temp_Spawn = Spawns[(Integer A)] Set Spawns[(Integer A)] = Spawns[Random_Spawn] Set Spawns[Random_Spawn] = Temp_Spawn I will do this: For each (Integer A) from 5 to 59, do (Actions) Loop - Actions Set Random_Spawn = (Random integer number between 5 and 59) Set Temp_Spawn = Spawns[(Integer A)] Set Spawns[(Integer A)] = Spawns[Random_Spawn] Set Spawns[Random_Spawn] = Temp_Spawn Back on-topic though, in my distribution I reduced the number of hard sequences from 14 to 12 (so no extras). Looking forward to sequence/distributions from other people .
  17. I don't think we want to have a tower that encourages massing. None of the other support towers really encourage massing, just proper placement and use.
  18. Karawasa

    Nature Sig

    That looks cool, it would be nice to have one for each of the 6 elements .
  19. I was able to quickly create the randomization in Chaos mode, thanks to Intro CS. We learned Java in the class, and one assignment required us to randomize a list. Here is the code, I'm sure you can see what I am talking about: For each (Integer A) from 0 to 59, do (Actions) Loop - Actions Set Random_Spawn = (Random integer number between 0 and 59) Set Temp_Spawn = Spawns[(Integer A)] Set Spawns[(Integer A)] = Spawns[Random_Spawn] Set Spawns[Random_Spawn] = Temp_Spawn
  20. Have you wondered how a certain aspect or ability in the game works? Here you can present your question, and I will explain to you the answer.
  21. Karawasa

    Challenge #6

    And so it begins...
  22. Most likely. Thee idea of using no starting mana to control berserk tower is good.
  23. Karawasa

    Sprout TD

    Alright, "crap," was too harsh for the map. It is a lot better than a lot of other maps, but I still did not like it. As for the forums, they are most certainly dead.
  24. Cisz is close to finishing his take on this. I'm looking forward to comparing both distributions, and seeing what can be done. That is not to say that this thread is limited to MrChak and Cisz only, do not feel intimidated by this thread! Your opinion is welcome, if not a new distribution, then a critique of one!
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