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Everything posted by Karawasa
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Yup, that is a bug. Thank you for reporting.
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Great work. See if you can do anything with either of these! mazing366pointhardrandom.SC2Replay mazing260pointsnormal.SC2Replay
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This will prove yet another release with a twist. I have implemented REMATCHES that are automatic! Changelog: -Implemented an automatic rematch feature!! -Extended initial countdown timer to 45/75/120 seconds up from 30/45/60 seconds (Mazing) -Improved pathing marker for blue's area (Mazing) -Improved pathing marker for green's area (Mazing) -Minor tweaks to various marker alignments (Mazing) -Fixed issue with Fruits (Rematch) -Attempted fixes for "tower displacement" and "creep breaking through" (Mazing)
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This is going to be a very interesting release. Please note that I have chopped off Tower Wars and I will be including it in a separate map. Also note that mazing has now been added! Changelog: -Added in MAZING mode -Split Tower Wars into a separate map -Changed Ray/Grenade Towers into "support" classification to prevent them from being buffed -Fixed Fruit Boss (Level 61) images from having other abilities at incorrect times -Buffed Magnify Tower (DF) to 160 damage up from 140 -Nerfed Quark Tower (EL) to 18 damage down from 20 -Buffed Vapor Tower (FW) to 10/5 damage up from 8/4 -Buffed Radius Tower (DFL) to 180 damage up from 150 -Fixed autocast on Annihilation Tower (DLN) -Fixed multiboard issues in Race Mode -Replaced +1 life super weapon with +7.5% base income weapon (Tower Wars) -Replaced -1 life super weapon with +30% base income weapon (Tower Wars) -Fixed error where Essence not given upon unlocking all 6 elements (Tower Wars)
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Thank you for reporting this. I will look into it.
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The lack of activity is sad indeed. Thank you for posting this list though. I will nerf Quark and buff Vapor. The Ray/Grenade is already done for next version. Hopefully Mazing will breathe some life back into things.
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element td 4.3 VE mode Multiplayer 561 ronalds killed
Karawasa replied to vlanze's topic in StarCraft 2
What version of Element Tower Defense? -
Any updates regarding this? I am very interested in having a custom UI.
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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?
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Interesting idea. I'll see.
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Yes, that would be easy to do.
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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 .
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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!
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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)
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There is none...this is SC2! Get it automatically on BNET.
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Good point about the rock. Trickery will be trickier to use . There will be an algorithm that prevents blocking so in the worst case you just lose the clone. 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.
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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!
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I am strongly considering splitting the map into two versions; Element Tower Defense Element Tower Wars Thoughts?
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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?
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Anyone test the current super weapons? Interested in cost analysis.
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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.
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Roger that.
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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)
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There is no way to detect the host . But, it is impossible to start a game without the top person present. So it seemed like a good workaround.