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Everything posted by Karawasa
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Fixed. Let me know if I'm right. Thoughts on new skins?
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I'm happy to announce three new skins for our forums. I'd love for you guys to check them out and let me know what you think! They are; "Hot Lava" "IP.Board 3" "Deviant" I also did a minor update to "Black Pearl" in which I replaced the logo with the default one.
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I posted in that thread just now because honestly I'm not too sure about the current Oblivion concept. Let's see which one wins!
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https://forums.eletd.com/Oblivion-Tower-t2096.html Similar?
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The pictures illustrate the point so perfectly!
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This is listed here for discussion. Tower ability wishlist is just that, a wishlist. I don't like the idea of variable damage, that's one too many factors for the player to consider. If we must prevent double hit, then restricting the angle is the way to go in my opinion.
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I pruned all inactive users as part of the SC2 transition. I apologize. Welcome back!
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Better eat those veggies instead!
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Chances are it will be a ST slot.
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A point brought up in IRC is that in the WC3 version there were a lot of duplicate (Magic and Hail for example) towers. This contributed to "lack of variety amongst builds" that we are looking to smite now. The SC2 version has seen the removal of duplicates. I wonder how much of an impact this will have on the need for a new distribution.
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Huge Update. Check it out!Towers.SC2Map
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I've talked with two different and knowledgeable people. The conclusion is that it is not possible to raise/lower cliffs. Thus, it is unfortunately impossible to do this.
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We have a few different modes in development (Tower Wars, Team, Hero, Mini-Game). Even without them, we have a fair amount of modes as it is. What does this mean? It means the dialog menu at the start will get too long, or may already be so. Thus, we need to cleverly design this menu so that it can be as short as possible. One step is to lump together things that are mutually exclusive yet go together. Another is to order menus such that mutually exclusive things cancel each other. Think about what modes can be mixed, and what modes can't or shouldn't. I'd also like to introduce the idea of entering modes by text. Something like -VHARCM = Very Hard, All-Random, Chaos Mode. With all of these ideas in mind; Current Dialog 1. Host Select, Player Vote, Enter Selection 2. Difficulty (VE, E, N, H, VH) 3. Element Randomness (AP, AR, SR, DP) 4. Creep Randomness (CM) 5. Duration (SM, XSM) 6. Additional? Yes, go 7. No, stop. 7. Race (RM) 8. Extreme (EX) Expanded Dialog 1. Host Select, Player Vote, Enter Selection 2. Difficulty (VE, E, N, H, VH) 3. Element Randomness (AP, AR, SR, DP) 4. Creep Randomness (CM) 5. Duration (SM, XSM) 6. Additional? Yes, go 7. No, stop. 7. Tower Wars (TW), Hero (HM), Team (TM.), Mini-Game (MG) 8. Race (RM). If Tower Wars/Mini-Game, skip. 9. Extreme (EX). If Tower Wars/Mini-Game, skip. Update #1.
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Can't wait to finally see what you come up with .
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This is probably one of the most game changing modes possible. I'd like to hear from a coder on the viability of this. To break down the tl;dr version: After dialogs, there would be a terrain crafting phase. You basically would be given a unit that can either raise or lower cliffs. There would be some time limit. You could mark yourself as done beforehand too. To prevent abuse, another creep would spawn and run to the end. If it doesn't make it, your maze is invalid. If you marked it done, it would be unmarked and you could fix it. If the timer expired, then you're stuck with the default. If you pass the pathing test, then that is your maze for the game!
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Allow me to defend the variable bounty. Saying it just makes lower difficulties harder is quite a simplification. The bounty is determined by an exponential function. Thus, the difference in gold is felt more and more as the game progresses. It doesn't really become significant until mid game at the earliest. So, this isn't just about nerfing the difficulties. It's about nerfing their mid to late game, which is when they usually amass a million gold. I hope the difference is now clear. As stated in a bunch of places, the problem of mixed difficulty is not present early to mid game. By the way, proposed countdown time for SC2 is; VE - 15, E - 12, N - 9, H - 6, VH - 3 As you can see I made things a little more fast paced. Update! Taking into account Cisz's great idea of variable timers; Level 1-20 = 15/12/9/6/3 Level 21-40 = 20/16/12/8/4 Level 41-60 = 25/20/15/10/5 Thoughts?
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I don't like that idea %. The reason is that it involves something outside of the game (pregame screen). I'm curious to hear your analysis of what I put forth.
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Nice idea Severon, that ought to make for an interesting twist. Keep the ideas coming!
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Don't go about it in this way. For now, just identify models we can put into the pool. Assigning models and names to towers will come later.
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I'd be interested in hearing ideas regarding this.
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1. But don't let that stop you from brainstorming more. A great idea can always replace a good one.
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Thank you for the enthusiasm! I am glad to hear that you have enjoyed this game. I hope the SC2 version brings you as much, if not more, enjoyment. It is only recently that the team involved in direct development has been settled. We have made some progress but there is quite a bit to go still. There should be something playable by mid to late September. Be forewarned though, I am not the best when it comes to deadlines . Once Blizzard opens up cross region play, I will probably take you up on that offer to beta test.