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Everything posted by CeeAy
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The game going into Race mode gets the above screenshot. Last time I actually got that mode, I didn't notice if there was still periodic income, but all status/timer screens of the main scoreboard were pretty useless. Nothing from me about the 'All Random' bit though because generally all my games end up 'All Pick' then most of the game does -random, which really confuses me.
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Got into a teamed Defense game, my teammate left and the other team had someone drop. Both got to wave 61 and after elimination it declared us BOTH victorious despite being on opposing teams.EleDef2v2 dual victory.SC2Replay
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Either my XP intimidated them or I had a solid early maze defense that wouldn't give much income so they ignored me mostly. I got massed only once, but ended up winning without being majorly offensive. The last two swarmed each other and both got eliminated while I was building more defense before sending Fruit.EleWars _win by watching_.SC2Replay
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Game options are chosen by the top person in the lobby, not the Host.
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Ran across this library addon and figured this is a good place to throw it up. Could involve things like placing a Periodic tower, getting over a certain number of points in Wave 61, winning a Race game in less than XX minutes, etc. http://www.curse.com/assets/sc2/achievement-lib
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Here is something you could do in the mean time while I figure this stuff out. Just so there is a different look to the UI: http://www.curse.com/assets/sc2/dark-protoss-ui
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For the two sections that have water in them, scripting that allows them to walk ON the water. http://www.curse.com/assets/sc2/ship-system
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Just something one of the programmer people might be able to implement to make things easier? http://www.curse.com/assets/sc2/upgrade-dialog
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Same as Creeps thread, editing to keep all my suggestions together. 5 Turrets: http://www.curse.com/assets/sc2/turret-models Xel'Naga Turret http://www.curse.com/assets/sc2/xelnaga-turret
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I'll edit this post as more suggestions pop up so keep them together. #1: Psionic Hydralisk http://www.curse.com/assets/sc2/psihydr-model #2: Nullifier http://www.curse.com/assets/sc2/nullifier/460379 #3: Reaver http://www.curse.com/assets/sc2/sentry-reaver-max #4: Bog Beast (Would make a good Nature boss) http://www.curse.com/assets/sc2/bog-beast #5: Old Carrier http://www.curse.com/assets/sc2/carrier-old #6: Sarah Kerrigan Ghost http://www.curse.com/assets/sc2/sarah-kerrigan-ghost #7: Worgen Marine http://www.curse.com/assets/sc2/worgen-marine #8: Dark Protoss units http://www.sc2mapster.com/assets/dark-protoss/ #9: Hybrid Hydralisk and Zergling http://www.sc2mapster.com/assets/hybrid-zerg/
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I'm assuming I can work in my own empty custom map and export the pieces. It shouldn't be that hard since it looks like a combination of PHP/XML/CSS type stuff.
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Might have been discussed at one point, but what about making them Energy based from the Builder? You can adjust energy pool based on the player's level and set the spells/abilities to consume such instead of minerals.
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I *MIGHT* take a stab at this. No promises, so don't hold your breath. Just something I read on SC2Mapster about custom layouts. http://www.sc2mapster.com/media/attachment...out_Example.PNG
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Got in a general game that I figured was going to end up in Defense. To my surprise it got voted Wars; which come to find out a few people were not too happy about. EleTD _ Sad Pandas.SC2Replay
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Cloaking creeps? Similar to Fast/Mech, they use their ability every few seconds for a bit. Can be just as devastating as Mech types if they can't even be hurt by AoE, but at that point I'd change the suggestion to having Cloaking be a random ability added to a wave of creeps on top of what they can already do. Something like every 13 waves so it only occurs 4 times in a game and never ends up being a boss wave.
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So in your opinion, doing a six element run for a Periodic tower build is against the spirit of the game come wave 36. We start out neutral with the option to get a devastating neutral tower halfway through. I was just suggesting filling out the in-between. Make them innately weaker so they do less AND suffer from the creep's damage reduction. So while 'normalized' damage is being dealt, more towers are needed to do what an elemental build can.
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Yufina demonstrated how the clone tower doesn't make clones anywhere in its radius.EleTD _ Clone Bug.SC2Replay
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Yufina and I against two random people. I admit it wasn't fair to start, but when crazy refused to help his teammate, it was just overkill. Me: FWN for Celerity w/ Fountain Yufina: DFE for misc. towers + Forge We ended at ~350 points each at the end. Could have been better had I done a build that was more for Fruit. EleTD _ Classic 2v2.SC2Replay
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Purple player in Wars 1v1 (might affect larger games?) cannot select target.
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I'm on wave 35 now (post screenshot) and the status bar still says Wave 0 / Interest 0.
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I was wondering why my build with that tower was losing constantly all of a sudden. Never could figure out why.
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I'm hoping the super weapons is what helped pull through and not just massing the highly leveled fruit against him. I ended up weaving Increase Creep Defense / Speed Creeps Up / Slow Opponents Towers / Heal Creeps constantly during the last bit just to try and help them get past his whole maze. EleTWars _ Win via Super Spells.SC2Replay
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I see a really strong strategy being to swap mazes right at the start with your teammate so you both are always getting some income throughout a game. Might be a good one to do with a Vet teamed with a new player, so they won't get too easily overwhelmed. Also, how would it be figured (say 4v4) if a player drops? It would be an odd amount of creeps to split among the remaining 3 people and if it ends up being 4v1, that last person is getting 4x the creeps as usual?
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Look for 'Element Tower Defense 2'. Currently on page 4, but #4 if you go into the Tower Defense category.
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Stand-off of doom. Sorry for any systems that cry on this replay from the lag.TowerWars_standoff.SC2Replay