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jolin012

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Everything posted by jolin012

  1. Ok, time for a new mode idea. I could have made a shorter post, but I believe many of these things would be asked about so, I prefered making it a long post... that's a sort of tradition of my mode posts still there might be questions ofc. if you read only the first 3 paragraphs, that explain the general idea, you may still comment upon that part I had an idea that is actually pretty simple, make an eletd mode where it's possible to maze. I guess everybody has had that idea since it's not really anything new, many td's out there have it. Anyway, for a long time I ignored the idea since it'd be impossible to have eletd with the possibility to maze with your towers. it makes your defense too strong in the endgame and makes balance too different from the regular game. also some strategies, juggling, would be too effective, you could clump any creeps. and we can't remove selling, that's an important part of eletd. so - how about this, instead of maze-ability by placing towers, a mazeability by allowing the player to decide where his path, and where his buildable hills should be? this is an example of how a custom maze could look compared to the original. This offres for different strategies, that stack well with different builds. some that have both fast and slow areas, some that have 3passes, some that go well with radius, some that have the ultimate 1100range longpass for early strong bosses. anything is possible there would be a couple of rules. you can't remove the random/etreme sign areas, and not the elemental trophys area. and not the hills on the sides. creeps have to start, stop spawning at the portals. maybe in a later version portals would be able to be moved as well. each hill has to be at least 2 towersizes wide both vertically and horizontally, plus 2 towersize of "cliffs" on the sides. (one tower size on each side). the edges of the map count as hills, and thus you can build path next to it. just like the current maze looks. the path has to be 2 towersizes wide too. Remember that we use pathing blockers, and NOT checkpoints, so having crossroads will make the creeps use it as a shortcut. How the player will do to create his maze: at the start of the game if mode is selected, all players are given X(eg 5) minutes , or until all players have confirmed that his/her maze is finished. During this time, there is no interest and no SW spellbringer regeneration, (or if easier, the spellbringer doesn't show up yet). all hills are lowered, so that the ground is flat. and paths are removed. I have also heard that it's possible to remove dodads ingame. The players will construct their map my selecting checkpoints aka corners (represented by perhaps scout towers or sentry wards) for their creeps's path. (the creeps don't follow checkpoints, but this is probably the easiest way to construct the maze. The first checkpoint is already placed, since it is mandatory. The player will place more checkpoint to finish his maze and connect it to the last checkpoint, which is also mandatory. The player can build checkpoints with his builder (this ability is where the waygate button usually is, if SW is on, then the camera ability is added after mazing is finished). Every placed checkpoint has 3 abilities. "connect to existing checkpoint" that connects a path between that checkpoint and another checkpoint (with <2 connections) on the same x- or y-axis. "connect to new checkpoint" pops up all possible x and y axis locations as units. (scout towers or wards or w/e. same as checkpoints but smaller? w/e). one of these may be selected with the ability "keep" that removes all other possible scout towers, and turns the selected one into a real checkpoint. "remove checkpoint" removes the checkpoint and all of it's paths connected. I am not exactly sure about rules for mazing... how close to each other should checkpoints be allowed to be? how wide must ledges be at least? may there be cliffs that are so thin, that there is no buildable hill? should everything be allowed? it would be possible to make so that 700 and 900 ranged towers could attack for a very long time, but this only works for singleplayer. The real problem is probably only radius tower. this tower deas more damage the bigger the area is that it covers. and if infinite amount of corners is allowed, this tower can have 100% coverage at a 1100 range. this makes the tower deal probably up to 5 times the damage it currently can - and is not affected by rushing, so can be used in multiplayer. such a defense would look something like this: So probably there would have to be a rule against either too many checkpoints, or checkpoints too close to each other. maybe checkpoints within X range of each other any not connect. and maybe unconnected checkpoints may not be within Y range of each other when the maze is finished. Anyway, I've waited with solving all these details until I know if the idea is aliked at all don't wanna work on something that sucks anyway, when the player decides his maze is finished it has to have connected the start to the end. If all players finished their mazes the game starts. if all didn't finish their mazes within X (eg 5) minutes, the game starts anyway, and unfinished players get to use the original maze. The game knowss where all corners are, by the checkpoints you have placed, and since it also knows how they turn, the game will easily place pathing blockers, to make creeps walk in the middle of the path. eg. anti-clockwise turns from a horizontal to a vertical path will add pathing blockers from where the checkpoint is in diagonal directions, upright and lower left, to connect to the closest cliffs. The game does not have to check if the map can be walked because every checkpoint has to connect to exactly 2 other checkpoints. except for start and end that have to connect exactly to one other checkpoint. when mazing is done Scout towers are removed, and every piece of land that is NOT path will raise ground and become buildable. adding hills is possible immolatusburn told me, however, cliffs can not be added, so, in this mode it's looks something like the problem we had in, was it beta 21? no sharp edges. and I dunno bout doodads.. also dunno about areas with water and such, what will happen. if the game lowers all terrain once and hten lowers back, for all areas, before the mazing starts, maybe dodads and water dissappear automaticly? I dunno. maybe mappers know
  2. hehe, funny, that before I clicked the "todays active topics, I went into this subforum, and found every topic to have the unread posts icon. I thought it was the new forums that had failed me again, but this time, it was that all were just bumped and ya, time to reconsider. I have been thinking about this idea, and it should not be that hard. what needs to be done though is I know nothing about the coding bit of how to make no creeps spawn but instead spawn when called by players. It should be really easy to summon creeps by having one summoning structure, that has 10 buttons for summon creep (each one for a different creep) and one button for next 10 creep, and one button for previous 10 creeps. the next and previous buttons are simply abilities that changes all the abilities of the building. (preferably that than having it upgrade/downgrade the building, cause that would ruin if the summoning structure is bind to a hotkey. Balance.. this was a long time ago and I need to look into it to figure again if it's balanced, and how big part of a player's moey should come from sending resp. killing units. would there be a cap of how you wanna send your units? will players be allowed to see the defence of the one they're sending at?
  3. drafted=unbanned=selected=picked. just like you did
  4. jolin012

    A few questions.

    1. Yes, play on a higher difficulty OR play the extreme mode. extreme mode removes all the 30 seconds or all 3 seconds in a very hard game. 2. It depends(but you didn't want that answer ). here's the deal, you want all your damage towers in the place that you have your support (slowing, armor reduction, voodoo, polar) so this makes it worth more to have all at the same place. but, some towers work well at certain locations, so you might have to keep them away from each other here's where we get in trouble. some towers belong to the longpass and some to the 2pass. but if you play area 4 and 5 you have both a longpass and a 2pass at nearly the same location. with supporters at area 4 too, you have a very solid defence, and this is what most of the pros often do. 3. Yes. you need to vary the damagetype of your damage towers (damage towers are the non-support towers) there are special tricks on how to make it near perfect with only 2 or 3 damage types, read the guide. I have posted a sort of guide on that here: and in the mid-lategame you need to add support towers to your defense. this includes boosters trickery smith and well that you mentioned, but also slowers, armor reducers, voodoo and polar.
  5. edited the post to add a link to the damage type guide which is rather relevant since this is rather hard to do, unless you go for electricity+trickery+radius.
  6. gold towers have relatively low damage. by damage i don't mean damage per attack. I mean total damage it can output per wave . it has very low attackspeed and hits a single target, compared to many other towers. If you wanna beat them with the build you use, maybe this helps. Your towers: Triples: Radius (damage tower - darkness) Oblivion (damage tower - darkness) Voodoo (support tower) Nova (support tower) Duals: Trickery (support tower) Magic (damage tower - darkness) Disease (damage tower - darkness) Electricity (damage tower - fire) Life (damage tower - nature) Flame (damage tower - fire) In general, it is good to leave support triples out until you reach mid-/lategame, so, don't build the nova tower or the voodoo tower until maybe sometime after wave 40-45 even if you have the elements for them. The trickery tower can be put it play as soon as you have a group of about <5 towers with a together value of >3500 (these numbers are made up, they are just guidelines, no exact rule to follow). Trickery 3 should be created as soon as you have it's elements. this tower boosts by 200%, just like blacksmith tower, but by summoning clones cloning. Early on, you will need to use one of the damage triples to fight with, oblivion or radius. They are both darkness damage and thus go well with fire damage (why does fire and earth stack better with darkness than nature light and water does? read the elemental damage type guide: https://forums.eletd.com/index.php?s=&s...post&p=7435 or at least the first part of that post). I suggest you go for oblivion since radius is a very complicated tower to play. and oblivion can hunt down elemental bosses. try to upgrade as soon as possible into the oblivion level 2 tower, the necromancy tower. you will have nothing to protect you against light waves very well, but you can build a couple of eternal (life level 2) towers. and an early on necromancy can beat the level 37 light mechanical wave. since oblivion is strong versus bosses, you will not leak them many laps if you summon the level 3 darkness and light elemental early. you can if you want summon them already at wave 35 and 40. you may leak them one lap but you have eternal towers to give you lives back if they get last-hits. As soon as your trickery level 3 is up, you will be safe for some time. next mission is to add 2 new elements, fire level 1 and fire level 2. the voodoo tower level 2 is worth building if you understand how it works, and work your drakes to make good use of the voodoo. nova tower level 2 you can build one in the middle of the map(area 5) or one at area 7 and area 1 (referring to how your numpad looks). you will need to build additional necromancy towers but also you will need towers of other elements. Electricity level 2 towers are worth building since I suggest your last element would be fire (for electricity and magic level 3). upgrade electricities to level 3. remember to build new trickery level 3 towers: at least one eidolon per 4 other towers (nova/voodoo not included). more electricity and more trickery. To summarise: elements to pick: LDN LDN LD FFF or in other words L D N L2 D2 N2 L3 D3 F1 F2 F3 Towers to build: first Oblivion then Trickery then Life last Electrcicty Hope this works for you, if it does not, tell me where your problematics are ongoing =) Radius can be played instead of oblivion. this is hard vs bosses since you'll have to use something different, and radius is not easy, but it is better because it can max electricity faster. here is an example replay of it https://forums.eletd.com/index.php?act=atta...post&id=806 but this one was during a contest where some towers were banned, so it's not perfect, and would be played better without interest rate increased.
  7. you did correct so far in voting for bans (well, the dual isn't really a vote, the dual is a direct ban.
  8. jolin012

    Team Mode

    I definitely believe he was trying to make an opinion from what he read in this thread. he just needs to explain what he means a bit more. there is nothing wrong in bumping this thread imo, it is still open for new ideas and twists, or just opinions.
  9. jolin012

    Team Mode

    max players in element td is 8 players. also I don't really understand what point you are trying to make...
  10. we're talking about northrend, where the bot is running already hopefully azeroth and lordaeron will react the same way or better
  11. I must admit, I had never properly tested this mode
  12. thanks for replays. only watched the 2nd one so far. at least I didn't see that bug before in the 2nd replay. for those not seen the rep what happens is: undead unit not moving.. missed though if it was before or after revive. anyway after a couple mins it started moving.
  13. but is replaced as soon as played again ofcourse.
  14. nono, there are no rules against stalling, just that it would probably be slightly less impressive but if you have a replay, do post it
  15. replay or it didn't happen. it is good, but there are many ways to play in singleplayer. someof the ways are really lame, aka stalling, which would make it really easy. So without a replay you fail to impress me
  16. sigh... it doesn't matter that much, besides, holepercent might give you a better order for elemental picks if you post faster. we've been waiting for quite a long time now soyamilks, m45t3r and 13est and growing impatient
  17. you can use micro to catch leaks yes. if you're on the right isde of 5 especially. but what I meant was that it is untrue that you shouldn't play it if you don't wanna micro.
  18. and the lower levels have to be weak not to give 5eel/6ele too much say.
  19. the micro sucks anyway, you can only add maybe 25% max by that. it works well on the longpasses. but the usage and understanding is rather complex. maybe i should write a guide about it...
  20. nah, silverlight is the same as flash in having no rightclick. but clicking A is fine by me. oh - btw, silverlight has something that wc3 doesn't, it should be possible to hold A, right? so the holding A would make leftclick mean attack, maybe even a cursor change into a sword or an arrow, if it's possible making it attack the unit instead of targetting the unit for info just like shift is for building multiple of the same tower.. right? I am excited about the screen things too. the minimap, seems clickable. does arrow keys work too to move map around? can I drag the mouse to the corners of the screen (or beyond the corners) to also scroll over the area? one of these is enough, more would be awesome
  21. until we have a beta, keep those screenshots coming they are appreciated. Really sorry that I have to hand in some negative critiques, but I'd have to be honest since this is serious business -.- *I don't Like the sharp edges of the cliffs. The shadows show that they are cliffs but I still don't like those sharp edges. *I don't like the ground being some type of steel plating or w/e it is. *I do like the look of cannon tower, but the arrow tower looks erm, laser-ish, it could maybe be the base for a laser tower instead. *glad to here that this is just the beginning I like the multi board and that it seems to be removable. I can't see though what those original eletd symbols mean little more coming maybe now i gotta go
  22. Your calculation is a bit wrong with fanatics. it's total speed is 352% of base, not 252%. the bonus is 252% but the base has to be added too, but you know that but just forgot to add it with fanatics so instead: Atom: 15 000 x 3/0.66 = 67 500 DPS Fanatic: 22 500 x 3.52/1.5 = 52 800 DPS the dps is not very different. though in terms of bang per buck it is strongly recommended to use t3 duals over t2 triples if you have access to them, but all builds don't, especially not early on. remember that it has to be stronger if it should be a worthy option to spend your 11th ele in a 3322 build on a third tier 3, for a 3332 build. it would be possible to instead make a 33221 build and thus has to make up for one possible extra 15% sup dual and 2 possible extra 7% sup triples: a 31% boost or other possible 5ele/6ele builds.
  23. jolin012

    Trying LFWN

    maybe an easier way to pick would be $ WFNL FNWL WN... try that if the impulse opening is too problematic, but I think you can do it! just keep up those water arrows to cover for your early game weakness to fire waves! Oh and BTW - if you don't want that interest that you suggested in OP, then you can remove that to make place for another tier 3 element (giving you tier 3 non support tower duals for lategame) or a pure essence they should all work.
  24. jolin012

    Trying LFWN

    yes, Ctrl+Number can help you keep your towers together but that is not required - I wouldn't even do that myself. The important micromanagement that you should do is as Cisz sais - keep the impulses firing at furthest target possible, Right-clicking with your mouse at the unit furthest away from the impulse towers, yes, you may use several impulse towers here, use them as a group and make them attack the same creep but make sure that the impulses are not very far (more than say 500 range) away from each other, so that they share the same "furthest away target" and thus making your group manual attack effective. When creeps are all close up, walking around area V - click your tidal towers and use the splash ability when all enemy units are within 700range. Then back to impulse towers. between waves you can manually summon a tornado and place it at the middle of area 5 where it slows a good area And Nova tower I doubt you will need more than one of. a good picking order would be maybe: $ WFN FNW WN LL. impulse towers should take care of the bosses - just remember to upgrade it to velocity between wave 35 and 40 With this element order, i'm warning you, wave 35 (dark healing wolves) will be tough. Too bad you can't view the replay, but instead you can go record your own and show us how you own
  25. Ah - balance. I like that you think about balance, and do this report - it's good for us to look into it again, cause we do care about balance, even though it doesn't seem like you think we did a good job maybe we didn't. But I doubt that you are right at all points. Disease has to have greater damage than the average since it doesn't stack. each corpse can only be exploded once, meaning you can only have maybe one or 2 of this tower. so, unless it has more damage than the average it would be a waste to have it in your build. corrosion, nova, enchantment, storm, muck, roots (also voodoo and polar that you didn't bring up) are as 13est mentioned, support towers. Support towers have lower damage than damage towers(non-support towers) but boost the rest of your defense. this means, these are more of late-game towers. if you remember the 4.0 public beta, where the 6element build with a whole lot of support towers, was the one and only best build due to so many support towers.. well it still has as many support towers almost, but they are weaker now. yes, 7% at level 1. Try opening with damage towers only, and adding support towers maybe from wave 40 and later. As for the rest of the towers that you claim to suck compared to others - do you have a replay file where you are comparing them? I believe that you still might be using them wrong cause I can't imagine we balanced that badly Roots damage stacking I probably agree with you and also corrosion since all other towers' damage stacks. dunno wether it's possible or not, but probably so since flame was possible to stack. anyway, thanks alot for reporting. looking forward to a response if you do have a replay.
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