Dead-Inside
TB Staff
Registered: Jun 2002
Location: Sverige! Sweden!
Posts: 789 |
ChrydGod, this is a SIMPLE TD tutorial, we are making it as simple as possible. I did one using one variable. Anyways, the tut:
Part 2:
We left of when we had made the peasant build only Scout Tower and set his settings as they should be.
Now, let's make the Level 1 to 3 units and the towers, cannon and arrow.
First level should be Ghouls. Go select the Ghouls (under undead-units) in your unit editor. Now set the following valvues:
- Name = Level 1
- Health base = 100
- Movement speed base = 500
- Bounty award base = 10
- Number of sides = 0
- Sides per dice = 0
For Level 2 I thought we would use some nice Knights. Edit the knight as above but add 100 hp. (Making it 200 base hp - Don't forget to name it Level 2).
Now, Level 3 should consist of Abdominations. Still, use the same template as above but change the hp to 300 and change the name to Level 3.
So, let's add a castle. Go to the human castle and edit the name to "Workers Home". Remove all abilites and upgrades.
Now let's edit the towers. First, edit the Scout Tower to cost 10 and a buildtime of 1 (Remove the foodlimit and any wood cost).
Now let us fix the towers that are actually going to fire at the enemy. First, we got the Guard Tower, basic attacking tower here are the stats you should set it to:
- Gold cost = 20
- Lumber cost = 0
- Build time = 10
- Requierments = Remove the Lumber mill
- Attack Range = 1000
- Projectile Art = Flaming Arrow (Just look it up in the list - It makes it look better)
- Damage base = 35
- Numbers per dice and Sides per dice = 0
- Abilities = Remove the Magic Sentry, it isn't needed for this map.
- Acquisition Range = 1000 (This goes with the attack range)
- Extended Tooltip = "Your basic Guard Tower. Shoots flaming arrows. |n|n|cffffcc00Attacks land and air units.|r" <-- Just copy.
Done with Guard Tower. Now, let's edit the Cannon Tower:
(Don't mind the second attack)
- Gold cost = 45
- Lumber cost = 0
- Build time = 15
- Requierments = Remove the Workshop
- Damage base = 120
- Numbers per dice and Sides per dice = 0
- Abilities = Remove the Magic Sentry and Blight, they aren't needed for this map.
- Acquisition Range = 1000 (This goes with the attack range)
- Extended Tooltip = "Your splashing tower. Gives great effect and good damage |n|n|cffffcc00Attacks land units.|r" <-- Just copy.
Okay, now let's edit how many players the map should have. Press Senario/Player Properties. Make player 1 to 4 controlled by User. Make player 5 controlled by the computer. Allthought this has no real usage in the map itself, set player 1 to 4:s race to humans and set the computer, player 5, to undead.
Good. Not let's put all this into action. Put one castle for player red on the spawn 1 path, on a place where you see fit.
Then set it on the same place or equal place for blue at spawn 2. Then teal at spawn 3 and lastly purple at spawn 4.
Style your terrain as you wish. It is always good to try styling it some, it gives a better feel to those who are going to play.
Style your terrain as you wish. It is always good to try styling it some, it gives a better feel to those who are going to play.
So, let's go into the trigger section of the mapping part again. Now we are going to move in to the map itself, not the visuals. Remove the trigger found in the Map Initialization folder.
Make a new trigger in the same folder, name it Map Initialization.
-------------------------------
-Event-
Map Initialization
-Condition-
-Action-
Set player 1 (red) gold to 60 [Player - Set property] <-- same for all.
Set player 2 (blue) gold to 60
Set player 3 (teal) gold to 60
Set player 4 (purple) gold to 60
-------------------------------
Above trigger will make all players get 60 gold. You could give more gold to someone. You could also do this -Action- instead:
Set All Player gold to 60
This will automaticly give all players (thus including the computer, but it doesn't matter) 60 gold eatch.
We should do some lives. We are going to make this map based on a leaderboard, this is the nicest thing when counting lives.
The whole idea is that when an enemy unit enters the end region, it will deduct a life. When you have 0 lives, the game is over and you lose. You win by making it to the last level and finnishing it.
So, anyway, on to the leaderboard creation, this can be somewhat hard to understand for some. First we will need an integer variable. In the trigger editor there is an X located in your menu. Click it to open your variable editor. For this tutorial you will not need to know how this works. Make a new variable, choose "Integer" from the list. Name the variable Lives and set the initial valvue to 10 (click the text "none" lighted red and type in 10).
On to making use of our variable;
Create a trigger in a new folder, name them whatever you wish, then do:
-------------------------------
-Event-
Map Initialization
-Condition-
-Action-
Create a leaderboard for (Enemies of player 5 (yellow)) titled |put in a name you want| [Leaderboard - Create]
Add player 5 (yellow) to (last created leaderboard) with labels Lives using valvue Lives [Leaderboard - Add player]
Show (last created leaderboard) [Leaderboard - Show/Hide]
-------------------------------
Now, to the whole deduct lives thing, it should look something like this:
-------------------------------
-Event-
A unit enters region end
-Condition-
(Owner of (triggering unit)) Equal to player 5 (yellow) [Player Comparsion]
-Action-
Remove (triggering unit) from the game. [Unit - Remove]
Set Lives = -1 |Lives is the variable we made, for the -1, just type -1 in the valvue field| [Set Variable]
-------------------------------
Goody, now we have lives working. So if a unit owned by player 5 enters the end region, the goal of where they walk, you lose a life. Now let's make a lose trigger before we move on to levels.
-------------------------------
-Event-
A units enters end [Unit - Unit enters region]
-Condition-
Lives equal to 0 [Integer Comparsion]
-Actions-
Defeat (Enemies of player 5 (yellow)) with the message: |whatever you want| [Game - Defeat]
-------------------------------
There. This will conclude the whole "lives" situation, including lose triggers. So what's next? Well.. I was thinking levels should do it.
This is usualy done by variables, but since we suck at this, right, we are going to do it very simple. Something like this:
-------------------------------
-Event-
Elapsed game time is 30.00 seconds [Time - Time elapsed]
-Condition-
-Action-
Create 10 Level 1 for player 5 (yellow) at Spawn 1 facing default build facing degrees [Unit - Create]
Create 10 Level 1 for player 5 (yellow) at Spawn 2 facing default build facing degrees [Unit - Create]
Create 10 Level 1 for player 5 (yellow) at Spawn 3 facing default build facing degrees [Unit - Create]
Create 10 Level 1 for player 5 (yellow) at Spawn 4 facing default build facing degrees [Unit - Create]
Pick every unit in Spawn 1 and do order picked units to move to 1 1 [Unit group - Pick every unit in unit group and do | Unit group - Issue order targeting a point]
Pick every unit in Spawn 2 and do order picked units to move to 2 1 [Unit group - Pick every unit in unit group and do | Unit group - Issue order targeting a point]
Pick every unit in Spawn 3 and do order picked units to move to 3 1 [Unit group - Pick every unit in unit group and do | Unit group - Issue order targeting a point]
Pick every unit in Spawn 4 and do order picked units to move to 4 1 [Unit group - Pick every unit in unit group and do | Unit group - Issue order targeting a point]
-------------------------------
This will spawn Level 1, 10 of them. Then make them move to the first waypoint. The triggers for the rest of the waypoints are done.
Now, we should make level 2. Name a new trigger Level 2, and then add this action to the Level 1 trigger we made a second ago:
-Action-
Wait 30 seconds [Wait]
Run Level 2 (Ignoring Conditions) [Trigger run - Ignoring Conditions]
Good job. Now, make level two exactly the same way, but spawn Level 2 instead of Level 1 units. Also add the part above but change it to Run Level 3. For level 3 we will do exactly the same, but remove the Wair and Trigger run.
Add this part instead:
-Action-
Wait 35 seconds [Wait]
Victory all players [Game - Victory]
Congratulations! You have made your persumed First TD Map! It is now ready to go testing. This is the simplest way to make a TD, even thought it does not have any perticular special stuff that is making it different from the others, it is still YOUR TD :). To make more advanced TD maps, an add-on is coming.
Look out for "How to make Your TD more Advanced", coming soon.
- The End -
Greets from Johan | Dead-Inside
__________________
Project/s for the moment: STFU Arena
Triggers - 15%
Spells&Items - 0%
Terrain - 98%
Doodads - 95%
There is a reason for everything - Dead-Inside
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