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shortest N' Longest gameplay in a TD
less than 10 min
10 - 20 min
20 - 30 min
30 - 40 min
40 - 50 min
60 - 90 min
90 - 120 min
more than 120 min
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chemo
a.k.a. m[n]m.THIR13N

Registered: Apr 2003
Location: Underground, far away from sunlight..
Posts: 171

TD - how long would it be =??

hi im makin this TD... and I would like to know how short TD could be, and still be fun ? and how long a TD could be and not gettin bored....

any ideas ?

well give a vote in the poll, and write me some suggestion

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Current Project: ADMINMOD 1.2
Triggers: 30 %
Terrain: U dont need terrain when ure making a MOD

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New Post 29-06-2003 22:24 PM
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Download
Nightblade

Registered: Apr 2003
Location: Netherlands
Posts: 108

Depends on the TD. Games like wintermaul and zoator TD get boring in 5 minutes. If you can do more things than just build bigger towers and fight stronger monsters, I can play for hours.

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New Post 29-06-2003 23:28 PM
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Hivemind
Paladin

Registered: Jan 2003
Location: Hiveworld
Posts: 141

Agreed. In our TD games tend to go long. 45 min or so. Well, for the ones who live that is. We havent had any complants on game length.

We think this is mainly because the strategy has to be changed as the game progresses. The things you do in the early game wont work in the mid or late game. Mid game is different than the late game. So you have to on your toes the whole time.

Also keeping the player buisy helps. Pay attention to your actions as you play. If you spend too much time sitting and watching it will get boring. If the game moves too fast you wont have time to do what you need to.

A good way to balance the time is make a little slower at the start. New player need to get aquainted and its nice to be able to set up a little before things get crazy. Then speed up the required action from the player as the game progresses.

A few mistakes we see ppl make in TD's -

Mobs in spawn areas should be invulnerable or they are sitting ducks.

Building in the path of a mob is abusable due to AI bugs.

Dont have too many units controled by one player slot as this causes the units to pause.

Keep the number of orders issued from triggers low. This will cause more lag than anything elce. Do anything you can to keep this number down.

Lots of towers is cool. Good balance is better. Dont make more towers than you can balance. (aka: Wintermaul)

Keep the number of towers down. Either give the ability to sell them whan outdated of have them upgradable.

Give the player room to build. Too many TD's have large towers and small areas to build.

Balance it so there arnt too many units in the game at once. Make stronger units but less of them. This helps with both graphic lag and memory useage.

Dont use large mob model sizes. This will cause lower end systems to lag.

Keep the damage and heath low. High heath units causes lag.

Have some way to deal with stuck units. This causes game delays and makes the game boring.

Back the camera up. Most TD's have 0 micro. So why have the camera so close you have to scroll to build your 3rd tower.

There are 10,000 TD's that are almost identical. Change the game structure not just the tower/mob types. Be creative. Nobody wants to try a new TD and find its another clone with a shiny new paintjob.

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New Post 30-06-2003 00:55 AM
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chemo
a.k.a. m[n]m.THIR13N

Registered: Apr 2003
Location: Underground, far away from sunlight..
Posts: 171

I am almost done with triggerin....

this poll i set so the host of the game can set, if he wants to play at "time" or "rounds" + i got some difficulti select...


i got 4 differents workers with each of their speciality.... got plenty of towers.... all upgrade able ( 3 upgrades )

in the start of the game u have to select a "area effect"
like freeze, earthquake etc. this effect will be launched every 15 sec of the game time.... and it will freeze or make some earth quakes around in ur area, so if u build a maze, u could be lucky to get some stucked for a while

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Current Project: ADMINMOD 1.2
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New Post 30-06-2003 01:03 AM
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DolphinOnCrack
Dwarf

Registered: Jun 2003
Location: Virginia
Posts: 37

As long as your TD does NOT end in "Maul" It'll be fine. There are WAY too many Wintermaul Clones, And it gets very old

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New Post 30-06-2003 03:38 AM
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Raptor--
Warrior

Registered: May 2003
Location: Ontario, Canada
Posts: 60

i personally find TDs boring... i agree with


Depends on the TD. Games like wintermaul and zoator TD get boring in 5 minutes. If you can do more things than just build bigger towers and fight stronger monsters, I can play for hours.



personally i don't think theres REALLY a time-frame that you MUST make it in, just as long as the map continues to be interesting it can go on longer -- if you can keep things fresh and new for 2 hours, go for it i say

i'm kinda tired of cookie cutter maps though

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New Post 30-06-2003 03:42 AM
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chemo
a.k.a. m[n]m.THIR13N

Registered: Apr 2003
Location: Underground, far away from sunlight..
Posts: 171

first of all, i use this poll to set how many rounds/time u can play in my map....

the host select the gamelenght as well the difficulti....

the fun thing in my TD, is u can get small extra's....

extra's is items which appears when ur hero kill a creep...

the extra's is a kind of a hidden way... the can confer, that u will get more gold, or give some nice weather effect on ur area...

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Current Project: ADMINMOD 1.2
Triggers: 30 %
Terrain: U dont need terrain when ure making a MOD

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New Post 30-06-2003 05:17 AM
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zotax
Owner of the 6th Freedom

Registered: Jan 2003
Location: New Zealand
Posts: 160

I dont know what you were saying about not building in the way of mobs hivemind, one of the best things about td's like that is building a great AI abusing maze.
Also chemo with your heroes, are they being worked in zoatar style, where they sit in thier own area and fight creeps for gold, or do they actually participate in killing the monsters?
If your doing it zoatar, then imo you should keep the creep

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New Post 30-06-2003 15:41 PM
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chemo
a.k.a. m[n]m.THIR13N

Registered: Apr 2003
Location: Underground, far away from sunlight..
Posts: 171

about the heros, yes, its kinda zoator style, but u only get 1 creep per level to fight - and if ur hero dies to a creep, will have to defeat more creeps like this:

basic creeps(10) + players equal to playing( 1-8 ) + the current level ( 1 -? )


if ur hero dosnt die it would be:

basic creeps(10) + players equal to playing( 1-8 )

------------------------------------------------------------------

btw there is 4 different races to chose from, and each race have 4 heros to chose from, so there more heros to chose from, and it would not be like zoator, cause every1 just choose the Far seer

any more questions ?

well submit to the this topic

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Current Project: ADMINMOD 1.2
Triggers: 30 %
Terrain: U dont need terrain when ure making a MOD

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New Post 30-06-2003 22:43 PM
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Vexorian
Blood Mage

Registered: Apr 2003
Location: Outlands
Posts: 82

If your map is fun make it as long as possible.
If your map isn't fun stop working on it.

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New Post 01-07-2003 00:04 AM
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