Zaraf
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Cowardice TD
I am recruiting one (or maybe more) people who are interested in designing towers and abilities for Cowardice TD.
Cowardice TD is a very unique TD experience whose original concept was designed by myself. Im_On_56k has joined my team as the main JASS/vJASS trigger guru, and I have two more guys who are providing some minor help with some tasks.
What is Cowardice TD all about and what makes it so unique?
Unlike almost all other TDs, in Cowardice TD, your builder is NOT immune from the creeps. In fact, the creeps CHASE after your builder! The objective is to build towers, and then lure or "kite" the creeps near your towers. Your builder is also a hero who gains exp and levels, and learns new defensive skills to help you survive. Since your builder can't attack, you must rely on the towers to kill and provide the exp. The skill factor becomes apparent when you can't be too close to the creeps, because they will kill you...but stay too far away, and you will miss out on exp, and also lose "aggro". You can build a bunker in which to hide your builder when things get too rough, but be warned, your builder receives no exp while inside of the bunker, and cannot leave the bunker until there are no creeps remaining on your field.
You are able to choose one of 12 builders. You first choose a type (Str, Agi or Int) and then choose an Element (Earth, Fire, Air, or Water)...or if you feel adventurous, pick a random category for either, or even both! Each builder will have some unique skills in its arsenal to stay alive!
Wood randomly spawns in random places in your area, and you have a few seconds to grab it before it disappears! Wood is used to purchase certain advanced upgrade and special items. Speaking of items, you are able to build an item shop which sells various items for you to take advantage of. You can also build an armory in which you can change your builder's armor type, to maximize your defense against the creep's particular attack type for the level you are on.
A full custom design has been made of the armor type vs. weapon type table, and it includes custom icons (from WoW). Like some other TDs, armor and weapon types are a key component to the TD, and must be managed in order to help you survive.
Probably the most unique feature of Cowardice TD is that there is no single path for the creeps to follow. The player's area is designed so that there are MULTIPLE possible paths. I have already implemented numerous balanced paths into the map, and depending on the pathing mode chosen, the creeps move differently. Currently, we have 3 pathing modes available: Simple, Normal and Chaos.
-In Simple mode, one path is randomly chosen and used for the whole game. This pathing mode is the one that is most similar to normal TDs.
-In Normal mode, a random path is chosen every round, and all of the creeps walk along that path. This provides some excitement, as you never know which way the creeps might move next!
-In Chaos mode, every CREEP picks a random path and walks it! Now you have creeps walking all over the place, and you have to avoid them! Personally, my favorite mode
There are MANY more features planned and even implemented already, but they are just too many to mention here...plus, I like to keep some things as a surprise for the actual release
We currently stand at the terrain being complete, and the core triggers mostly done as well. Creeps, towers and abilities are all that remain for the core of the map, and then there are a bunch of extra things we are planning on adding. I am responsible for the overall management of the entire project, and designing the creeps for now. Im_On_56k is currently doing a superb job in the trigger department...helping me to achieve things for the map I never thought possible.
This is a very serious project, and we are working as fast as we can to complete it! We need some serious people to help us out to help bring this map to completion even faster!
So we are looking for people who are very creative and have unique ideas for towers and abilities. This map will be made to be high quality, and the towers must reflect that same level of quality! We expect towers on the level of Element TD's towers, in terms of uniqueness and creativity.
People with previous experience in making TDs are preferred, but if you're a TD fan who has always wanted to design your own TD just because of all the cool tower ideas you have, then THIS IS YOUR CHANCE!
If you are interested, please post here in this thread, and also send me a message on any of these chat program contacts:
AIM: ZarafFaraz
MSN: [email protected]
ICQ: 24523150
Yahoo: [email protected]
Xfire: ZarafFaraz
I look forward to seeing the creative juices flow in this community
Progress Report as of June 14, 2008
The following things are left to finish in the map:
- 5 basic tech trees have been completed and balanced in a spreadsheet, and now require object editor input and such
- More towers for the Advanced Elemental tech trees. I'm going to look through some of the suggestions here and see if I can use any of them
- Need to add more builder abilities....still lacking in those
- Fixing some various bugs and improvements on the current systems (something Im_On_56k will do when he gets back...soon I hope)
- From the theoretical balancing, and doing some fine tune balancing via play testing
So it's not too much left really...so I'm hoping to finish it all within this next month, since then I have my wedding....and I know the project is going to standstill if I'm gone for a few weeks.
Progress Report as of April 1, 2009
Well, things didn't go as planned, and my after my wedding and work load increasing, plus my main guy dropping out, I just wouldn't be able to complete it on my own. Especially since without knowing Jass/vJass myself, I wouldn't be able to put together all of the code that was already in place.
However, now I've got more time and I'm motivated to finish this map. I'm looking for a person who is able to help in the Jass/vJass department.
Here is my estimate of where the map stands:
Terrain: 100%
Concept: 100%
Object Editor (Units/Items): 60%
Skills: 70%
Triggers (GUI/Jass/vJass): 70%
As you can see, most of the components are complete, and it's more of a putting everything together and making it work.
I am recruiting one (or maybe more) people who are interested in designing towers and abilities for Cowardice TD.
Cowardice TD is a very unique TD experience whose original concept was designed by myself. Im_On_56k has joined my team as the main JASS/vJASS trigger guru, and I have two more guys who are providing some minor help with some tasks.
What is Cowardice TD all about and what makes it so unique?
Unlike almost all other TDs, in Cowardice TD, your builder is NOT immune from the creeps. In fact, the creeps CHASE after your builder! The objective is to build towers, and then lure or "kite" the creeps near your towers. Your builder is also a hero who gains exp and levels, and learns new defensive skills to help you survive. Since your builder can't attack, you must rely on the towers to kill and provide the exp. The skill factor becomes apparent when you can't be too close to the creeps, because they will kill you...but stay too far away, and you will miss out on exp, and also lose "aggro". You can build a bunker in which to hide your builder when things get too rough, but be warned, your builder receives no exp while inside of the bunker, and cannot leave the bunker until there are no creeps remaining on your field.
You are able to choose one of 12 builders. You first choose a type (Str, Agi or Int) and then choose an Element (Earth, Fire, Air, or Water)...or if you feel adventurous, pick a random category for either, or even both! Each builder will have some unique skills in its arsenal to stay alive!
Wood randomly spawns in random places in your area, and you have a few seconds to grab it before it disappears! Wood is used to purchase certain advanced upgrade and special items. Speaking of items, you are able to build an item shop which sells various items for you to take advantage of. You can also build an armory in which you can change your builder's armor type, to maximize your defense against the creep's particular attack type for the level you are on.
A full custom design has been made of the armor type vs. weapon type table, and it includes custom icons (from WoW). Like some other TDs, armor and weapon types are a key component to the TD, and must be managed in order to help you survive.
Probably the most unique feature of Cowardice TD is that there is no single path for the creeps to follow. The player's area is designed so that there are MULTIPLE possible paths. I have already implemented numerous balanced paths into the map, and depending on the pathing mode chosen, the creeps move differently. Currently, we have 3 pathing modes available: Simple, Normal and Chaos.
-In Simple mode, one path is randomly chosen and used for the whole game. This pathing mode is the one that is most similar to normal TDs.
-In Normal mode, a random path is chosen every round, and all of the creeps walk along that path. This provides some excitement, as you never know which way the creeps might move next!
-In Chaos mode, every CREEP picks a random path and walks it! Now you have creeps walking all over the place, and you have to avoid them! Personally, my favorite mode
There are MANY more features planned and even implemented already, but they are just too many to mention here...plus, I like to keep some things as a surprise for the actual release
We currently stand at the terrain being complete, and the core triggers mostly done as well. Creeps, towers and abilities are all that remain for the core of the map, and then there are a bunch of extra things we are planning on adding. I am responsible for the overall management of the entire project, and designing the creeps for now. Im_On_56k is currently doing a superb job in the trigger department...helping me to achieve things for the map I never thought possible.
This is a very serious project, and we are working as fast as we can to complete it! We need some serious people to help us out to help bring this map to completion even faster!
So we are looking for people who are very creative and have unique ideas for towers and abilities. This map will be made to be high quality, and the towers must reflect that same level of quality! We expect towers on the level of Element TD's towers, in terms of uniqueness and creativity.
People with previous experience in making TDs are preferred, but if you're a TD fan who has always wanted to design your own TD just because of all the cool tower ideas you have, then THIS IS YOUR CHANCE!
If you are interested, please post here in this thread, and also send me a message on any of these chat program contacts:
AIM: ZarafFaraz
MSN: [email protected]
ICQ: 24523150
Yahoo: [email protected]
Xfire: ZarafFaraz
I look forward to seeing the creative juices flow in this community
Progress Report as of June 14, 2008
The following things are left to finish in the map:
- 5 basic tech trees have been completed and balanced in a spreadsheet, and now require object editor input and such
- More towers for the Advanced Elemental tech trees. I'm going to look through some of the suggestions here and see if I can use any of them
- Need to add more builder abilities....still lacking in those
- Fixing some various bugs and improvements on the current systems (something Im_On_56k will do when he gets back...soon I hope)
- From the theoretical balancing, and doing some fine tune balancing via play testing
So it's not too much left really...so I'm hoping to finish it all within this next month, since then I have my wedding....and I know the project is going to standstill if I'm gone for a few weeks.
Progress Report as of April 1, 2009
Well, things didn't go as planned, and my after my wedding and work load increasing, plus my main guy dropping out, I just wouldn't be able to complete it on my own. Especially since without knowing Jass/vJass myself, I wouldn't be able to put together all of the code that was already in place.
However, now I've got more time and I'm motivated to finish this map. I'm looking for a person who is able to help in the Jass/vJass department.
Here is my estimate of where the map stands:
Terrain: 100%
Concept: 100%
Object Editor (Units/Items): 60%
Skills: 70%
Triggers (GUI/Jass/vJass): 70%
As you can see, most of the components are complete, and it's more of a putting everything together and making it work.