Does someone want to edit a TD for $?

A

Anonymous

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I found a TD I really like, but it has a couple bugs and the developer has abandoned it. I would pay someone $10 to make a few fixes and add a difficulty setting. Is anyone interested?

Map: Labirinth TD
Bugs:
Spawns attack buildings randomly at time
Spawns follow "mazed" paths for a while, then get sick of it and give up.

Enhancements:
3 difficulty settings to make the map really challanging.
 
if u are really going to pay
i am going to help u
just if it is map protected u can say bye to this project
 
Believe me, there are a lot of people on these fourms, myself included, that will happily edit a map without being paid. Can you explain what "They get sick of it and give up" means? As in, they stop moving, they go around the maze, they attack...? What do you mean by Attack buildings Spawn Randomly? For difficulty, you can create 3 versions of each monster, a easy/medium/hard copy, or you can modify them slightly, like increasing movement speed, using upgrades to increase armor, or you can give the player's upgrades to reduce the effectiveness of their towers.
Edit: Ah yes, map protection. If so, then this workload just got a lot more complex. However, if you can figure out about what the custom text says, you can redo it in GUI or whatever 'normal' triggers are called.
 
You should not be editing and rereleasing other people's maps, and especially not paying someone to do it for you.
 
Well I tried opening the map up once and messing around with it. I don't think it is protected because I had no errors like I have seen opening protected maps in the past.

I'll give a better desc of the map and its issues, althought I won't be able to send the map until I am out of work around 6 EST.

There are 8 spawn points around the edge of the map. The spawns are trying to get to the center which is a small little castle like structure. What makes this map unique is all the terrain in between has maybe hundreds of little square pillars, which are spaced out evenly (like a grid). By building one tower between two pillars you can control the path of the spawns quite easily. What I noticed was when the spawns had made it to the center (the end point) they seemed to have difficulty determining where to go in the structure. The center structure has 4 openings, and the smart move is blocking 3 with towers. The spawns should head directly for the opening but at times they seem to "pace" around the structure back and forth. When they have done this for a while sometimes they will get frustrated and attack one of the blocking towers. The pattern is very bizarre, because they don't always destroy the tower and head right in - sometimes they blow up the tower and continue pacing the structure.

The other issue of "giving up" is when you create a large maze for them to navigate. It seems they will start going heading towards the center, but if the maze is too large it looks like they will head to a spawn site on the other side of the map (not the one they came from).

I hope this makes sense.
 
If the mobs are pacing, then you probably need to force the blocking tower farther out of the entrance, so that there's no niche for mobs to get stuck in. The mobs attack when the game finally gives up trying to move into the structure, being stuck outside. Stopping movement means that the mob autoacquires the tower, and kills it. They then remain outside because there is no trigger telling them to move again. They stopped moving, attacked, and now have to be told to move again. Put in a trigger that detects when one of the computer's mobs attacks, and order it to move again. The attack is a normal part of most mazing TD's; it is innate within the game, and prevents blocking, which is normally a bad thing in a TD.
 
Those are common TD problems.

Instead of letting someone do it for you, you should look at yourself.

Usually it's a pathing problem. If the path is SOMEHOW blocked, the unit cannot traverse through it. Are enemies bigger than others not getting through? Because if you base all units off of the dog, you will have a one square pathing map that can get through pretty much any maze. If you're basing it off a Mortar Team or something large like a catapult, that might be a problem.

Really, check the regions and triggers set up. You should make sure that if any unit belonging to Neutral Hostile steps on the region, they should Move To (nothing else) the next region. Complicated, but not too hard.

Part of the problem that can be fixed is taking away all of the unit's attacks. If you're afraid of blocking, then do what I say below:

Besides the blocking issue, you'll want to do something about the sticking and not moving that occurs and has yet to be fixed in most TDs. Perhaps you can somehow make a trigger that if a unit hasn't moved in 10-20 seconds, order it to move to the center of the maze or, somehow, the nearest region. Maybe you could have several large regions indicating a portion of the maze that if the unit is inside that particular region, order it to go to the region of ordering in that particular spot.

Or for more efficiency, check and if the creep isn't in any unit groups (auto remove them from the unit group that they're supposed to be in if they haven't reached the destination in two minutes that slaps them into another unit group), automatically order them to move their arse forward. Even if they were just plain slowed with ice towers, ordering them to move to a spot only slightly ahead of them won't be much of a change. If anything, it might be a small stutter.

Entering the castle? What do you mean? You should stick a region outside the castle that automatically removes all of the entering units belonging to Neutral Hostile and takes the team's lives down by 1 for each troop, if you know what I mean.
 
Anonymous = LateraLex

I don't know the answers to your question because I don't know how the editor works, nor do I really have the time to learn it :( (busy with work). When I get home I will post up the map and if need be a Replay of the issues I am talking about with a narrative.
 
Well if you put it up I'll take a look at it :)
 
Heres the map guys... to reproduce the error the best way to see it is to capture the middle area and block off 3 of the 4 entry ways. then make a nice maze around the one opening, in later levels you should see it. I will also post a replay if you cant get it to work.
 

Attachments

  • Super Labyrinth TD 5.0~1(1)2.w3m
    110.9 KB · Views: 165
If someone wants to check this out I would be more than happy to pay some cash for a working fix.
 
I could do it, but I shun on editing other ppls works of art. Then again if it is really abandond I guess I can. If no one elce will or cant when I get the time I will take a whack at it.
 
This map has been abandoned. I tried getting in touch with the author months ago with no luck. I looked up the last map he has created, and it was dated March 2004.
 
just out of curiosity, how would u get us are money?
 
By letting us send him our credit card and bank passwords of course :D so he can 'deposit money in our account' :D
 
der to me why didnt i tihnkn of that knowing how nice and truthful people are to do what else would i have suspected?
 
you guys are nuts. its 10 bucks... and its called paypal. but seriously... who is going to work on this? im dying to play it
 
Alright I'm fixing it up for free.

Why is it a w3m? It should be w3x. Oh well--it is now.

(Note)

Man, whoever made this is one sloppy #@%&! I'm simplifying lots of actions and triggers into only several little lines of data.
 
thank you rinpun... yes its not a very well made map, but the concept is really good. in the future if it had several higher levels of difficulty, it could be a real challange to design effective mazes. thanks for helping.
 
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