TD Joccarens TD Alpha tests

ccsdude

New Member
Hey I made a winning trigger and you don't need to modify to many things... just 2 things:
the condition of the Win trigger...
from:
Trigger:
  • Level Equal to 31

to:
Trigger:
  • (Number of living UnitType units owned by Player 12 (Brown)) Equal to 0
and the final part of the Spawn trigger...
from:
Trigger:
  • Spawn
    • Events
      • Time - LevelTimer expires
    • Conditions
      • Level Equal to 30
    • Actions
      • For each (Integer A) from 1 to UnitNumber, do (Actions)
        • Loop - Actions
          • Set SpawnPoint[1] = (Center of Spawn 1 <gen>)
          • Set SpawnPoint[2] = (Center of Spawn 2 <gen>)
          • Set SpawnPoint[3] = (Center of Spawn 3 <gen>)
          • Set SpawnPoint[4] = (Center of Spawn 4 <gen>)
          • Unit - Create 1 UnitType for Player 12 (Brown) at SpawnPoint[1] facing Default building facing degrees
          • Unit - Create 1 UnitType for Player 12 (Brown) at SpawnPoint[2] facing Default building facing degrees
          • Unit - Create 1 UnitType for Player 12 (Brown) at SpawnPoint[3] facing Default building facing degrees
          • Unit - Create 1 UnitType for Player 12 (Brown) at SpawnPoint[4] facing Default building facing degrees
          • Wait 1.00 seconds
      • Wait 0.50 seconds
      • Trigger - Turn on Start Next Level <gen>

to:
Trigger:
  • Spawn
    • Events
      • Time - LevelTimer expires
    • Conditions
    • Actions
      • For each (Integer A) from 1 to UnitNumber, do (Actions)
        • Loop - Actions
          • Set SpawnPoint[1] = (Center of Spawn 1 <gen>)
          • Set SpawnPoint[2] = (Center of Spawn 2 <gen>)
          • Set SpawnPoint[3] = (Center of Spawn 3 <gen>)
          • Set SpawnPoint[4] = (Center of Spawn 4 <gen>)
          • Unit - Create 1 UnitType for Player 12 (Brown) at SpawnPoint[1] facing Default building facing degrees
          • Unit - Create 1 UnitType for Player 12 (Brown) at SpawnPoint[2] facing Default building facing degrees
          • Unit - Create 1 UnitType for Player 12 (Brown) at SpawnPoint[3] facing Default building facing degrees
          • Unit - Create 1 UnitType for Player 12 (Brown) at SpawnPoint[4] facing Default building facing degrees
          • Wait 1.00 seconds
      • Wait 0.50 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Level Equal to 30
        • Then - Actions
          • Trigger - Turn on Win <gen>
        • Else - Actions
          • Trigger - Turn on Start Next Level <gen>
By the way I have the replay of the -SMBTDM match I did if you want it let me know it's only up to lvl 27 for obvious reasons... jaja xD
 

Joccaren

You can change this now in User CP.
Version 0.90 uploaded. Updates include:
*ccsdude's Victory System
*Decrease in creeps spawned if player leaves (Test, Hopefully works)
*Region Spawn leaks removed

ccsdude, please e-mail me the replay a matthewroutley6@gmail.com and you will be added to the leaderboard. If you or anyone else wants to try to get to level 30 using -BTSMDM, here is a tip: Use spirit towers.
 

azareus

And you know it.
I don't know if it is intended, but the creeps can go behind your towers some places.
Kinda ruining the maze part.:thdown:
 

ccsdude

New Member
Hey it's me again.. jaja xD...
I noticed that the etheral units don't do what they are supposed to (go through your towers)...

But I found a way to fix it via trigger cause didn't know how on the object editor...

just add this after every create unit action on the Spawn trigger...

Trigger:
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Level Equal to 3) or (Level Equal to 29)
    • Then - Actions
      • Unit - Turn collision for (Last created unit) Off
    • Else - Actions
 

Joccaren

You can change this now in User CP.
Updating both:

Adding Pathing Blockers for the creeps behind towers thing
Using Trigger.
Also about to watch replay.

Edit: Unable to watch replay, requires 1.24 update. Will update soon.
 

Joccaren

You can change this now in User CP.
Updated. If creeps still find a way behind towers, tell me where and I will attempt to fix it.
 

Raizn

New Member
Hiho.

I just solo-tested you TD and i found a bug in the win conditions. I won the game on lvl 30 with zero lives. The last Boss took the last life. i guess that should be a lose.

I think a Boss should also take more than one live. maybe 10.
A thing i didnt like that much: Why does the ability of the ghost portal is not auto. after 5 rounds i just dont wanted to klick every CD. :/

Also interesting: A Note which Tower will attack which target. I lost a lot of lives to air rounds because i tested around which tower will maybe attack them. Arrow Towers alone will not kill them all^^

but nevertheless a nice map.

Bye Raizn
 

azareus

And you know it.
I just found another bug:
The messages about new kinds of levels like the "This is an invisible level" comes 1 level to early.
 

DKigorDK

New Member
Hey

my own opioion.

[-] The 2 start towers, havent tryed any of the other since i quite in level 10 due to boss level.
[-] I dont know if i was bad, but boss level seems abit hard.
[-] level 1-9 is way to easy
[-] flying could be a problem in the later level due to there weird flight path
[-] i never got a hint or was able to read when i get my lumber
[-] when you have a creep path like that you should be able to make creeps extremly balanced due to people cant maze on there own.
 
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