TD Joccarens TD Alpha tests

ccsdude

New Member
Reaction score
2
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.
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54
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 [email protected] 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.
Reaction score
63
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
Reaction score
2
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.
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54
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.
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54
Updated. If creeps still find a way behind towers, tell me where and I will attempt to fix it.
 

Raizn

New Member
Reaction score
2
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.
Reaction score
63
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
Reaction score
6
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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