Ryoko TD 2.0 - Another Beta test

Excellent.

Now all we have to worry about, excluding the heroes, are the towers… Shall we replace them by structures, or shall we forget this issue?
 
Sneak preview of the new mini game.

The platforms blink, then drop under water. If your unit is on it, you die.
 

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Originally posted by SD_Ryoko
Sneak preview of the new mini game.

The platforms blink, then drop under water. If your unit is on it, you die.

*Emits a terrifying, excruciatingly loud scream*

This feels strangely familiar; This is far from the first time I'm staggered and dumbfounded by artistic talent… Your knowledge concerning triggers seemingly knows no limits, although the complexity of the triggers does have a limit.

Yet, there are also a few things in your level which would be, if I was the author of your map, needles in my eyes. Mainly the unrealistic towers, the peculiar terrain, and the unprofessional unit names.
 
The model is a custom elevator destructable, by a freind on wc3campaigns. He has a couple bugs to fix yet.

I made a custom pathing map, to allow the platforms to be adjacent. A square causes large gaps. (10x12 in tga format)

The trigger is a custom script. It randomly picks a platform. Then uses local variables to make it blink, then set the elevator height, kill the unit, and bring the platform height back up.

An array keeps track of the status of the platforms, so it doesn't pick the same one twice.

Originally posted by Mind

Yet, there are also a few things in your level which would be, if I was the author of your map, needles in my eyes. Mainly the unrealistic towers, the peculiar terrain, and the unprofessional unit names.

I love the unrealistic towers. Terrian and names? I've got this partner to help me with that ;)

I swapped out the barrens doodads with the sunken ruins doodads. I had to make the custom ones like I did before, to place them near cliffs and whatnot. It looks great in my opinion.

I'll send you a map / or screenshot later tonight.
 
Terrian and names? I've got this partner to help me with that

Unfortunatly, I can't majorly modify the terrain of your map…
Until you allow me to remove the terrain and start anew. Heh.
 
Well remember, the terrain for this type of map is mostly 'functional'. Its a style map that needs to be basic and symetrical for gameplay.

As opposed to a cinematic or campaign map, where vast detail goes into how everything looks. From the arrangment, to colors and contrast.

That doesn't mean it needs to be ugly though. I'll send you the copy - maybe you'll like the new terrain.

Maybe now we have grass and natural terrain, we should change the cliff tile. But I am undecided; not many of the cliff tiles look right.
 
Mind -

Although the towers are unorthodox, they are completely necessary. Why? A few reasons :

- Eye candy is very important for tower defense maps. Buildings get old. Fast.

- Buildings are boring and unoriginal. There are only so many options concerning buildings so eventually - with the ambitious idea of seperate races - they willl start to become repetitive.

- For the sake of identifying the map in a clearly flooded playing field, there needs to be something to set it apart from others.
 
There are certainly plently of tower models:
-The "Dalaran Guard Tower" model
-The "Earth-Fury Tower" model
-The "Sky-Fury Tower" model
-The "Death Tower" model
-The "Energy Tower" model
-The "Flame Tower" model
-The "Cold Tower model
-The "Boulder Tower" model
-The "Guard Tower" model
-The "Arcane Tower" model
-The "Watch Tower" model

And, of course, some other structure models might fit.

Fortunately, it's completely unnecessary - and even undesirable - that there are too many towers.

Too many possibilities makes each possibility look uninteresting.
 
you are wrong Mind... Ryoko tower looks a bit unrealistic but it makes game more fun

realisem is not all
 
This was not an offense in any way; This was a helpful hint. I'm trying to assist Ryoko with his map.

The fact that his Tower Defense is of unique and amusing does not mean that its towers are realistic and accurate.

The towers are not abominable at all, but they could improve slightly.
 
Some updates.

1. I feel we are close to a release of this map.

2. The new 'Platform Peril' is hot and running! The platforms drop faster and faster as peeps try to stay alive. After a custom model, pathing map, and working around an infinite loop, this game has great test success. (Thanks Conan and others)

3. Difficulty for first 10 levels has been decreased. This should make other races easier to work with.

4. Death magics bigest problem I can see, is that it is the only race where a siege weapon is not readily available, and its difficult to tech to it and not lose lives. I am undecided what to do about this. If anyone familiar with the death has an intelligent suggestion for this and where to put it, I'm listening.
 
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