The_Idea's Hero Defense

Grurf

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@Geoff.L: Why did you lose if it was too good? =)

Update! Did a lot on the heroes. Beta will feature 12 heroes. I am finishing the Fire Illusionist right now, what a masterpiece! Those abilities took me hours to trigger. Check my new avatar to see him (or just wait for the beta release :)).
 

Grurf

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Edit:

Seems like mems had the wrong thread, he just deleted his post. It was about a TD HD AOS hybrid.

---------------

Well, I think:

1. Do something about your english! :)
2. That the map might be too complicated, and therefore less fun to play. AFAIK there have already been loads of hybrid maps, and most of them failed (people just stopped playing them). It an interesting idea, though.
 
I

Imports615

Guest
I just played it and it was pretty cool. I beat it with Gau de "Fire" Yue or whatever his name is on easy. His spells were pretty cool. I really liked Revenge of the Sun but it took forever to recharge. Sunrays was cool too and that recharged pretty quick. By the end my damage ended up being 482-504 +80. I could never beat the boss levels though. Overall its a good game and you could release it like that and it would pass as a complete game, nobody would guess it was an alpha version. The mini games were pretty cool too.
 

Grurf

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Thanks. I will release beta soon. The beta will be very close to the final version (in terms of features).
 

UnknowVector

I come from the net ... My format, Vector.
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October First? Right on time...
Someone (Methis if your interested) hosted a beta on B-net, here goes

Probelms and Suggejstions and some Questions
- The doage master event only works half the time, the other half the guy sits there not casting.
- Tux can clone bosses? (Probelm? Mabey, but its odd)
- Firey Oil is lame and useless, meele hits air anyway, so ethier take it out, make it dropable, or leave it in as a noob-trap.
- Fire guy skin is good (and i recognise it from that other map (forgot name) Ra Sunchild i think.)
- You made turtle ulti. look less cool! :(.
- You took out Massacer right? When will that be fixed and rdy?
- The claw mages Map-Wide-Slow makes its raw data name (Custom_n016) display as a text message about 10 times whenever its cast.
- Tell people what stacks and doesn't (mabey?) the Orb and Horn dont stack i know that much.
- In Alphas when it came to Doage Master it said "Doage Master set to: Stampead". Where you planing on haveing blizzard infernal rain and such to?
 

Grurf

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Well, I played with Methis till the 30th wave, we were right about to finish it, and then my comp crashed (how lame). There are indeed a lot of weird bugs, they are caused by the new heroes (especially the Fire Illusionist) and by my sleepiness :p. Will try to have a fixed version within an hour.

Comments:

-Yes, when I played it it didn't work twice, it's weird. He has some sort of order conflict. I'm trying to fix it.
-Ok then, will take it out or let him only summon a single boss.
-Just inserted a greater firey oil (which also has problems btw). The Firey Oil is not that useless, but it isn't of much use either. If I'd make it droppable, you could give it to ranged casters, but as it's now, it blocks a slot of your inv. I think I'll disable and maybe remove it.
-Thanks, I worked the most on that guy.
-Less cool in what way? Please tell me!
-Slaughter caused extreme lag, heroes dying without reason, items disappearing without reason, and much more. I will either rewrite it or forget about it. Don't expect it soon, though.
-A relic of my spell-debugging (pressing delete button :))
-Will put that on the list for Beta 2
-Ehm... No. That was another relic of my spell debugging. I will need to debug it again though, to see why that **** dude is not casting his spell.
 

UnknowVector

I come from the net ... My format, Vector.
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It used to be forked lighting now its a stright bar...

Mabey even have the finger of pain lightign effect bonucing between the wisps? That would look 1337.



EDIT: time to check how many attachments im useing..
 

Grurf

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Forked lightning? Ehm... As far as I know, it still looks exactly the same. What did it look like at yours, like the picture attached? Please describe it. The change I made is simple: I used dummy units before, but now I only create the special effects. This saves a lot of cpu and memory load. If the units were cooler, I can easily restore it all, though.
 

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Sargon

New Member
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Firey Oil is useful for the flying rounds because all the units spawn on top of each other, so it theoretically splashes to every single unit in the wave.
 

UnknowVector

I come from the net ... My format, Vector.
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Get turtle ultimate in the Alpha and Beta and watch the art closely.

In the Alphas the lighting goes out from the turtle and branchs, in betas it just goes stright out from the turtle.
 

Grurf

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@Sargon: I think he mainly means the fact that it can't be dropped.

@UnknowVector: Ehm...

1: I can't see a single difference between the two versions, except that the newer version lags less.
2: Lightning? What lightning? And what do you mean with "branchs"?

Sorry, I just can't understand what you mean. Maybe the difference is caused by the lag reducing. Units take more cpu time to create than special effects, so they will not all be created at the same moment, but very short after each other. That short time becomes visible at slower comps, giving it a sort of creation effect rather than just placing the line at once. I could fake that creation time using a periodic event, in such a way that every comp (slow and fast) will see it that way. However, this will make the spell cause lag even more than it did when I used dummy units.
 

Sargon

New Member
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Every time I beat wave 10, my game crashes. I think it's the minigame. What minigame do you have set for after level 10?
 

Grurf

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You're right Sargon, it is mentioned as a known bug at the site. It is an endless loop caused by the trigger that chooses the event. I think I should bring you all a new version tomorrow, because this bug makes the map near unplayable. There are also some other bugs that have to be fixed, especially the dodgemaster event.
 

Grurf

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Update: Beta 2 is there!

New feature: A rematch system, so you can play again after winning/losing without having to reload the map!
 

Grurf

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Update, Beta 4 is here!

Features: Dodgemaster finally seems to work! Thanks to Blizzard's built-in Sleep Forever AI script.
 
S

skinny77

Guest
Very good game, man! I'm 15 too, yet I can't make maps as good as that. How long did it take you?

I spotted a quite serious bug with Tux the Penguin.
When you try and buy Fiery Oil with him, you don't get the oil, but you do get about 7000gp instantly.

Great gam though. Brill
 

Grurf

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Yes, the Firey Oil bug is not only for Tux, but for every ranged hero.

I started working on this map somewhere in July. I just played some LOTR hero defense a few times that actually was a maul without towers, two hero taverns and three shops. It was VERY VERY unbalanced (the only hero that could complete the game was Legolas, who was a female archer :p) and it crashed every 15 minutes or so. But the gameplay itself was great fun, I mean, now it wasn't about keeping your hero alive, but blocking the monsters and killing them before they reached the end. I decided that I liked the map, but that it wasn't good enough, and that I'd make my own. I started off with a terrain (that wasn't fully symmetric! :D) and designed a paladin hero with a few spells, imported some models and effects, put some neutral hostile crabs in the right down corner of the map, and saved it... =) I still have that version. I just kept working until it was all playable and made it an alpha. I tested that alpha on battle.net. Ppl liked it a lot, but thought it was incomplete and suggested lots of things. From those things, I have been selecting some that sounded very good. In those times there were two great fans: First 13-Pimp_Daddy and somewhere around alpha 15 Realist-xuereb came in. 13-Pimp_Daddy stopped coming online on bnet around alpha 22, after inviting his clanmates for a few matches, and Realist-xuereb kept testing with me till the last beta. He also invited his friends after some time, which resulted in weird but very useful games. Then the beta's came. I tested a lot less frequently, and did more on the mapping. The rematch feature was added, two cool new heroes, and the balance was totally changed. Then, after 3 beta's (beta 1 - 4, but beta 3 has never been uploaded because it had some unacceptable bugs) I decided to do a bit of polishing, fix the last bugs and release 1.00. Just at that day (sunday 30 oct, not that long ago =) maps.worldofwar.net, my favourite mapping site, was down. I decided to upload it on the world editor tutorials maps page and host it a lot DL Only on bnet. That worked, several people started hosting it and pmed me with things like: "This is great fun!". Today some guy called *censored* downloaded it and just went totally crazy about it, passed it to his friends, hosted it time after time and told me all about how great the map was =). Tuesday maps.worldwar.net was up again. I submitted my map and waited for it to be approved. Then it started. Two people after each other voted 5, then I voted 5, too ;), it got some downloads, and it worked itself to the number one in the top 20 in a few hours. Then ppl started downloading it like crazy, I was like: WOAH! 80 downloads! *Refresh* AAAAARGH!!!! 85!. And it stayed that way, it's still on the number one now =). I think you will see my map more and more on bnet in the coming time. I think I should update it to version 1.01 soon, as people want more heroes and there are some serious bugs. But I had never expected this map to grow so rapidly. Thanks to all people who helped making this map what it is right now, and what it'll be!

Oh and btw, just so you know, I was 14 until the 20th of August. The key of mapping is not being good at it, but keeping it up. Getting good will happen automatically if you just keep it up.
 
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