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Posted: 10 Aug 2007, 07:17
by smoth
ok, notes so i do not forget...
map:
no wider then 4x4
place a 2x2 median in the water. yay me mapping hell.
replace water with bumpy ground
be sure to make the buildings not build on rough ground.
Units:
script,
be sure to use effects for muzzle flash
after all turrets are scripted back up
currently on rl3 effect
eating breakfast.
effects:

r
3:brown dirt pillar with red fire
Posted: 10 Aug 2007, 09:48
by GravitySpec
smoth wrote:ok, notes so i do not forget...
...
eat breakfast.
Can't forget that... don't make me run over there. You know how I hate the heat...

Posted: 10 Aug 2007, 10:00
by smoth
wah, wah, wah get back to work code monkey!
I don't see any "code monkey go to steve's place and get owned in ac4

"
Posted: 10 Aug 2007, 12:00
by Pendrokar
smoth wrote:
Units:
script,
be sure to use effects for muzzle flash
after all turrets are scripted back up
effects:
Well now it looks like flame thrower turrets make some poisonous gas!
Posted: 10 Aug 2007, 12:24
by smoth
Posted: 10 Aug 2007, 12:27
by Comp1337
Smoth, i absolutly LOVE your models. Those turrets should be used in other mods as well
Posted: 10 Aug 2007, 12:38
by AF
Would anyone mind if I used the lua and those turrets to create a Zone control mod?
Posted: 10 Aug 2007, 12:55
by smoth
I don't mind. tell me what ones you need af.
Posted: 10 Aug 2007, 12:58
by AF
Ideally the all of them
Posted: 10 Aug 2007, 13:01
by smoth
sure, the tesla is gnomes, so ask him to use that one. Otherwise, yeah you can use the turrets i made. give me a bit to do the effects and weapons though then you can just grab that for you mod as well.
another update.. look, gnome's trucks... hundreds of them! Also, NONE OF THEM CAN HAS CHEESEBURGER! I killed them all and it was delicious cake!

Posted: 10 Aug 2007, 13:01
by imbaczek
video is pretty much canned win.
Posted: 10 Aug 2007, 13:42
by 1v0ry_k1ng
what is tower defence/how does it work?
Posted: 10 Aug 2007, 14:37
by thel0stcat
The video looks great.
But it really would be a good idea to have some form of reclaiming tower.
Could it be scripted that wreckage disappears before the next wave somehow?
So that there is actually time for the reclaiming.
Posted: 10 Aug 2007, 14:45
by Sleksa
1v0ry_k1ng wrote:what is tower defence/how does it work?
the idea of tower defence is that you have waves of creeps that will try to reach the end of the maze, and your job is to protect the end of the maze by killing the creeps, if the creeps reach the end of the maze you lose a life out of the maximum of 10/20/40/50/100/etcetcetc, when the life goes to 0 you lose.
the only way to get resources is by killing the enemies that will give you a small income per kill.
or you could have a multiplayer td where you both try to last as long as possible , and the one who loses his lives first loses.
OR you could have a multiplayer where you spawn units to the other guy's lane whilst trying to defend your lane from the creeps he spawns to your lane.
Posted: 10 Aug 2007, 14:47
by hunterw
i look forward to this
wc3's was a fun distraction
Posted: 10 Aug 2007, 14:56
by Pendrokar
Sleksa wrote:
OR you could have a multiplayer where you spawn units to the other guy's lane whilst trying to defend your lane from the creeps he spawns to your lane.
Well I was thinking about this in W3 but a player who can spawn creeps wouldn't be balanced. (Though I just thought of it and how would it be if the Creep player only sees what towers are attacking by just seeing shots)
Posted: 10 Aug 2007, 15:13
by Sleksa
Pendokar:
i think you misunderstood my words by thinking there are 2 kinds of players, one that spawns units and one who builds towers.
instead what i meant i that there are 2 or more players, and each player has the ability to BOTH spawn units AND build towers (think linetowerwars from wc3)
Posted: 10 Aug 2007, 15:38
by Pendrokar
Sleksa wrote:Pendokar:
i think you misunderstood my words by thinking there are 2 kinds of players, one that spawns units and one who builds towers.
instead what i meant i that there are 2 or more players, and each player has the ability to BOTH spawn units AND build towers (think linetowerwars from wc3)
Oh now I get it! Thats something different and same fun for both!
Posted: 10 Aug 2007, 15:52
by Pxtl
Lots of puzzle-games are based on that principle - effectively single-player, but success in your own game makes your adversaries' games harder.
For example, there's the Puzzle Bobble approach - combos or other huge-successes on your side automatically spawn probelms for your adversary. Alternately, there's the old Java game, Wormhole. In that game, you had to grab pick-ups (in addition to surviving the mayhem in your own space) and throw them into the enemy wormholes, where they would spawn as enemies in their game.
Stuff like that is cool. Mixing it in with a normal, computer-generated creep level also helps keep it from being too boring for the victors.
Posted: 10 Aug 2007, 20:05
by GravitySpec
smoth wrote:wah, wah, wah get back to work code monkey!
I don't see any "code monkey go to steve's place and get owned in ac4

"
You will have to venture to my ice temple to challenge me at AC4... you know I hate teh heat... I'll melt. Oh, and I managed to complete that Icebreaker mission... neh neh...
imbaczek wrote:video is pretty much canned win.
Quoted for truth + (infinity x infinity)...