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Darimus

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Ok someone actually has to START the TERRAIN for the MAP... after they make some terrain, post what you made, and then some1 else d/l it and add units, then post it, then i might adds triggers, etc... lets get this off the ground, and going smoothly... or is this just not gonna happen?

If one person can make a moderatly large map, 20+ people can make a GIGANTIC map in quite a short amount of time...
 

Darimus

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I have been using triggers since RoC came out... First thing I did was open the world editor instead of run war 3 :p

but as I said... less discussion, more WORK... we need terrain or units before the trigger people can get to work
 

tassadar920

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Well im good at terrain so i guess ill start the terrain stuff:

At school right now, i'll do it when i get home around 3:30-4

Anyways, herse an overview of what im going to do with it:

size 156x156, tileset is black citadel.
there are 6 upper bases, and 1 grey base. Adding variables too. Making triggers that explain what kind of triggers we need and crap. (i suck at trigs.... well not really but i suck at td triggers)
Well I redid the unit system, gonna base it on the system used by 'tower wars'
So here it is:
Your builder has 9 types of towers, at the beginning of the game only 2 are available. Here they are:
the TB is your Tower builider unit, every 5 levels he upgrades to the next type of TB

Archer tower - lvl 3 reqs lvl 2 TB Air only, long range, fast, low damage
Cannon tower - lvl 3 reqs lvl 2 TB Ground only, short range, slow, high damage
Machine Gun tower - reqs lvl 2 tb, lvl 3 reqs lvl 3 tb, Ground/Air, short range, very fast, low damage
Basic Tower - reqs lvl 2 tb, lvl 3 reqs lvl 3 tb, Ground/Air, medium range, medium speed, medium damage
Bird tower - reqs lvl 3 tb, lvl 3 reqs lvl 4 tb, air only, large range, medium speed, low damage
Bomb tower - reqs lvl 3 tb, lvl 3 reqs lvl 4 tb, ground only, very small range, medium speed, high damage

more l8r
Missile tower - Req lvl 2 TB
 

IceDevil9

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Nice goin' Tass, I can make units and stuff too, but I'm still not too good at making levels be harder, I always make em' too weak, i can do towers tho, sure.

Not until Wednesday because I'm at home now, and no War3 xcept at G-ma's, and I'm not allowed there on Sunday,Monday, and Tuesday..

Very weird situation.

-Frank :cool:
 

IceDevil9

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I know that very well, but I prefer editing units because it allows of rmore custimaztion then just triggers.

I know about Handicaps and what-have-you, but liek I said before, editing each unit manually allows more customization, and I do't mind doing it either.

Besides Darimas, I know how to work triggers very well, that's not the issues, I just meant hit point/armor wise, and what types of armor and stuff like that.

-Frank :cool:
 

tassadar920

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Ok well i just started on some terrain, looking nice but Ill need another night to work more on it.

Anyways, unit wise lets not use too many triggers to set things up with them just making them is better.

On the map stuff, the terrain looks a lil different than what i had originally planned.

More like... this:
----|
----|----* for each person, they can only build in the vertical lines and at the * the rest is water to make it harder for players.

greys base stayed the same, so anyways, I was bored and I decided to put together a list of enemies. (Units are in comparison to a lvl % gain of about 20% + .5 armor and about 10-50% mana per level)

And guess what.. I got this great idea, what if we made the towers actual units (that couldnt move obviously) but that way, enemies could walk through and cast spells onto them... would add a lot of extra strategy to the game. (requiring towers that have 'specials'

So here is a list of possible units:

Level 1 - Stupid Kids - 80 hp, 0 armor 0 mana
Level 2 - Angry Parents! - 120 hp, 0 armor, 10 mana, casts slow for 10 mana
Level 3 - Sheep - 140 hp, 1 armor, 15 mana, casts spells that incerase friendly unit speeds for 8 mana
Level 4 - Flying Sheep - 140 hp, 1 armor, 20 mana, casts spells increasing speed for 8 mana
Level 5 - Acolytes - 170 hp, 2 armor, 30 mana, casts slow spells for 10 mana
Level 6 - Night Elf Ship (walks on land) - 200 hp, 2 armor, 40 mana, casts decreased range spells on towers for 10 mana
Level 7 - Retarded Archers - 280 hp, 3 armor, 40 mana, casts decreased range spells for 5 mana
Level 8 - Poison Trees - 380 - 3 armor, 50 mana, casts poison on towers (slow & slowly destroys towers) for 25 mana
Level 9 - Houses - (house picture thing) 520 hp, 4 armor, 80 mana, casts speed up on other houses for 45 mana


Just remember, I was bored.

Anyways, terrain coming soon don't worry :).
 

Darimus

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Level 1,2,7, and 9, in your idea, are stupid... its got to be profesional not cheesy... and let me make the trigger for levels, im good at it...
 

tassadar920

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No someone else said he was making it too, so when he posts his, if its better than what im working on we'll use it.
 

Speaker

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actually, you were the only one who said they would do it...
if you go up a few posts i am doing the terrain. I am trying to make the terrain very good so i am not done yet, i am assuming that i will be done by Friday. *(i'm pretty sure)*:rollie
 

tassadar920

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Great then make it quick i'd like to check it out before you waste time on having done it (if it's not good... but it will be of course :))

Anyways, a i lil more on topic i'd like to explain some aspects of the game somebody may not understand.

1. Players do not choose 'races' they have the ability to make any type of tower they want and each tower can upgrade into a higher lvl of the same tower, new system that requires your hero to level up so you can get higher level towers.

Here are the towers, they are 'elemental' towers so each has a specific power associated with it (mixing towers is should be made as a top priority in the map)

Level 1 towers (available once you purchase a level 1 hero)
Cold - Slow enemies movement speed, lasts for 2 seconds
Fire - Permanent immolation of 10 damage per second

Level 2 towers (upgraded from level 1, reqs level 2 hero)
Cold 2 - Slows enemies, lasts for 3seconds
Fire 2 - Permanent immolation of 15 damage per second

Level 2 towers (once you get a level 3 hero)
Poison 1 - Poison that lasts for 4 seconds, 10 damage per second
Bird 1 - Only air, can auto cast web for 10 mana (has 30 mana)

Level 3 towers (upgraded lvl 2, reqs level 6 hero)
Cold Final - Slows enemies for 6 seconds
Fire Final - Permanent Immolation of 25 damage per second
Poison 2 - Poison lasts 4 seconds, 20 damage per second
Bird 2 - Only air, can auto cast web for 10 mana (has 50 mana)

Level 3 towers (requires level 6 hero)
Explosive 1 - Ground only, small splash
Mystic 1 - Magical attack, auto casts faerie fire for 5 mana, has 20

Level 4 towers (upgraded lvl 1/2, requires level 8 hero)
Poison final - lasts 5 seconds, 30 damage per second
Bird final - air only, can cast web for 10 mana (80 mana)
Explosive 2 - Ground only, medium splash
Mystic 2 - Magical attack, auto casts faerie fire for 5 mana, has 30

Level 4 towers (requires level 9 hero)
Healing 1 - can cast heal for 2 mana, has 60 mana (lets you block and if you have enough money to buy a healing tower, it can repair towers that are falling apart, very useful.)
Speed 1 - Very fast

Level 5 towers (requires level 15 hero)
Explosive final - ground only, large splash
Mystic final - Magic attack, casts faerie fire for 5 mana, has 50 mana
Healing 2 - can cast heal for 2 mana, has 80 mana
Speed 2 - Very fast w/ more damage

Level 6 towers (requires level 20 hero)
Fire Super - immolation burns for 50 damage per second
Cold super - small splash, slows enemy for 6 seconds
Poison super - poison lasts for 8 seconds, 50 damage per second
Bird super - Air only, casts web for 10 mana, has 100 mana
Explosive super - Ground only, large splash and faster
Mystic super - Magical attack that splashes, casts faerie fire for 5 mana, has 40 mana
Healing super - heals for 2 mana, has 100 mana
Speed super - Extremely fast, impaling bolt lets this tower hit more than one enemy

Final towers - (Requires level 25 hero (max lvl))
Blood tower - Can summon blood elementals for 20% of the towers hp, has vampiric aura
Water tower - Can summon water elementals for 20% of the towers mana, has some weird water aura
Death tower - All non undead enemies take an extra 20% damage from this towers attacks, all undead enemies are healed by this towers attack.

Wehn a players hero reaches level 25 the enemie levels should alternate undead/living
 

Pyroman2388

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i'll make terrain, i'm better... and besides.. darimus knows me better and he would prefer if i made the terrain, cuz he trusts my skillzzz.
 

tassadar920

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Ok then, we have 2 people making terrain.

Pyroman2388, here is exactly what I want (except the tileset, size, etc, you choose those.)

6 bases that are in a explosion sort of formation:
\|/
-*-
/|\

the * in the middle is the players base, (make the base large enough for 20 spaced out towers, so big in other words.

then there is 1 base that looks like this:

********
-------------
********

the * is a space (higher than the --- running space) big enough for a line of 1 towers on each side.

If you need more info, tell me.
 

tassadar920

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sure lemme try in english:

There are 7 different bases spread out. Each one is in a star formation (8 spawn rows that head towards a central defense) ok?

Then for grey I can do greys part myself. Just do the stars k? (next time read the previous posts that were about the game so ud understand clearly what i meant)
 

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