Thread: RC's Towerdefense!

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  1. #1
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    RC's Towerdefense!

    Hi!

    I finally got a map done, wow.
    From the motd:


    [...]

    This map is heavily inspired by Nih's awesome turretfortress,
    which got too easy for us and i decided to make this map.
    It is way harder and has less random events, but more tactical options.

    [...]

    1. General
    ---------------
    16 waves of monsters are trying to pass the 4 sectors and reach the end.
    Waves have at least 16 monsters. Monsters per wave and their HP increases
    in later waves and higher difficulty.

    There are 64 building spots, 16 in each sector.
    Fill them with structures to prevent the monsters from reaching the end.

    If more than 20 monsters reach the end of the map, you lose.


    2. Buildings
    ---------------

    You can build structures by spawning a box (costs credits) of its type and
    pushing it onto a free building spot. You can demolish a structure by pressing
    the button next to the spot.


    2.1 Turret
    Regular turret that shoots enemies. Weak but cheap.

    2.2 Blue barrier
    Earns you 0.05 credits for each monster passing it.
    Very important, since its the only way of getting credits.

    2.3 Green barrier
    Does similar damage as the turret does, but will attack all
    passing targets, no matter how many of them are there.

    2.4 Yellow barrier
    Teleports passing enemies back to their original spawnpoint.
    What could that be useful for? Cooldown 60 seconds.

    2.5 Red barrier
    Instantly kills passing enemies. Cooldown 120 seconds.






    SC MAP DB (download there):
    http://scmapdb.com/map:rc-s-towerdefense

  2. #2
    warrior spy-warrior's Avatar  
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    Re: RC's Towerdefense!

    Good
    Patience is a virtue greatly needed by those who attempt great things.
    La patience est une vertu fort nécessaire à ceux qui tentent de réaliser de grandes choses.

    Server SvenCoop
    I love the mods svencoop
    World time zone & Look clocks

  3. #3
    incognico nico's Avatar
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    Re: RC's Towerdefense!

    Were playing it right now an it seems broken. People do press the difficulty buttons again and again, annoying with votes. Then only the right teleporter works and you end up in enemy spawn with shotguns or something? Once the left tele worked for me and I was in the actual defense area. We just don't know what to do, it is unclear. When does the left tele to TD area starts to work? It seems it is bugged. Also the crates in control room get stuck in eachother. I think you need to refine the map a little.
    Last edited by nico; 05-05-2016 at 05:54 AM.

  4. #4
    incognico nico's Avatar
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    Re: RC's Towerdefense!

    Lol we noticed the left teleporter needs to get triggered with use? That does not make sense and how you should figure out? And what is the purpose of the right teleporter and that zombie room?

    When you press the button on the turrets, it does not get send back and you don't get any credits back :O

  5. #5
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    Re: RC's Towerdefense!

    Quote Originally Posted by nico View Post
    Lol we noticed the left teleporter needs to get triggered with use? That does not make sense and how you should figure out? And what is the purpose of the right teleporter and that zombie room?

    When you press the button on the turrets, it does not get send back and you don't get any credits back :O
    Please read the MOTD first.
    And not getting anything back when deleting a structure is a feature, not a bug 8)
    Last edited by _RC; 05-05-2016 at 07:28 AM.

  6. #6
    incognico nico's Avatar
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    Re: RC's Towerdefense!

    People tend not to read the MOTD. The map is good but I think it could be just more obvious at some points. Most important thing is the removal of the buttons after the difficulty has been chosen, the people will just trigger votes all the time, especially the noobs who can't figure you have to press use on the tele. As for the removal of the turrets, well, it makes the map trollable, it just needs one person to press all buttons. At the current state it is more suitable for private servers.

  7. #7
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    Re: RC's Towerdefense!

    Every losable map is trollable, i cant do anything about that.
    Even giving back the box when deleting a structure wouldnt change much i guess.

    Im really close to reaching max_map_vertex and other limits, so theres not much space for improvements on the map

  8. #8
    Administrator Sniper's Avatar  
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    Re: RC's Towerdefense!

    You shouldn't be hitting any limits on vertexes. Make sure you're using the right compile tools.

    The most commonly encountered limit is MAX_MAP_CLIPNODES, which we can't fix until a new physics engine is implemented.

  9. #9
    Mapper Nih's Avatar  
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    Re: RC's Towerdefense!

    Looks pretty cool! I hope I get a chance to try it some time.

    By the way, my personal opinion is that mappers should try their best to make their maps intuitive and troll-proof. Because if it will make it more accessible and fun for more people, why not? For the update to fortified coming in the next SC release I made a big bunch of changes to things that I thought were fool-proof but players were still mysteriously failing at. It can be annoying to be a babysitter, but like I said, it's for the best.

  10. #10
    Registered User Poka^'s Avatar
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    Re: RC's Towerdefense!

    Great map. Had fun playing it although it's too easy once you figure out the strategy. I can beat it alone on impossible without losing any lives and the biggest challenge are the elevators in which you get stuck frequently

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