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Posted: Tue Sep 08, 2009 10:35 am
by bert_the_turtle
Can't say :)

Posted: Tue Sep 08, 2009 10:42 pm
by The Daemons
tiro wrote:Sorry, the server was actually Dedwinia Test. But what map is that Unknown Map?


I don't claim to know for sure, but my best guess is that it's probably not any one particular map, but any custom map that doesn't come with the game. And if it doesn't come with the game, then it doesn't have a "name" like the official maps do. So it just displays "unknown" on the server list.

Posted: Wed Sep 09, 2009 3:47 am
by elexis
<_<
>_>

I can tell you that it is not always the same map, but that is it.

Posted: Fri Sep 11, 2009 3:22 am
by Patrolman Smith
i really enjoyed the first map you made i played it and found the cpu to be slightly competent, I'm thoroughly impressed :) ( I loved the simplicity)
didn't really notice any balance issues in my play through

Posted: Fri Sep 11, 2009 6:14 am
by elexis
If you played as (from screenshot) green, you would have found the level much more enjoyable/interesting than if you played as yellow.

Posted: Mon Sep 14, 2009 11:22 pm
by The Daemons
The one thing I was trying to do was figure out how to lower the hill in the center of each of the land tiles, and the only thing I could figure out at the time was to put flatten areas. Then later I finally figured out how the guide grid worked. The only problem is if I increase the resolution it completely changes the land tile's shape, and then it will be even more of a pain in the ass to get it back to how I want it to look. At this point, the only thing I can think to do is increase the size of the flatten areas, to lower the hills, but I don't want it to look flat. I'll figure something out though, and once I fix it, I'll be sure to post ASAP!!!

Any suggestions are welcome! :)

Posted: Tue Sep 15, 2009 7:48 am
by Phelanpt
Have you tried the Guide Grid Tool jelco posted? It might help with that.

Posted: Tue Sep 15, 2009 7:58 am
by elexis
I recommend that you draw a heightmap image and use the GGT like phelanpt said. If you are going for symmetry, try creating 2 terrains with different guide-grids, one the mirror of the other.

Posted: Wed Sep 16, 2009 2:12 am
by The Daemons
I'll check it out. :)

Posted: Mon Mar 29, 2010 5:27 am
by The Daemons
New map, thumbnails, and map descriptions! (see first post)

Posted: Thu Apr 15, 2010 12:05 pm
by The Daemons
So I'm thinking of making sort of a tower defense against Evilinians type map where you fight off continuous waves of Evils with your array of gun turrets to try to prevent them from reaching your home base and capturing any statues. If you hold them off for a set amount of time, you win, but you lose if they score even one point. My original thought was to make a single player only map. What do you guys think?

Posted: Thu Apr 15, 2010 1:23 pm
by Jordy...
would be impressed if you could pull it off, but other then that very, very, VERY lame, tower defences are everywhere and I don't see what this would add to the genre.

Posted: Tue Apr 27, 2010 12:36 pm
by The Daemons
I wouldn't be adding to the Tower Defense genre, I would be adding to Multiwinia.

Well, what about suggestions on my new map, Nomads?