I have been playing allot of SCBW lately getting one of my room mates geared up for SC2's release and one of the things that I want him to learn how to play are the TD maps. However, being that we are playing on a LAN and not over the net for now (as he is still in the learning process), I seem to be having great difficulty finding any TD maps that are coded to not spawn enemies in areas where there are no players, thus allowing any number from min to max to play the map. Everything I find spawns at all locations and with no one to defend, the map is over on the first round. Can anyone suggest any maps that may have compensated for this little issue. What has me confused is, is it really that hard to code in the triggers to NOT spawn in those locations? Is that why no one does it? (at least that i can find)
Any help would be appreciated. Thank you in advance.
In most TD maps I've played, it *would* be hard to code that. In the ones I've played, it's usually 2 players set at the very top, 2 set at the very bottom (each getting spawns coming from the right and the left), and one person each just to the left and right of the very end. A person editing the map, trying to remove the need for a full house, would be presented with a slew of unanswerable questions. If one of the players at the top is gone, should the triggers remove the spawns from the right or the left? And how could the player know what side they'd be coming from? If there are only players at the top and bottom, would it then spawn nothing? Should one of the spawns be removed if one of the final players leaves? Should it lower unit HP, spawn less units, or grant compensation cash?
I agree wholeheartedly with the movement against requiring a full house; that need just empowers rage quitters, not to mention just being a bad game design for a whole host of other reasons. But the TD maps out there are simply not laid out well for changes like that. If I were to want a TD map that doesn't require a full house, I'd probably just start from scratch. And I've already got my hands full with maps I like more than TD ;P
Why won't an individual TD work? There are lots of those.
If team TD games were coded to scale to the number of players, additional weaker players would not be of any value. There would be zero incentive to teach newbs, and the best players would do best to just solo it, thereby defeating the purpose of a multiplayer game.
This brings up a big pet-peeve of mine. Referring to the genre of map (where you keep the CPU's units from reaching the goal by slowing and/or killing them) as "TD" is far too ambiguous. TD stands for the name of a popular map; Tower Defense. It could also stand for another popular map, Turret Defense. These are specific maps, not genres, or if they are, they're sub-genres in and of themselves, but don't refer to other "defense" maps.
I think people should stop referring to the "defense" genre as "TD", but if they need to shorten it, should say "def" or "D", to remove the ambiguity.
I have been playing allot of SCBW lately getting one of my room mates geared up for SC2's release and one of the things that I want him to learn how to play are the TD maps. However, being that we are playing on a LAN and not over the net for now (as he is still in the learning process), I seem to be having great difficulty finding any TD maps that are coded to not spawn enemies in areas where there are no players, thus allowing any number from min to max to play the map. Everything I find spawns at all locations and with no one to defend, the map is over on the first round. Can anyone suggest any maps that may have compensated for this little issue. What has me confused is, is it really that hard to code in the triggers to NOT spawn in those locations? Is that why no one does it? (at least that i can find)
Any help would be appreciated.
Thank you in advance.
John D.
L3th@l1ty
71.200.54.xxx
In most TD maps I've played, it *would* be hard to code that. In the ones I've played, it's usually 2 players set at the very top, 2 set at the very bottom (each getting spawns coming from the right and the left), and one person each just to the left and right of the very end. A person editing the map, trying to remove the need for a full house, would be presented with a slew of unanswerable questions. If one of the players at the top is gone, should the triggers remove the spawns from the right or the left? And how could the player know what side they'd be coming from? If there are only players at the top and bottom, would it then spawn nothing? Should one of the spawns be removed if one of the final players leaves? Should it lower unit HP, spawn less units, or grant compensation cash?
I agree wholeheartedly with the movement against requiring a full house; that need just empowers rage quitters, not to mention just being a bad game design for a whole host of other reasons. But the TD maps out there are simply not laid out well for changes like that. If I were to want a TD map that doesn't require a full house, I'd probably just start from scratch. And I've already got my hands full with maps I like more than TD ;P
Why won't an individual TD work? There are lots of those.
If team TD games were coded to scale to the number of players, additional weaker players would not be of any value. There would be zero incentive to teach newbs, and the best players would do best to just solo it, thereby defeating the purpose of a multiplayer game.
This brings up a big pet-peeve of mine. Referring to the genre of map (where you keep the CPU's units from reaching the goal by slowing and/or killing them) as "TD" is far too ambiguous. TD stands for the name of a popular map; Tower Defense. It could also stand for another popular map, Turret Defense. These are specific maps, not genres, or if they are, they're sub-genres in and of themselves, but don't refer to other "defense" maps.
I think people should stop referring to the "defense" genre as "TD", but if they need to shorten it, should say "def" or "D", to remove the ambiguity.
TD implies stationary defenses.