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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Activity: Tower Assault
In this small activity you need to capture the last level of tower cutting through endless swarms of enemies. Your funds are limited but all reinforecements are spawned and sent to die automatically. You just need to take control, pull the trigger and protect your brain. Capture level after level and have fun. Download:https://dl.dropboxusercontent.com/u/1741337/TowerAssault/towerassault_B30_V15.rte.zipThis activity supports factions for Unmapped Lands 2 and Void Wanderers. You can design your own towers or horizonal maps, use TowerAssault.rte\Scenes\EmptyTowerTemplate.ini as a reference or template. Credits:Weegee - programming, idea, scene design Gotcha! - MP3 bunker modules, testing Kettenkrad - spriting, testing Arcalane - testing Roast Veg - testing Zxmadkiller - testing
Last edited by weegee on Sun May 11, 2014 9:19 pm, edited 10 times in total.
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Mon Oct 08, 2012 10:30 pm |
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Joseh123
Joined: Wed Feb 08, 2012 10:12 pm Posts: 611 Location: Brazil
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Re: Activity: Tower Assault
What do we exactly do? I just can't understand the objective you put in there. EDIT: Never mind, I downloaded and now I get it. Another battle to watch from WeeGee.
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Tue Oct 09, 2012 12:11 am |
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Sir
Joined: Wed Apr 25, 2012 4:17 am Posts: 202 Location: Brisbane
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Re: Activity: Tower Assault
I hope Weegee 2.0 can continue your amazing work if you ever decide to leave the forms.
Excellent mission, as always.
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Tue Oct 09, 2012 3:03 am |
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logorouge
Joined: Wed Oct 03, 2012 7:33 pm Posts: 6
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Re: Activity: Tower Assault
That's another fun mission you got there. I thought the enemy's spawn rate was a bit low on my first try, but looking through the files I saw you took care of making it highly adjustable with the difficulty-based values. Very nice!
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Tue Oct 09, 2012 4:16 am |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: Activity: Tower Assault
Sir wrote: I hope Weegee 2.0 can continue your amazing work if you ever decide to leave the forms. Haha, I hope he will mod for Cortex Command 2.0 )))
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Tue Oct 09, 2012 6:57 am |
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Sir
Joined: Wed Apr 25, 2012 4:17 am Posts: 202 Location: Brisbane
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Re: Activity: Tower Assault
You should teach him to mod at a very early age. That way, he'll become an amazing modder in no time!
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Tue Oct 09, 2012 10:28 am |
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Malamo999
Joined: Fri Jun 01, 2012 10:59 pm Posts: 103
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Re: Activity: Tower Assault
This is so much fun. Love it!
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Tue Oct 09, 2012 6:50 pm |
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eddevilish
Joined: Fri Jun 25, 2010 12:41 pm Posts: 20 Location: Blighty
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Re: Activity: Tower Assault
Pretty fun, although I find that the AI is pretty bad at trying to navigate upwards - I can micromanage a few soldiers past halfway up but they tend to all die and I find my nearest soldier still trying to get past the third chamber up... If it were possible to move the spawn point for your units to the highest captured chamber, that would alleviate some of that frustration methinks. EDIT: I just looked at the screenshot in the first post more closely and it seems that the spawn point is supposed to move, so I guess I have a glitch. MORE EDIT: Nevermind anything I just said, I see now you have to move your brainbot up. And the brainbot dying only takes a bunch out of your budget, so you can be pretty gung-ho about it too.
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Tue Oct 09, 2012 8:15 pm |
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Bad Boy
Joined: Fri Sep 10, 2010 1:48 am Posts: 666 Location: Halifax, Canada
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Re: Activity: Tower Assault
Sorry I didn't manage to get back to you before you released it but vacation followed by illness made that impossible. It's nice but it needs some work. A button of some sort to get your actors to go to the next uncontrolled floor (or making them do that by default) is a must, since otherwise you have to use the console to keep your guys from standing around like idiots. Also, I think you should remove the ability to go outside on the first couple of floors. There's no real point to it (except to try to start at the top instead) and it really just causes ai pathing problems. That's not really too important though. Really I think it should be redesigned so you go down instead of up, since the ai can never get up very well, though I guess that'd make it difficult for the ai to attack your brain. The problem is that'd get rid of the feel of climbing a tower, but this might still fit better in CC, just imagine you're fighting your way down a space elevator or something. Either way, whether you change the direction or not, you should redesign the floors a bit, open the corridors up (use mp3 pieces to make everything 1.5X as wide) to allow more movement room and fighting space and put some more platforms in the higher floors so that people can actually stand. Also what's the fund thing actually for? If it's essentially a count of how many brains you have left, why not just go with that and make it easier. If that's not it, then I'm really not sure what it is.
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Wed Oct 10, 2012 12:50 am |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: Activity: Tower Assault
Thanks Bad Boy, I'll add an opportunity to assault any level from both sides, and probably make player reinforcements except brains free.
UPD:
Updated.
UPD:
Added multiplayer support. If you can't see all factions, try holding PREV/NEXT ACTOR and move cursor.
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Wed Oct 10, 2012 7:19 am |
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killkill85
Joined: Mon Oct 04, 2010 6:42 pm Posts: 63 Location: Dubai,UAE
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Re: Activity: Tower Assault
Major problem with the activity:
When your soldiers fall out of the tower and off the world,they still count towards the unit cap,so eventually they'll fall out enough to fill the cap so no more soldiers actually spawn. This pretty much breaks everything,it becomes kinda unplayable after a bit.
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Sat Dec 01, 2012 9:14 am |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: Activity: Tower Assault
Yeah seen that a few times, I'll try to fix it.
UPD:
Updated and probably fixed
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Sun Dec 02, 2012 2:52 pm |
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TheSubWoofer
Joined: Sat Aug 25, 2012 5:29 am Posts: 4 Location: Nowhere
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Re: Activity: Tower Assault
I can't play this in 1.0 I've re-downloaded this scene about 3 times now and i still get the same error spamming up top. I have no clue what to do. Also weegee you have exactly 666 posts
Attachments:
File comment: Here's the error and you'll notice in the background that the faction select doesn't show. That might have something to do with it.
ScreenDump000.bmp [900.05 KiB]
Not downloaded yet
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Wed Dec 26, 2012 6:54 pm |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: Activity: Tower Assault
Oh, fixed that, thanks for the report.
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Wed Dec 26, 2012 7:16 pm |
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Corpsey
Joined: Sun Jul 22, 2012 3:06 pm Posts: 129
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Re: Activity: Tower Assault
This is a lot of fun. I'm getting CTD every now and then though.. Is there any way I can debug what's causing it?
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Tue Jan 22, 2013 8:25 am |
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