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Defend the Wall beta!

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Defend the Wall beta! Empty Defend the Wall beta!

Post by darkwulfv Sun Mar 22, 2009 2:29 am

http://www.mediafire.com/?iujz5jy0awg

Okay, I lied. I was working on DtW in the shadows. Bwaha.

So yeah. Download and play, it's playable solo or multi. There's two heroes but no items, waves repeat after about wave 9 for about 30 waves.

Post your ideas, suggestions, etc.

To Be Done:
-Add some filler items
-Code a retreat for when the 2nd cade line breaks
-Code a waygate going in (keeping the one going out).
-Apply a "tax" to units
-Maybe increase wave length but also increase time between each individual unit
-Purchasable buffs (roar, defense up, etc.)
-Spells for aliens
-A tunnel from the 2nd line to the first and back


Last edited by darkwulfv on Mon Mar 23, 2009 4:40 am; edited 5 times in total
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Post by Killer2c Sun Mar 22, 2009 2:46 am

Nice, trying it right now
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Post by Mooo-Gunsniper Sun Mar 22, 2009 3:11 am

Looks like DTW finally comes out. Razz
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Post by Killer2c Sun Mar 22, 2009 3:13 am

Yes, but i already finished it Very Happy, i noticed that it ends at wave 30-32, I don't remember.Its pretty easy.What a Face
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Post by darkwulfv Sun Mar 22, 2009 3:23 am

I'm sure you played solo, which is really easy. It gets harder with more players. And yes, the game technically ends around wave 30 right now.

Any bugs to report? Imbalances? Suggestions? Etc.?
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Post by Fewmets Sun Mar 22, 2009 9:24 am

Good map so far but just as a thing. maybe add a portal into the town as well as out that is only accessible by the humans (triggered portal) like a so we can get in the same secret passage we got out of.

Incase you didnt get that what i mean is make the portals on the NE and NW of town two way for players. The enemies should not bet able to come back in

I say this because in the two games I played where I killed everyone slowly off and retreated to town i lost valuable units because they couldn't come back with me (like sniper and medic). Also some items (even just some placeholders so we can get the feel of it) would be nice.

Great job. I WANT MOAR COOOKIEZ. (updates)

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Post by darkwulfv Sun Mar 22, 2009 11:34 am

I used to have portals, but there were 2 problems.

Because they were waygates, allied computers would use them and get onto the cliffs as an escape route. Additionally, enemies would use them. I just haven't gotten around to making a triggered portal.

I suppose I could make a couple filler items.
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Post by Firemonkey Sun Mar 22, 2009 12:50 pm

Shitz you sneaky bastard you. Is it solo or multiplayer cause i gotta play this with someone.


EDIT: Ok so i played for a couple minutes and i think i've got something. Ok so maybe you could add something that tells the preplaced units at the front lines to pull back when all fails. I mean seriously why would they sit there and die? What about Live to fight another day?

Another thing i'd like to point out is that the primary gun turret is a cannon tower. Since when do cannon towers fire rapidly? How about you just use the sentry gun instead:

Sentry Gun Model

Like the one from ua2?

Ok i just remembered where are the other spells to the heroes? A passive, auto cast and ward for the pyro is not good at all. If thats if give him something like a naplam or plasma gernade to pwn those aliens in an area.
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Post by darkwulfv Sun Mar 22, 2009 4:23 pm

Hahah. It's both multi or single.

I suppose I could try to find a method to tell them to pull back if things fail. It'd be hard to do though, because what defines "when all fails"?

Also, the Primary Gun Turret is a cannon tower because the turret is supposed to be a tower, not a sentry. It's also the only "gun" tower. Unless you kind find me a gunnery tower, it stays.
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Post by Firemonkey Sun Mar 22, 2009 4:32 pm

Ok well what defines when all fails to hold is when the cades break, the line breaks. This is a real life situation where you would be holding a position against an enemy and if the defensive cades were to fail then you would "pull back". Now what i think is that if any of the second line of cades were to be destroyed then all personal should fall back to the next line of defense which i think there should be another line of cades and then so on until they all end up int the city.
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Post by darkwulfv Sun Mar 22, 2009 4:49 pm

thats what i was thinking too, but from my experience you can usually survive at least another wave once that second cade falls.
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Post by Firemonkey Sun Mar 22, 2009 5:00 pm

Agreed but once more waves come in they start to get raped big time. My experience reminded me of Kingdom of Heaven when the wall fell and they all fought and still held the city but after the battle they knew they'd lose the city.
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Post by Fewmets Sun Mar 22, 2009 6:47 pm

U want a better "gun tower" have the default scout tower or whatever. This makes sense since the people inside would be firing giving small damage and fast speed

Also IMO a portal trigger would be better than a waygate since you can limit troops using it and waygates lag me for some reason.

[edit] just so when we host people know can u put a version number or like "BETA" or something into the map name so they know its still in T&D


Last edited by Fewmets on Sun Mar 22, 2009 6:50 pm; edited 1 time in total

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Post by darkwulfv Sun Mar 22, 2009 6:49 pm

No, the default scout tower has arrows sticking out of it and doesn't look like it would be shooting bullets.

I shall trigger a "waygate" soon, then.
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Post by darkwulfv Sun Mar 22, 2009 6:51 pm

Erm, I'd rather you didn't host it public very often... It was more of an internal beta.

But the opening message says that its a beta, so... =p
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Post by Fewmets Sun Mar 22, 2009 6:54 pm

lol double post.

I never see anyone to test it with though so... oh well.

(I haven't hosted it public at all yet, so now, since you said, I won't)

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Post by darkwulfv Sun Mar 22, 2009 8:38 pm

Just letting you all know a new version of the beta won't be released for a while. I'm increasing the map by 32x32 to allow for more room to maneuver yourself and troops (which also means i can accommodate more spawns), as well as a second barricade line/trench and a larger city (one that won't be so symmetrical... I made the city's terrain a loooooonnng time ago)
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Post by Mooo-Gunsniper Sun Mar 22, 2009 11:25 pm

1 - If your playing as the frost hero, and you switch into tank mode and back, you seem to lose your three soldier abilities (GPS, Teleportation Module, etc.)

2 - Maybe put something in the builder or tower tooltips saying you can only place towers on black platforms? I had to figure that out and it took a bit.
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Post by darkwulfv Sun Mar 22, 2009 11:51 pm

1 - If your playing as the frost hero, and you switch into tank mode
and back, you seem to lose your three soldier abilities (GPS,
Teleportation Module, etc.)
Already noted and fixed.

2 - Maybe put something in the builder or tower tooltips saying you can
only place towers on black platforms? I had to figure that out and it
took a bit.
There's a message which is displayed for 60 seconds at the map's start that says so.
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Post by Fewmets Mon Mar 23, 2009 12:14 am

the message is easy to miss Very Happy

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Post by CaptainFluffy Mon Mar 23, 2009 12:27 am

Are the barricades supposed to stack on each other? I think you should increase the price of barricades, or at least lower its durability since i could have just massed barricaded myself in a box and stack the barricades like mad. Melee attackers wont be able to attack me. And i can teleport out if im in trouble.
And how about making some spells for the aliens, its kind of just dull when they charge at you with their melee attacks and ranged. In which they just die before they can even damage the barracades. And when you mind control them, its no fun if they have no spells you can use.
Also, when you're about to lose, with the aliens overrunning you, maybe there should be some kind of reinforcements that are sent to aid you. On top of that, maybe some purchaseable buffs or upgrades for your squads. Or you and your team can purchase waves of support units to stand by the line and buff each other or attack the aliens.

Overall, i liked this. But i hope this doesnt turn out like every other survival game.
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Post by darkwulfv Mon Mar 23, 2009 1:19 am

Don't forget this was only a beta/demo. That's why the aliens are kind of boring, there's no items/upgrades, etc.

Barricades don't stack on top of each other. It may look like it, even when trying to build, but if you attempt it you'll get an error like normal.
I have already noted that barricades are too easily massed. I've increased their cost, build time, and repair time.

Aliens will get various spells. The problem with giving them active spells (chain lightning, for example) is that due to the sheer volume, they would destroy everything in their path. I've given thought to spells though, don't worry.

I like the idea of purchasable buffs though (like a 40 second roar or something).
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Post by Firemonkey Mon Mar 23, 2009 1:33 am

40 seconds of shear pwnage and a wave of inspiration.
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Post by Fewmets Mon Mar 23, 2009 2:26 am

cades can too be massed if you put your worker at the very bottom right corner you can get them on top of one another. however even if you dont stack them you can place them staggered (place one and then 1 space left place another as opposed to two).

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Post by Mooo-Gunsniper Mon Mar 23, 2009 3:02 am

Fighter has probably told you this, but I'll just say it again incase he didn't.

-Frost Hero's revive doesnt work, Fire's hero does.
-If you mind control an alien, you can't move onto the next wave unless you kill it.
-I think it might be a BIT too easy. Tried it on solo and with two players. Both times, we were never close to being pushed back to the actual wall.
-Fighter mentioned to me something about the middle portal on the very bottom didn't work.
-If you plan on putting in items, will 20 seconds between waves really be enough time for players?
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