Poll

What do you think about a TowerDefence mod ?

This would be Awesome!!!
39 (35.1%)
Cool idea
38 (34.2%)
Do whatever you want
21 (18.9%)
WTF !!! trem is not wc3
4 (3.6%)
Completly useless
9 (8.1%)

Total Members Voted: 74

Author Topic: New Mod IDEA: TowerDefence (wc3)  (Read 72331 times)

nerowinger

  • Posts: 75
  • Turrets: +12/-2
New Mod IDEA: TowerDefence (wc3)
« on: April 05, 2008, 11:00:41 pm »
Hi,
In ht last few days i started a TowerDefence mod
for Tremulous, I just like towerdefences
I've already finished the basic concept,
botroutes (for the creeps)
deactivated the alien team
creepsizes,
creepmodels, (alien models, human models, buildings)
Energy System (You have the reactor and Powerplants, Powerplants produce energy which will be saved in the reactor, (namechanges will be done later) )
Global amount of buildpoints, buildpoints for every killed creep, maybe killing money (with the TurretControl feature... turrets which are controled by players will make more damage)
every shot costs energy

have to create a anti block system (that creeps cant be blocked by buildings)
customizeable levels (creep hp, size, model, name, extra flags like Immune to elektricity, imune to acid... whatever)

tell me what you think about this mod   idea=)

nero
« Last Edit: April 07, 2008, 10:05:13 pm by nerowinger »

Lava Croft

  • Guest
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #1 on: April 05, 2008, 11:28:58 pm »
It sounds neat, but stuff like this needs to be played in order to judge it. It's always easy to judge ideas. Go show off some work!

Matt2k10

  • Posts: 144
  • Turrets: +11/-8
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #2 on: April 06, 2008, 02:31:44 am »
It sounds neat, but stuff like this needs to be played in order to judge it. It's always easy to judge ideas. Go show off some work!
Agreed! Sounds like fun.

Airi

  • Posts: 7
  • Turrets: +0/-0
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #3 on: April 06, 2008, 02:57:42 am »
Sounds good. I hope you can make it happen ill be looking forward to this Mod Don't let us down  ;D

CreeDo

  • Posts: 35
  • Turrets: +1/-2
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #4 on: April 06, 2008, 05:18:38 am »
Weee Good idea!

nerowinger

  • Posts: 75
  • Turrets: +12/-2
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #5 on: April 06, 2008, 02:29:39 pm »
yeah, there are still some bugs, aliens move much to fast... (still testing this mod in atcs)
towerdefence maps were always slow maps but whith the standard movment speed of the aliens it's to weird xD

Lava Croft

  • Guest
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #6 on: April 06, 2008, 02:52:23 pm »
Lower the timescale >_>

your face

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Re: New Mod IDEA: TowerDefence (wc3)
« Reply #7 on: April 06, 2008, 04:12:15 pm »
This sounds like a l33t plan!   ;)

Are you going to have to make a map for it?  Or are you going to use a pre-existing map?
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nerowinger

  • Posts: 75
  • Turrets: +12/-2
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #8 on: April 06, 2008, 07:52:02 pm »
I'm going to create a specific map for it, but you can use every other map
to make the waypoints etc..

techhead

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Re: New Mod IDEA: TowerDefence (wc3)
« Reply #9 on: April 07, 2008, 12:18:29 am »
If you aren't going to make it 100% server-side, make controlled turrets first-person somehow.
I will definitely try it out if it gets made, and if it is good I'll play it as long as there are people on the server.
Then again, the old saying goes something like "If you code it they will come", so my sentiments are probably shared...
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Vector_Matt

  • Posts: 732
  • Turrets: +2/-1
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #10 on: April 07, 2008, 03:10:26 pm »
have to create a anti block system (that creeps cant be blocked by buildings)
customizeable levels (creep hp, size, model, name, extra flags like Immune to elektricity, imune to acid... whatever)
If each map had a specific route, as opposed to just waypoints, you could probably make buildings not be buildable in the path, like the "nobuild" shader.

Anyway, awesome idea. I can hardly wait to play it. ;D

Are there any things that other people can do to help this mod progress? Or do you pretty much have everything under controll?

nerowinger

  • Posts: 75
  • Turrets: +12/-2
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #11 on: April 07, 2008, 10:03:01 pm »
hmm at the moment i am planning an interface to crate bot levels =)
because i've tried the first bot waves and they were nearly invincible =)
i think it will take some ttime before this mod will be playable, but i have some screenshots of some turrets, when they are upgraded =))



Matt2k10

  • Posts: 144
  • Turrets: +11/-8
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #12 on: April 07, 2008, 11:11:51 pm »
*pics*
Wow! Looks nice. Yes, please don't release it before its ready. Keep up the good work.

Divmax

  • Posts: 197
  • Turrets: +3/-8
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #13 on: April 08, 2008, 10:22:26 am »
Well, at least with the screenshots we can now get our hopes high, I hope. Just make sure this doesn't turn out to be abondoned like some mods...
I'm a developer for the following projects(now I'm inactive) :
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TremWars's QVM 2

Lava Croft

  • Guest
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #14 on: April 08, 2008, 12:23:27 pm »
I'm going to create a specific map for it, but you can use every other map
to make the waypoints etc..
If you need special maps for you mod, I'm pretty sure the community can either edit some of their existing maps, or make  new ones, specifically for your mod. Since the tower defense mod will probably feature quite a large amount of entities on screen at once, the map itself should be timid with the details, so the game keeps running at a decent framerate.
But first, we need to see it working!

nerowinger

  • Posts: 75
  • Turrets: +12/-2
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #15 on: April 08, 2008, 12:57:51 pm »
I think i will ad one or two buildings more.. Fix som bugs and balance the turrets out ( atm best upgrade costs about 6600bp and deals about 1800 damage per shot)
i used a multiplier of 1.4 ( 8bp, 2 damage, -1 energy per shot)
I think i need a second multiplier do increase the damag diffret from the price

Oh... And i have to give the aliens some kind of splash damage( anti block )


And humans are invisible =\
maybe add some cg vars to set the graphic effects down xD... Had some laggs cause of smoke ---> got 200  fps with nvidia geforce 7600
(  Standard in atcs is 500 - 600 )

The colorfull turrets dont suck very much fps... But maybe some of the light effects

Kaleo

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Re: New Mod IDEA: TowerDefence (wc3)
« Reply #16 on: April 08, 2008, 01:11:11 pm »
I'm going to create a specific map for it, but you can use every other map
to make the waypoints etc..
If you need special maps for you mod, I'm pretty sure the community can either edit some of their existing maps, or make  new ones, specifically for your mod. Since the tower defense mod will probably feature quite a large amount of entities on screen at once, the map itself should be timid with the details, so the game keeps running at a decent framerate.
But first, we need to see it working!

Wow... Even Lava seems to like this idea...

I'm +1'ing this.
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Lava Croft

  • Guest
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #17 on: April 08, 2008, 01:57:13 pm »
You might be able to make smoke dissolve faster, easing the strain on the framerate. Or maybe code something like a max amount of smoke particles in view.

nerowinger

  • Posts: 75
  • Turrets: +12/-2
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #18 on: April 08, 2008, 02:03:47 pm »
 dont think that they are small particels ... I think the smoke particle system is based on one simple shader ;) but if 10 turrets are smoking, you have more than 40 shaders loaded ;)

Lava Croft

  • Guest
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #19 on: April 08, 2008, 02:05:52 pm »
The smoke is a particle system, the particle system allows you to set how long a particle exists before fading away. Making it fading away faster means less particles in view which in turn means better performance. You can also easily change how many particles are emitted by the particle system, further increasing performance.

Thisguy

  • Posts: 70
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Re: New Mod IDEA: TowerDefence (wc3)
« Reply #20 on: April 08, 2008, 03:16:34 pm »
nice idea.

a few points and Qs.

Question 1: will it be multiplayer?
Question 2: how many different turrets will there be?
Question 3: what will the other structures do?
Question 4: will yuo be able to use existing human weapons as a sort of backup?


Point 1: i think a minefield or landmines could be fun to muck around with.
Point 2: more screenires.

Vector_Matt

  • Posts: 732
  • Turrets: +2/-1
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #21 on: April 08, 2008, 03:44:05 pm »
*Suggestions for multiplayer*

Maybe you could randomly assign players a specific color and have the turets and teslas the same color as the player who built them. And of course players could only decon thier own buildings, if any. They could probably repair any building though.

Perhaps there could even be different types of 'rets, like flamer, SG, lucie, las, pulse... That might be going too far though.


Anyway, I'm really looking forward to this mod.
« Last Edit: April 08, 2008, 03:46:10 pm by Vector_Matt »

hamd20

  • Posts: 17
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Re: New Mod IDEA: TowerDefence (wc3)
« Reply #22 on: April 08, 2008, 03:59:24 pm »
an idea ( just a thought ) would be to pay like 20bp for a bot on your team who stays in your base with a rifle or maby a painsaw and protects ( as i said its just a thought )

whitebear

  • Posts: 659
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Re: New Mod IDEA: TowerDefence (wc3)
« Reply #23 on: April 08, 2008, 08:13:17 pm »
Nice work so far... The new turret textures could be layer under the old one so it uses the holes in it to identify turret type.

Samurai.mac

  • Posts: 317
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Re: New Mod IDEA: TowerDefence (wc3)
« Reply #24 on: April 08, 2008, 10:30:44 pm »
You may want to try and build your own, lower-poly models for turrets. Ever tried playing on an unlimited BP server? It's not pretty.

What are your plans for human combat? Will they still be able to fire with regular weapons? And keep things like the jetpack so they can quickly fly overhead and repair turrets?

megas333

  • Posts: 22
  • Turrets: +0/-0
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #25 on: April 09, 2008, 03:58:39 am »
Perhaps you can try making the reactor un deconable, and can be given upgrades too. Weapons used by turrets (flames luci etc) should not damage any other turrets or buildings. Perhaps you could even have silly creatures go down the path as well, like bunnies or even slow tyrants as bosses.
N SMARCH THE 42ND, THERE WAS A FART. A FART SO HUGE AND POWERFUL IT SWEPT ACROSS CITIES AND ALL LIVING LIFE CRUMBLED BEFORE IT. NOT EVEN THE GREATEST FEBREEZE COULD STOP IT. THUS BEGAN THE DAYS OF BEANS. AND PORK.

nerowinger

  • Posts: 75
  • Turrets: +12/-2
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #26 on: April 09, 2008, 01:35:11 pm »
yeah =)
that waas my idea, too.
Build standard Towers, standard upgrade only upgrades the turrets damage, but if you upgrade the turret weapon you get much more damage =))

megas333

  • Posts: 22
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Re: New Mod IDEA: TowerDefence (wc3)
« Reply #27 on: April 09, 2008, 09:46:48 pm »
I'm guessing that the Turrets And Control Overseers (TACOs) are humans-only, since having alien turrets would be, erm, rather wierd. Perhaps you could allow special human Acid Tubes to deal splash damage on a certain area. Hives, lame-oid. Trappers, slowing devices? Barricade, lame-oid. AI Heli-Dretches to act as emergency fighters? Awesome.


Anyways, I have a obsession with turret defense games, and this will be a perfect addition to my set of hobbies.
N SMARCH THE 42ND, THERE WAS A FART. A FART SO HUGE AND POWERFUL IT SWEPT ACROSS CITIES AND ALL LIVING LIFE CRUMBLED BEFORE IT. NOT EVEN THE GREATEST FEBREEZE COULD STOP IT. THUS BEGAN THE DAYS OF BEANS. AND PORK.

nerowinger

  • Posts: 75
  • Turrets: +12/-2
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #28 on: April 11, 2008, 03:32:00 pm »
hey people =)
i am at the moment adding some new weapons ...
if YOU have some interesting models (projectiles, weapons, buildings plz post a link =) )
still have to to some calculations for the turret dmg and upgrade costs =///

nerowinger

  • Posts: 75
  • Turrets: +12/-2
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #29 on: April 11, 2008, 09:40:38 pm »
http://www.youtube.com/watch?v=D8Uujo3SGNM

Added new Weapon

it looks a little bit weird =) here you can have a look, what i've done already (the rocket tower will be an additional tower=))
just changed the weapon mode of the MG tower to test it