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Staredit Network -> UMS Assistance -> Help me on defence map!
Report, edit, etc...Posted by Black-Mage on 2005-03-29 at 02:17:39
well you see im making a defence map but sumthin feels wrong like a level is to hard or is to easy and even heroes are to cheap or expensive! can u guys show me a good system to make a well-rounded defence? confused.gif
Report, edit, etc...Posted by PhoenixRajoNight on 2005-03-29 at 03:13:43
Well, basically trial and error, test out your maps, the best way to find out is in stages, I like to test things like defense maps on this basis, the first levels should be easy, but not so easy that it gives them a head start on later levels making the whole thing unchalenging and boring. If you want a good way to test each level beyond the 4th, where it should get tough enough where u see players getting "noob" defeats, heres how if you play test it it should take you 2Xthe level to beat it in tries, this is purely my opinion of course. So an example would be, it should take you around 8 tries to beat the 4th level of units(by urself) like not leaking to the next player, at level 4 it shouldnt be leaking past the second player in the line, well if the second player is the end of the line, like most defense games today. Well I hope that helps you with a basis, its not based on any real facts but it is a perspective of a semi-good map maker.
Report, edit, etc...Posted by Black-Mage on 2005-03-29 at 04:31:29
happy.gif k thanks that helped a lot!
Report, edit, etc...Posted by Staredit.Net Essence on 2005-03-29 at 06:37:31
Yeah man just get some testers and c wut they think and average out ur answers and change the settings until you get it better if you ever do need a tester ill be here =D
Report, edit, etc...Posted by Fiend on 2005-03-29 at 10:35:15
Hmm, You could do some advanced math:
You will need:

[Defending Units]
- Unit cooldown rate
- Unit attack range
- Unit attack damage
- Unit type of damage (explosion, splash, direct...)
[Enemy Units]
- Unit speed
- Unit armor
- Unit shields (if protoss)
- Unit hit points

So lets say you got a stationary turret that does 20 direct damage per second at an attack range of 7 grid squares. Then you got an enemy overlord that moves at 1 grid square per second with 0 armor and 120 hit points. You could figure out, useing math, how many times that unit will get hit and how many damage when moveing across that turret. I would just make this scenario on a map and see how many damage the overlord receives, and then make up a formula for this.

HOWEVER!: When more than one unit comes across your turrets all of the turrets will attack the closest one that comes to them and continu to attack them until 1) the unit is killed or 2) the unit is out of the attack range... Then the next target they pick... well im unsure on what it would be, but you get the point.

This will take allot of work but it will make your defense map perfected, I have never tried this before since I have never made a defense map.
Report, edit, etc...Posted by DT_Battlekruser on 2005-03-29 at 11:23:57
Hell, you can take your fancy methods to the devil. They don't work. Mapping is all luck. Just keep making good maps and try to balance them. Eventually you'll hit the balance jackpot. I did with spell defense. Or, you can make minor adjustments after evey time you play, hoping to get closer. That's what the big companies do.
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