There are four players, each with a specific zone. There are four paths with two locations where enemies spawn and move to the other spawn location, and vice versa. Each time an enemy reaches a the opposing spawning point, one life is lost. So far this is pretty typical Defense stuff. However, this is where it gets interesting. Trap defense, as the name implys, is mainly concerned with generating a defense out of a vaierty of traps and items using a defiler. However, you must place all of these before the level starts. Once you are done, place your selector on "ready". When a majority wishes for the level to start, all defilers for all players will be moved to a small location. Then their defenses will be tested. At your disposable are traps:
Basic Impact Bomb
Effect: When an enemy hits an impact bomb, it will explode, killing the enemy. It is the least cost effective of the basic bombs.
Basic Timer Bomb
Effect: The timer is set before the level starts. Once the level starts, the timer will begin to count down to zero. When the timer reaches zero, all enemies within a one square radius of this bomb will be destroyed. Timing may require playing the game a few times to get the hang of the levels.
Basic Trigger Bomb
Effect: When player triggers the bomb, it will explode, killing the enemy directly on it and two enemies beside it.
Advanced Impact Bomb
Effect: When an enemy hits an impact bomb, it will explode, killing the enemy on it and two beside it. It is the least cost effective of the advanced bombs.
Advanced Timer Bomb
Effect: The timer is set before the level starts. Once the level starts, the timer will begin to count down to zero. When the timer reaches zero, all enemies within a one square radius of this bomb will be destroyed. Timing may require playing the game a few times to get the hang of the levels.
Advanced Trigger Bomb
Effect: When player triggers the bomb, it will explode, killing the enemy directly on it and all enemies beside it.
Freeze Trap
Effect: When an enemy hits a Freeze Trap, it and all enemies around it are frozen for a short period of time.
Spear Trap
Effect: When a enemy hits a Spear Trap, it is spear'd, and killed. It is waste against normal enemies, but it will instantly kill a boss.
And items:
Life Restore
Effect: Restores 5 lives
Detonation
Effect: Detonates all traps.
Sounds like a good map, but I think you need more variety in your traps. You need more regular ones, maybe three or four levels instead of just advanced/basic. More special ones would be nice too.
The problem with that is I'm trying to make sure the player doesn't have to hotkey several buildings or units. In fact, I'm not going to bother with transports, the unloading/reloading process is just too slow.
Could you somehow use an unburrow type thing? Or maybe some spider mines? The zerg unburrow ones would be used to activate trigger dependent ones not only giving you an efficent way to activate them but also a wide variety of possible units for seperate traps. Then the spider mines could be used to active automatic ones and you could just globally upgrade them. Level 1=Begginer mines Level 2=Basic Mines Level 3=Advanced Mines Level 4=Expert Mines. Or something like that.
Wow sounds really cool, but its going to taking alot work to do all thought bombs for each player. Unbarrowing zerg is a good idea i might use that

The bomb system I'm going to use, at no point, will actual damage be done to a units health. All units will be invincible. Why? Because I'm ready to test my skill, and I don't want to make another cookie-cutter, cheap, poorly triggered defense. There are three things wrong with spidermines: They do splash damage. They block movement of ground units, and can only be used on ground. They follow enemies. All enemies in Trap Defense will be invincible flyers.
Well I guess I was misunderstood, I was more thinking of using them to detect whether or not an enemy is near by, but since your using air units that wouldn't work. My idea was to have it trigger when the spider mine popped out of the ground. SO a ground unit walks near to it, it activates and pops out of the ground, then the trigger would activate for whatever your trap effect was and it removes the spider mine.
I'm assuming your going to be doing some sor :t of virtual unit hp then? Good luck.

No. As all of the traps show, THEY SIMPLY KILL THE ENEMY. I'm too lazy to bother with virtual HP.
Hmm, how about a trap that "sucks" enemies towards it? Or maybe traps that explodes and tranports units to a certian location (aka - kill zone). Or maybe special traps that go off twice or something.
This sound great! except won't it be kinda hard to win? :>_<:
your getting a little conflicting there lol
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I'm ready to test my skill, and I don't want to make another cookie-cutter, cheap, poorly triggered defense.
and yet you say
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I'm too lazy to bother with virtual HP.
You realize how extraordinarily hard it would be to do virtual Hp? Not only that, but it's entirely unneeded. I don't need virtual HP to be original. Apparently you've failed to grasp that I'm not trying to make an RPG here, that I'm not trying to copy Tuxedo Templar, and that the new thing about this map is that you are, for the most part, simply watching enemies go through your mine fields after you set them up.
Virtual HP would be really hard for the number of units in defence games, it wqould probably lag the game up, which is no fun. This sounds fun!
Virtual HP wouldn't be that hard, it would just take a longer amount of time. Using a virtual HP system you could then make it so you have different levels of the same kind of trap. Say a Level 1 trap with a range of 1x1 would do one player of virtual hp, then a Level 2 trap with a range of 1x1 would do two players of virtual hp... etc. It wouldn't be that hard to set this system up, it would just take a lot of extra work that isn't really nessecary, but it would be cool though

Okay then. If you think you know how to do it, tell me. Show me how easy it is by creating a system. Tell me it when you've figured it out.
Allright, I'll get right on it. I should finish it by monday depending on how much time I get to work on it.
If it involves giving the units to another player, it would be copying from Trigger Happy Defence, which is just wrong.
I didn't realize you were so against using tuxedo templar's method. I have made one version that uses his, and am working on another that doesn't, but it is mostly impracitcal for any type of defense; location, trigger, and unit dependent. I also don't see why your so against using tuxedo's method. Just because he came up with it already by no means makes it a bad method. Switching players is by far the easiest and most efficient way to do a virtual hp system like this.
So since you seem to not want to use the player switching method, there really is no other option besides not having a virtual hp system.
rantent is not my representitive, don't take his opinion as mine. I jsut don't want to do virtual HP, I'm not going to do it for this map.
Yah that's no problem. Whatever works for you.
Here is half my map, all it is the player switching method on the left and the unfinished uber-pointless method on the right. In essence the player switching method is just the same concept as tux's, and I think it is also similar in the trigger system. The other method was gonna be a big waste using units and counters, but it's pointless to do it that way so I just scrapped it.
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I didn't realize you were so against using tuxedo templar's method.
I'm not against it in any way. It was a great system! It's just that if this map were to use it, I think that it would be too much like Trigger Happy D.
My opinion though, you can do what you want.
Makes me think of "Maze defense", except you're the one that makes the maze of doom!
