Sea units
Jul 20 2009, 3:50 pm
By: Jesusfreak  

Jul 21 2009, 2:18 am rockz Post #21

ᴄʜᴇᴇsᴇ ɪᴛ!

http://www.staredit.net/files/609/

This is method 1 on multiple units with very few locations.

Method 3 is best if you can terrain it right.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 21 2009, 5:18 pm Jesusfreak Post #22



Er... the link leads to a defence map... what is the method 1?

What is method 3?



None.

Jul 21 2009, 5:31 pm UnholyUrine Post #23



I was asked to edit it.. I think I did already.. or there may be some glitches that's stopping me from doing so... Maybe i should fix it now :C

If you want multiples of the same units to stay in the sea, then I have no idea.... :D



None.

Jul 21 2009, 6:02 pm Madroc Post #24



Sorry, I tried to post when I got back from work but sen was down for some reason. My method should work. You could try it for 20+ units, I'm just not sure what the results would be. It could be extremely laggy or it could be completely fine.



None.

Jul 21 2009, 6:58 pm Jesusfreak Post #25



K... now that I got that out of the way, I should actually come up with a basic sketch of what my map is going to be about... (I always remember the basic things last... :><: ).

A few questions:

How many hero choices should a good open rpg have? I always have trouble deciding when I have enough heroes (I have craploads of ideas for them) so I can start using units for creeps and other stuff.
Should the players be able to choose their heroes by pressing a button, or should there be some sort of challenge involved, ie, you run a bound and you get a hero depending on how far you get, or you go to a certain place, or beat a certain enemy, etc?
Should the heroes be godlike (like in many noob rpgs), or should I go with a more realistic approach of making the heroes just slightly more powerful than any other unit?
Should the bosses be unique, or should I recycle units by making them the same unit but with ups and spells and whatever?
Do most b.net noobs actually pay attention to the storyline of a game?
Should the story revolve around one key item (ie, The Ring, a particular person, a particular place, a special tree, etc), or should the issues a player is concerned with change with each passing quest?
Should the map be composed of water with a lot of relatively small islands, or should it be a large landmass with lakes, rivers and oceans? (In other words, do I start my slate with water and then paint land, or do I start with land and then paint water on it?)
How clear should the line between good and evil be?
Should each faction's towns be of a different race, or is it better to save units and make each town use the same buildings for the same purposes? (ie, should I use an evolution chamber for the "evil" town and a forge for the "good" town, or should I just use a forge for them both?)

Ok, that's all of the random questions I can think of for now...



None.

Jul 22 2009, 12:09 am rockz Post #26

ᴄʜᴇᴇsᴇ ɪᴛ!

play the map. air units can't fly out of the area due to a location which is centered around invisible buildings.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

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NudeRaider -- NudeRaider
NudeRaider shouted: Oh_Man nothing too special tbh. the human player wasn't ready to combat the push that stretched almost the whole map. So this game means nothing. We'll have to see how it goes once the humans have adjusted for its unorthodox strategies.
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NudeRaider -- Oh_Man
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NudeRaider -- Oh_Man
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nothing too special tbh. the human player wasn't ready to combat the push that stretched almost the whole map. So this game means nothing. We'll have to see how it goes once the humans have adjusted for its unorthodox strategies.
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Oh_Man -- https://youtu.be/1vsTqNwHquE omg guys it's happening. ITS HAPPENING. EVERONY STAY CALM. STAY F:wob::wob:CKING CALM!
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