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FlameForge

Beta Tester
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Everything posted by FlameForge

  1. actually a ripoff of https://tropicaltowerwars.forumotion.com/ from Hekatonkier. He made it back in War3 days, was one of the most popular custom maps.
  2. Flame TD (pron: F@#! lame TD) is an economy driven, player versus player, tower defense map. Two teams play against one another in an attempt to decrease the opponent's lives to 0. Players will have to balance offence and defense to grow their economy, and ultimately overpower their opponent. Fog of war is enabled, to hide your defense strategy from your opponent. How to Play: 1. Move the unit that represents the faction you choose into the magic aura. 2. Use the teleport activators to select and send creeps to your opponent. 3. Build a Maze(ing) towers Mechanics: Lives - Each team is allocated with 30 lives. For every "Creep" that you successfully get to the "Goal" area, one life is lost by the opponent. Strategies may vary, from saving up to send overpowered (and more costly) units, to spamming large numbers of cheap units. Income - Forget wells, income is a reward system which provides players with power every 30 seconds. Starting at 0, income is increased by a small amount every time you send a unit to your opponent. The more units you send, the larger your income will be. Kill Reward - Whenever you successfully kill a creep, a portion of its power cost is given to the attacker. Tower Defense - Players will have to reserve some power to build towers. Team strategies may be used to find synergies between the different factions. In addition to overpowered towers, players can build complicated pathways to force units along a preferred route. This will allow your towers multiple opportunities to attack creeps, making them even more efficient. Factions - Each faction will provide the player with orbs per the table below: Fire: Frost: Shadow: Nature: Stonekin: Lost Souls: Bandit: Twilight: The Laundry List: These are the things I still need to complete Balance (in progress) Update map to support 3v3, 2v2, and 1v1 game modes. Rework map's look and feel. Want to Learn? Source code available here: https://1drv.ms/u/s!ArQ4hvwFUQaK5k4OAii0Ts8K6sPS?e=xUvRpO Want to help? I need people that can map test, and provide constructive feedback on improvements to overall balance and user interface. Special Thanks to: Kubik Perendi / Spitzkopf Emmaerzeh Omeiwa
  3. The first 90 percent of the code accounts for the first 90 percent of the development time. The remaining 10 percent of the code accounts for the other 90 percent of the development time. — Tom Cargill, Bell Labs
  4. This thread has become a little long, so I don't know if someone said this already. I foresee that there will be 3 types of players, the Hardcore, The weekend Warriors, and the absolute casuals. A multiple daily reward will surely help the community gain that sudden influx of BFP to kickstart the economy, however I think that the reward system should perhaps be split into tiers to help even it out for those who simply cannot play daily. Another problem is that you are cultivating a system of bots, where players would create 20+ accounts and grind hours to generate the passive income. My Recommendation would be as follow: Daily Objective (3BFP) - Complete RPVE { 5 = 1 BFP, 9 = 1 BFP, 10 = 1 BFP } This will allow newbies to do something to increase their net worth Loyalty will be rewarded, as those who nurture the community will slowly start building up value on their account Anti-Grind, since players will have to put in effort, reducing the amount of repetition that can be done with alts. Skill based, to promote better player base Weekly Challenge (100 BFP) - Complete 3 expert maps, Complete Ascension, Complete PtD Allows those who can only play on weekends to catch up Promotional Events (1000 BFP) - Kill X, Complete Mission in under X minutes, Use only Tier 1 Cards, etc Allows community to look for new challenges Breaks the Monotony of a game that wont see new missions or releases (Devs) Will it be possible to do challenges in Custom Maps?
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