X-Morph: Defense

X-Morph: Defense

Druid`s Forest
23 条留言
Raizen^TF2 2018 年 6 月 2 日 下午 8:13 
good
RAMBO 2018 年 5 月 29 日 上午 6:30 
ty for the map:steamhappy:
Suds 2018 年 2 月 8 日 上午 11:24 
Enjoyed it. Haven't built a map but see the inherent problem when playing with elevation. In one case, I had a walled off section of my base and the tank line which didn't show doing this found a way to either go over it or under it. None the less, I enjoyed playing this one. Good work.
~HarrisoN~  [作者] 2018 年 1 月 31 日 上午 11:15 
Thx :2017catheart:
blutsgewalt 2018 年 1 月 31 日 上午 10:41 
Nice first map! Keep up the good work and but don't be to easy on us. I'll guess most of the player who play custom maps are prepared for some intense fights ;)
~HarrisoN~  [作者] 2018 年 1 月 5 日 上午 9:35 
Thank you for your tips. I will use these in the second map (only don't know, when I start it :meadowwolf:)
PROSATANOS PL  [开发者] 2018 年 1 月 5 日 上午 8:53 
Congratulations on the first community map! It was fun to play, thanks for contributing. It's really impressive what you made, taking that there were no tutorials at that point.

As for the feedback:
- I'd recommend making the terrain where the units travel more flat. In the campaign maps we mostly used the level tool combined with ramps tool to make hills and chasms (along with the cliff generator option). Having steep hills introduces problems because towers can't be connected with laser fences if the height difference is too great which might be confusing for players.
- I'd avoid having objects like trees or rocks to be on the same level as the player ship.
- I'd recommend making all enemy air units to fly on the same level as the player (place spawnpoints on the same height).
- Place some more props to blow up in the level :) - who doesn't love to blow ♥♥♥♥ up? :)

In any case, nice map! Looking forward to play some more levels.
(๑•̀ㅁ•́ฅ) 2017 年 12 月 14 日 上午 7:39 
流程太短。。
(๑•̀ㅁ•́ฅ) 2017 年 12 月 14 日 上午 7:00 
先试试
voper45 2017 年 12 月 5 日 下午 11:52 
For the skip flow all you got to do is feed the last node of each spawn chain for the wave into the start flow node, and then feed the last node of the air attackers into the end flow node. then just connect the start flow to the end flow, and the end flow to the end of wave stuff.


Also good job on the first community map for the game :) Nice and fun map.
Pacanutron  [开发者] 2017 年 12 月 5 日 下午 10:47 
@HarrisoN - to make a spline flat you will actually have to select all of it's vertices one by one and adjust their hight manually. Spline tools are far from perfect... but the entire level editor was made by a single person so we are happy with what we've got ;)
maniar 2017 年 12 月 5 日 上午 10:05 
Great job!
~HarrisoN~  [作者] 2017 年 12 月 5 日 上午 3:55 
Oh, forgot say. In the end wave I made less enemies, because my alien core usually save 5 - 15% of hp.
~HarrisoN~  [作者] 2017 年 12 月 5 日 上午 3:52 
Panacus, thank you for your reply! I have some experience in the same editors and I just like games with editors.

- I tried make cliffs, but it did not work very well. I not used this function a lot.
- Ok, but only one question. How to make a flat spline, which will not depend from the terrain height, if it is possible.
- I saw this function, but at this time don't know, what it do.

Thank you for playing!

Всем спасибо, кто поиграл в карту! :epihappy:
~HarrisoN~  [作者] 2017 年 12 月 5 日 上午 3:45 
Shas'O'Kais, нет, я русский. Карту делал наобум, эдакое "фентези".
DoomedMarine 2017 年 12 月 5 日 上午 1:21 
Башкир что ли? Карта очень своебразная.
Gim Jeong-eun 2017 年 12 月 4 日 下午 8:01 
woooooooooooooooooooo
Pacanutron  [开发者] 2017 年 12 月 4 日 下午 2:28 
Congratulations on creating the first community map! I really enjoyed playing it and the fact that you managed to get a lot of advanced mechanism working without any tutorials is really impressive :) I am really looking forward to seeing more of your maps :)

A few questions/tips for you:
- Did you try generating cliffs on this map? They are great for dividing terrain, look good and will save you a lot of work. You can generate them by simply clicking Generate in the terrain tab.
- Air attackers usually work better when they are on the same hight level as the player.
- There could be a bit more player attackers, especially in the later waves when there are multiple tanks attacking you. You can make air attackers flee the map by using the skip flow start and skip flow end mission blocks. You can check some examples in the main campaign maps
WindStrike 2017 年 12 月 3 日 上午 2:56 
Decent map, albeit a bit simplistic, though I did have to think a bit on that last wave. Beat it on hard difficulty in one try, good job on the map!

Here's a screenshot of my defense on the last wave, making sure the bulldogs had to go through parts of my defense multiple times to optimize the damage output, given the lack of lasers.
http://psteamcommunity.yuanyoumao.com/id/WindStrike72/screenshot/861740885792885727
SBrewBlade  [开发者] 2017 年 12 月 2 日 上午 11:14 
I just can't wait to play them :)
~HarrisoN~  [作者] 2017 年 12 月 2 日 上午 11:02 
Thank you :epihappy: In my plans at least two new maps.
SBrewBlade  [开发者] 2017 年 12 月 2 日 上午 5:06 
Enjoyable mass destruction :)
✪ lukaasm  [开发者] 2017 年 12 月 2 日 上午 3:19 
A different one and rather open :]

Played well, Good job!

Thanks for contributing/