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Old February 24th, 2009, 06:15 PM   #1
Thexsoar
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Default Multiplayer question

Hmm, multiplayer sound fun, but how does one play test one if it requires two to load?
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Old February 26th, 2009, 07:42 PM   #2
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Default Thexsoar's first multiplayer map... Shooting stars

Well I don't have time to try this out yet but the code seems solid. I'll try later this evening, feel free to try it yourself
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File Type: txt Shooting stars.txt (3.4 KB, 0 views)
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Last edited by Thexsoar; March 2nd, 2009 at 05:42 PM. Reason: fixed hb locations
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Old February 26th, 2009, 10:24 PM   #3
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hmm irc, I don't have that but if it makes this easier I'll get it. Noid, do you mean mirc? I have yahoo messenger, but am more than willing to grab another chat program. Let me know how to get connected with ya, hope to hear from you soon!
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Old April 28th, 2009, 09:30 PM   #4
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I haven't exactly played with 6 or more players yet, but I think I found a fault in the maps with 6+ players. Each player will have to have a path leading to every base in the game, otherwise the game could be stuck with player not being able to send creeps to player 5... some of the maps looks like they only have one path, straight to the opposite side of the field.

If noid already fixed this, I'll just delete this post.
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Old February 6th, 2009, 07:51 AM   #5
The Noid
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Nice work guys, I hope I can add 'em this evening, otherwise it'll be tomorrow.
thaCannon: Your map currently has only 2 paths. Don't worry too much about the exact coordinates, they're easy to fix once you see the creeps going the wrong way
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Old February 6th, 2009, 08:23 PM   #6
thacannon
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Quote:
Originally Posted by The Noid View Post
Nice work guys, I hope I can add 'em this evening, otherwise it'll be tomorrow.
thaCannon: Your map currently has only 2 paths. Don't worry too much about the exact coordinates, they're easy to fix once you see the creeps going the wrong way
Hey now I was doing this at night here, meaning sleep, school, then whatever else.

Anyways, with all of these multilayer maps, I think adding sections such as 2P or 3P maps and such would be a great Idea.

Edit:
Wtf, I can't copy OR paste the codes into or out of the level editor. I can't see how my map works. >.<


This map also have jumping way points. :P but it'll jump from the base to the middle, go back and forth and suddenly strikes at the enemy's base.

The map also limits some base walking. =)
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Old February 6th, 2009, 03:14 PM   #7
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Code:
level Bermuta's Triangle (3P)
20
15
n n n n n n n n n b n n n n n n n n n n 
 n n n n n n n n b b n n n n n n n n n 
n n n n n n n n b b b n n n n n n n n n 
 n n n n n n n b p p b n n n n n n n n 
n n n n n n n b p b p b n n n n n n n n 
 n n n n n n b p b b p b n n n n n n n 
n n n n n n b p b n b p b n n n n n n n 
 n n n n n b p b n n b p b n n n n n n 
n n n n n b p b n b n b p b n n n n n n 
 n n n n b p b n b b n b p b n n n n n 
n n n n b p b n n n n n b p b n n n n n 
 n n n b p b b b b b b b b p b n n n n 
n n n b b p p p p p p p p p b b n n n n 
 n n b b b b b b b b b b b b b b n n n 
n n n n n n n n n n n n n n n n n n n n 

info
Author: <b>Thacannon</b><br>

towers
hb 0 4 12
hb 1 9 2
hb 2 14 12

path 0.0 1 0
4,12
4,11
5,10
5,9
6,8
6,7
7,6
7,5
8,4
8,3
9,2

path 0.0 2 0
4,12
5,12
6,12
7,12
8,12
9,12
10,12
11,12
12,12
13,12
14,12

path 0.0 0 1
9,2
8,3
8,4
7,5
7,6
6,7
6,8
5,9
5,10
4,11
4,12

path 0.0 2 1
9,2
9,3
10,4
10,5
11,6
11,7
12,8
12,9
13,10
13,11
14,12

path 0.0 1 2
14,12
13,11
13,10
12,9
12,8
11,7
11,6
10,5
10,4
9,3
9,2

path 0.0 0 2
14,12
13,12
12,12
11,12
10,12
9,12
8,12
7,12
6,12
5,12
4,12

budget 1650 2 2

lives 50

background images/sunset.jpg
Cannons map with ways, i hope its nor problem for you ;-)
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Old February 6th, 2009, 05:42 PM   #8
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Bermuta's Triangle ?
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Old February 6th, 2009, 05:57 PM   #9
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Quote:
Originally Posted by The Noid View Post
Bermuta's Triangle ?
To do not say that it is Bermuda Triangle, well, the letter "d" is far from the "t", far enough to dont switch them
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Old February 6th, 2009, 05:59 PM   #10
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Those maps with jumping creep waypoints are... interesting.
Creeps take a fixed amount of time to travel from waypoint to waypoint, regardless of the distance between those waypoints. Did you intend the creeps to zoom over the map, or did you not expect it to work that way?

Maybe I should change that bit of code so it inserts the missing waypoints
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