Hello there. I had an idea for a gametype that I haven't ever heard of before. I searched for it online and never found a trace of it, yet I'm sure you all have heard of it. "Tower Defense". You know, the addicting little games where the 'creeps' run along a set track and your towers shoot at them. When they get to the end you lose life. Well, I set in motion to try and make said gametype, and so far I've not encountered a single successful test. Spawns are possibly the most aggrivating thing, and they refuse to work. I looked at all the avaiable materials, I've tried everything that they've said and everything I could think of, yet it still doesn't work. I need help. So, I'll describe the gametype a bit better to help whoever can help me (bless your heart!). The attackers (read- creeps) start at their base. They through the track, hitting various checkpoints (territories) on their way. They finally get to the last base/territory, and from there they assault the towers. Yes, I know it's a bit distant from actual tower defense, but I had to make it for for halo, eh? So, essentially, the attackers need to spawn at their base until they capture the first territory, then they need to spawn there. Then the next one, the next one, and so on. The last checkpoint is at the other 'base', and generally is with a cache of weapons so they can get into the towers with more than ARs/BRs or ARs/Carbines (what they have on "Triathalon TD" and "Freezing TD" respectively). The defenders have spawns in all the towers, and a starting point which is sheltered from the towers (so they can spawn even if every tower is under attack). The defenders can't leave the towers and the attacks need to spawn at the latest checkpoint. I've tried everything from using nuetral spawn points, to putting spawn areas in descending spawn order, to using seperate ascending/descending areas/territory spawn orders. If somebody could help, it would be great.
Unfortunately this has been done before by Something. It can be found here. He recently made a better version of it on Avalanche as well that can be found on his file share.
Just finished reading through that. Darn, I guess it's not an original idea, although he did it a bit more rigid to the actual tower defense game then I did, where there's no shield regen and such. Still though, if somebody could tell me how to organize the spawns simply for knowledge's sake, I would be grateful.
If you could tell what spawns you used, I may be able to help. Which spawns don't work? Starting or Respawns?
you could have like dumpsters and when you get there you throw a grav lift and it unblocks the tele, but that's all i could think of.
The starting spawns work like they should, but the respawn areas don't work. (to acheive the effect of having 'checkpoints')
Its impossible to have said checkpoints. Respawn areas are merely to group respawn points for better spawning.
you can't have respawn areas on timers.. however, a series of small simple min/max switches at each territory could be used to block off the spawn points at previous territories once a new territory is captured. Do a search for a map called Attention Deficit by Furious D 18. Your switches would need to be player activated and not on a timer, but it should give you the idea and feel you're going for.
Thank you both very much for your help. I looked up Furious D 18's map. I understand the progression idea, and I'm going to try a couple 'switch' ideas of my own when I get home. I was hoping there'd be a solution with territory markers and respawn areas, but I guess not. So, I'll try it, and post how it comes out when I finish. Again, thank you both very much! Edit: Alright, I got it to work via fusion cores that you have to shoot. It's still not perfect, but since it's already been done I scrapped the project so there will be no more work on it. I just wanted to figure out how the respawns could work like that. Thanks again for your help, I understand now.