Tropical Tower Wars
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Labyrinth Caretaker

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Labyrinth Caretaker Empty Labyrinth Caretaker

Post by TeBBuTT 2011-01-19, 11:49

The entire idea revolves around being able to build 'flat' towers on the ground that creeps can walk over, so if this is not possible, the whole concept is pretty much useless. Devs to confirm/slate potential? If its not possible then its still possible to work this storyline concept into something workable...

Buildings:

Garden Centre

  • Cost: Undecided.
  • Food Gain: +25.
  • Size: 3x3.
  • Upgrades:
    - Fertilizer; (? gold). Provides accelerated growth for seedlings. Once purchased, halves ALL ability cooldowns for every tower/plant etc.
    - Thorns; (? gold). Adds thorns to your hedge walls.
  • Notes:
    The garden centre (or Nursery Store) is the hub for caring for your labyrinth.


Hedge

  • Requires: None.
  • Cost: 0 gold, 1 pop.
  • Attack:
    - Damage: 0 (zero. Simple hedge does not attack).
    - Type: n/a.
    - Speed: n/a.
    - Range: n/a.
  • Size: 2x2.
  • Ability(s):
    - Thorny Hedge; Auto-upgrades to 'Thorny Hedge' once purchased from the garden centre. Causes adjacent creeps to take (?) damage while passing a thorny hedge.
  • Notes: If no grassy/bushy hedge to imitate *this* can be found (co-joined if possible), then: Model or Model or Model or Model.


Spikey Weed

  • Requires: Can only be planted adjacent to a hedge (must be touching).
  • Cost: (x) gold? something really low, 0 population cost.
  • Attack:
    - Damage: something fairly low.
    - Type: Undecided.
    - Speed: Very High.
    - Range: Low (creeps have to be passing over it).
  • Size: 1x1.
  • Ability(s):
    - Upgradeable to Spikey Rock; .
  • Notes: Model or Model.


Spikey Rock

  • Requires: Can only be upgraded from Spikey Weed.
  • Cost: (x) gold? something really low, 0 population cost.
  • Attack:
    - Damage: Medium.
    - Type: Undecided.
    - Speed: Very High.
    - Range: Low (creeps have to be passing over it).
  • Size: 1x1.
  • Ability(s):
    - Upgradeable to Spikerock; .
  • Notes: Model.


Attacking plant XYZ

  • Requires: Upgrades from a hedge tower.
  • Cost: ?.
  • Attack:
    - Damage: ?.
    - Type: ?.
    - Speed: ?.
    - Range: ?.
  • Size: ?.
  • Ability(s):
    - ?; ?.
  • Notes: ?.


Labyrinth Minotaur

  • Requires: Only 1 is allowed.
  • Cost: High.
  • Attack:
    - Damage: Very High.
    - Type: Undecided.
    - Speed: Medium.
    - Range: Medium.
  • Size: 2x2.
  • Ability(s):
    - ?; Unknown.
  • Notes: Wikipedia.


Storyline:

The central idea with this builder, is to be like a 'garden maze', where the 'walls' are either free or VERY low cost, and do absolutely no damage (or rather, none initially).

Primary damage (especially initially), is dealt by planting dangerous objects/plants within the path BETWEEN towers. For example as creeps walk over spikes that have been planted, the ability/attack spike activates and damages creeps. Same for when the hedge is upgraded to thorny hedge etc.

Damage is later also done by planting attacking plants that can grow in the hedge (e.g. venus fly trap. Undecided as to the specifics at the moment) or by the Minotaur ulti tower. I.e. each hedge cell is upgradeable to a number of different attacking plants...

Other Details:
n/a

Creator:
TeBBuTT


Last edited by TeBBuTT on 2011-01-19, 23:06; edited 1 time in total
TeBBuTT
TeBBuTT

Labyrinth Caretaker Ancest12

Posts : 15
Join date : 2011-01-03
Location : South Africa

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Labyrinth Caretaker Empty Re: Labyrinth Caretaker

Post by H3katonkheir 2011-01-19, 18:37

I'm really intrigued by this builder's concept.
The Minotaur model link is incorrect BTW.

I had a tower / slate idea a while ago, which could have relevance - if you want to use it;

Sink Hole

  • Requires: Garden Center.
  • Cost: ~1000 Gold, 0 Food.
  • Size: 2x2 (Note, not 1x1).
  • Ability(s):
    - Tile; Creeps are able to walk over these tower types.
    - Tunnel; (Requires both Sink Holes to be built) When a unit comes into contact with the tile, teleports the unit to the other Sink Hole. Note; the unit may only be teleported once. (Does not teleport to other player's regions).
  • Notes:
    - Only 2 allowed.
    - To balance this tile (if required), either the other towers must be weaker or, a cooldown on the teleport added.
    - Personally I think this can create a whole different (and fairly unique) maze design, or it might fail completely... Depending on the type of person's ingenuity / design skills (or newbness).


PS; Thanks for being an intellectual person able to understand how the Template works!
Also, this is awarded the "D3z's Official Seal of It's-probably-possible Approval" Tongue
H3katonkheir
H3katonkheir

Labyrinth Caretaker H3kato10

Posts : 527
Join date : 2010-12-08
Age : 30
Location : Johannesburg (ZA)

https://tropicaltowerwars.forumotion.com

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Post by TeBBuTT 2011-01-19, 22:46

Haha cool Smile

Ye apologies about the broken/incorrect link, this was lying in my drafts from SEVERAL months ago on the old site. I hadn't bothered to double check the links Tongue

Cant find the minotaur model link, so I removed it.
TeBBuTT
TeBBuTT

Labyrinth Caretaker Ancest12

Posts : 15
Join date : 2011-01-03
Location : South Africa

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Post by LeafMuncher 2011-01-20, 10:45

Well, the simplest solution would be to treat the tiles as wards, or simply remove their collision box and give super low range, so it wouldn't be too difficult
LeafMuncher
LeafMuncher

Labyrinth Caretaker Leafmu10

Posts : 766
Join date : 2010-12-24
Age : 33
Location : Cape Town

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