The Sinister Design Forums

Please login or register.

Login with username, password and session length
Advanced search  

News:

Welcome to the new Sinister Design forums!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - LightningLord2

Pages: 1 [2] 3
16
Telepath Tactics Multiplayer Maps / Re: Random Maps I made
« on: May 08, 2015, 03:06:46 PM »
Update: Forgot to set elevations for Summoner's Rift - fixed that now.

EDIT: Also, I can confirm the map to work just fine for me, even if it did take a while for me to actually get to fight. Leaves quite some time to set up a fortification with Engis.

17
Telepath Tactics Multiplayer Maps / Re: Random Maps I made
« on: May 08, 2015, 02:07:51 PM »
Summoner's Rift! Fight an epic one on one battle on a map that's 625 tiles big and has you control 18 units!

18
Telepath Tactics / Re: Auto-Loot all chests after victory
« on: May 08, 2015, 12:52:03 PM »
Maybe if you spend 5-6 turns fighting the 2 bandits, some very strong Lissit catch up to you and threaten to kill you quickly if you dawdle too much.

19
Telepath Tactics / Re: Telepath Tactics - opinions
« on: May 07, 2015, 09:08:59 AM »
Also, I'd like to have an army setup option that brings up the deployment window for each player so you can place your dudes where you want them to be. Leave the setup option as it is right now, though, in case you want a faster game. However, I find it hard to plan my team when they might end up in a bad formation since I don't know where which unit will go on the map.

20
Telepath Tactics Multiplayer Maps / Re: Random Maps I made
« on: May 07, 2015, 07:12:41 AM »
You can make whatever maps you like! It's generally best if most units are useful on a map, of course, but the Map Police aren't going to pull you over if they aren't. ;)

Funny thing is that if a map directly favors certain units, it also makes their counters more useful. However, the main idea with my maps is supposed to be that there's maps you can't use conventional tactics on since other strats are far more powerful now.

EDIT: I'm on a roll! Two maps from other tactics games are here:

Bean Island: The most iconic map of Advance Wars. Makes you wish you had CO Powers.

Tactics 100: Whose 100 point army can win in this small field?

21
Telepath Tactics Multiplayer Maps / Re: Random Maps I made
« on: May 06, 2015, 01:59:33 PM »
Preview Images ready to be posted:

Seems to have some cutoff if the map isn't square-shaped.

Addendum: How do you feel about maps that heavily favor certain units? (Island Hopping is fun for mentalists and stone golems will rock in the Bomberman map, for instance)

22
Telepath Tactics Multiplayer Maps / Re: Random Maps I made
« on: May 06, 2015, 10:03:22 AM »
Given how I can only post 8 files per post and there's no way for me to attach .rar files, I couldn't upload those anyway - still, thanks.

EDIT: The preview image ends up way too big and a part of the map is cut off, too =(

23
Telepath Tactics Multiplayer Maps / Random Maps I made
« on: May 06, 2015, 09:56:54 AM »
Just a pack of 7 maps for you to try. Unfortunately, there's no preview images =(

Bomberman: A classic layout to fight in. Shoving and barricading just got way more fun.

Huge Lava Cave: At last, six players at once duking it out! In a firey pit of hell!

Island Hopping: Strap on your Steamthopters and go get those little islands!

Relative Staircase: You can go up and down forever... 4 players in a tiny arena, too.

Ritual Chamber: Will the sacred offerings be looted to swing the battle in your favor?

Storm on the Castle: Lay siege or defend in this asymmetric 2-player map.

Yin-Yang Cave: Brigdes keep the small island in balance. Don't fall off.

24
Telepath Tactics / Re: Telepath Tactics - opinions
« on: May 05, 2015, 01:27:55 PM »
Small request for future update: How about a single six player map? I'm a little confused that there's a 3v3 mode in the menu but you can't play a map it's suited for.

25
General Discussion / Re: Elemental Relationships
« on: April 30, 2015, 07:55:12 AM »
Why are stone constructions weak to light?

26
Telepath Tactics / Re: Telepath Tactics - opinions
« on: April 29, 2015, 03:17:39 PM »
Would it be possible to implement a recruitment/shop dialogue that's easier to edit? So that all you need to set up is the buyable recruits/items and you're good to go.

27
Telepath Tactics / Re: Challenges
« on: April 28, 2015, 01:26:38 PM »
https://www.youtube.com/watch?v=ZWBTJ0nSJ2Q I hope something like this happens in that mission if you win by rout.

28
Telepath Tactics Misc. Mods / Re: [MOD] Recruitable Characters
« on: April 28, 2015, 09:29:29 AM »
How about a small variant of this campaign where instead of this, you simply get filler units if you have less characters than you can deploy, like in FE: Shadow Dragon.

29
Telepath Tactics / Re: Challenges
« on: April 28, 2015, 03:18:43 AM »
How about a mastery system as in Super Robot Wars? In those games, you get additional mission goals (such as completing the map in a certain number of turns) that grant you a mastery point if you fulfill it. Having more makes the game harder but also grants you special rewards late in the game.

30
Telepath Tactics / Re: Telepath Tactics - opinions
« on: April 26, 2015, 08:51:53 AM »
What's the point of "Bases for Generals"? It seems to be promoted units instead of default ones, but their stats are identical to the unpromoted ones.

EDIT: Nevermind, it's a difference in Generals mode. Would love to see a Generals mod where you can choose which base classes your General can recruit (maybe even one where you start with just him and need to build up your army using his skills)

Pages: 1 [2] 3