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Supercollider by the-red-terror

The icon is already used by 1 tower:

Basic Energy Emitter 

Name General Description
1, 2
Supercollider v4
24000i
2400
General
Element:iron
Rarity:rare
Goldcost:2400
Wave lvl:59
Ele. lvl:11
Family:Particle Accelerator

Submission
By: the-red-terror
Date:2016-03-07 06:25:21
Status:
IN THE MAP v1.09
ID:1899
Last Update:2016-05-20 07:33:24
Combat
DPS:1413
Type:Energy
Targets:0
Range:900
Cooldown:1
Damage:1413 - 1413
Abil factor:0.58
Description
Gains a lot of speed and damage on each attack, while losing the bonus on kill.

Abilities
Energy Acceleration
Every attack increases attack speed and damage by 4%.

Level Bonus:
+0.1% attack speed and damage
Errant Tachyons
On kill, this tower is stunned for 2 seconds and the bonus from Energy Acceleration is lost.


1, 2
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Discussion

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 Post subject: Supercollider v4 (1899)
PostPosted: Mon Mar 07, 2016 5:25 am 
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Joined: Wed Sep 21, 2011 10:51 am
Posts: 73
This is the discussion thread for the tower Supercollider (1899)

Creator's comments for this tower:

3rd in family. In the time it takes the first one to get to +150%, this reaches ~600%.
To be dealt with: Central doodad still has a build animation.


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 Post subject: Re: Supercollider v1 (1899)
PostPosted: Mon Mar 07, 2016 5:29 am 
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Joined: Wed Sep 21, 2011 10:51 am
Posts: 73
Tooltip error is already fixed, not wasting an update yet. Buff is 4% instead of 2%.


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 Post subject: Re: Supercollider v1 (1899)
PostPosted: Mon Mar 07, 2016 6:49 am 
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Joined: Sat Jan 16, 2010 2:35 am
Posts: 1650
About build animation, How-To: 2.3.1 Advanced Tower Effects


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 Post subject: Re: Supercollider v1 (1899)
PostPosted: Mon Mar 07, 2016 5:56 pm 
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Joined: Wed Sep 21, 2011 10:51 am
Posts: 73
Making it advanced means it can no longer have a negative z-value, which looks terrible. I'll try getting funky with some regular doodads and scrap the mine in the middle.


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 Post subject: Re: Supercollider v1 (1899)
PostPosted: Mon Mar 07, 2016 7:50 pm 
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Posts: 1650
My bad - never encountered that limitation.


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 Post subject: Re: Supercollider v1 (1899)
PostPosted: Sun Mar 20, 2016 9:06 pm 
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Joined: Wed Sep 21, 2011 10:51 am
Posts: 73
My doodad skill is lacking. Currently trying to learn how to force the "stand" animation on the mine.


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 Post subject: Re: Supercollider v1 (1899)
PostPosted: Mon Mar 21, 2016 4:34 am 
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The doodads aren't actually doodads in-game. They're replaced by units (advanced) or effects attached to dummy units (normal). That's why normals don't get to set animation - SpecialEffect has no way of doing that, as far as I know. Advanced doodads then are replaced by units that can't quite be placed underground. Dummy units are able to go underground, because their model is actually lower than its 'midpoint'. Or something like that.


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 Post subject: Re: Supercollider v1 (1899)
PostPosted: Tue Apr 05, 2016 4:22 am 
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Joined: Wed Sep 21, 2011 10:51 am
Posts: 73
Hitting a wall (amusingly, after several attempts to use walls as decor.) Any suggestions for what I can work on besides the model?


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 Post subject: Re: Supercollider v1 (1899)
PostPosted: Tue Apr 05, 2016 10:18 am 
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There's not much else to do for this tower, I think, I might've become blind to details by now.

What exactly do you want for the model?
Beams radially from center to outer walls, beams slanted downwards, because that's what I recall the gold mine mostly accomplishing apart from the souls?
I imagine you could do that with bookshelf models with a little pitch for the downward slant. The bookshelf model's back is solid wood.


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 Post subject: Re: Supercollider v1 (1899)
PostPosted: Tue Apr 05, 2016 2:06 pm 
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You could increase the overall height of the model to make the goldmine model fit:
Creation map (brutely deleted energy_rotation so the tower can be compiled alone and tested - in hindsight, should've commented it out)
Test map
Then though... you could try and see if you can reduce the amount of doodads in your tower. ~20+ units for a single tower is a bit much (but I suppose in the realm of acceptable). Would still appreciate if it were a little fewer doodads. Try not to compromise with the art though.


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 Post subject: Update to version v2!
PostPosted: Sun May 01, 2016 9:46 pm 
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Joined: Wed Sep 21, 2011 10:51 am
Posts: 73
The tower has been updated to version v2!

Creator's reason for this update:

Pulled my head out my ass and just did the thing.


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 Post subject: Update to version v3!
PostPosted: Sun May 01, 2016 9:51 pm 
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Joined: Wed Sep 21, 2011 10:51 am
Posts: 73
The tower has been updated to version v3!

Creator's reason for this update:

Come on picture, keep up the pace, appearance is the only update!


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 Post subject: Re: Update to version v3!
PostPosted: Tue May 03, 2016 12:26 am 
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Posts: 4498
Location: Australia
the-red-terror wrote:
The tower has been updated to version v3!

Creator's reason for this update:

Come on picture, keep up the pace, appearance is the only update!

Sometimes you just need to refresh the page to get the picture to update itself properly. (Just FYI for future incidents :P)

_________________
Goldcost to waveLevel & elementLevel relationship
Incremental Testmap Stub & Tower Creation Map


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 Post subject: Re: Supercollider v3 (1899)
PostPosted: Tue May 03, 2016 2:57 am 
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Joined: Wed Sep 21, 2011 10:51 am
Posts: 73
After I broke the original particle accelerator thread I'm more inclined to assume things are my fault!
Either way, it looks like this now:
Image


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 Post subject: Re: Supercollider v3 (1899)
PostPosted: Tue May 03, 2016 4:12 am 
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ya thats what the picture looks like for me in the thread. You literally have to just refresh the page for some reason to see the update of the pictures

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