Ball Race bumpers and the bounce stars do work in Condos!
Oh, I was not aware. It’s been quite the long time since I last played. Thanks for informing! What about something like Accelerate boosters?
Those boosters are pretty much the same as the Push Volume.
Oh, I see, interesting, thank you! Was not aware of that.
A way to disable player collision for SDNL would be great
For the ZM SDK, I think it would be great if sub-objectives had a toggle to be optional.
Currently, they’re set to fail you if you don’t complete them. However, when being used to simply open paths or activate other IO, the map creator may not need them to be mandatory.
I think that along with this, there should be a small “Objectives” list added to the HUD. This list would specifically the current active objectives, and if they’re required or optional.
The Camera Hide Module should respect groupings.
Currently, it only hides the object it’s attached to regardless of grouping. This can make entire structures disappear in parts instead of all at once.
Yeah that would be extremely helpful. I have an enterable building and ideally I’d like to have entire chunks of the walls/ceiling hide at once, but instead tiny pieces flicker in and out as I move around, which isn’t great:
It would be nice if that was an setting to choose whether you want it to respect groups of objects or not but I agree.
Out of pure curiosity, if it’s not too much trouble - Do the currently implemented Game World I/O objects interact with say, milestone versions of things like golf ball, ball race ball or RC cars? I’m just curious about the level of interactivity these objects have outside of Game World usage. I hope this isn’t a problem to ask in an suggestion thread but I figured this is where it’s most likely to be seen.
A few small things for ZM that I’ve found a need for but do not exist:
OnDay Events
- Some way to specify when OnDay# events fire
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- Currently they fire after zombies start spawning, but sometimes it’d be better if they fired when the Survivor/Upgrade menu appears.
Helicopters / Escapes
- Activate/Deactivate
- Setting to hide the Helicopter’s red helipad during gameplay (if not a bug)
Boss Spawner
- Activate/Deactivate
- ‘Set Boss’ IO output (could be used to choose which boss is fought based on events rather than random chance)
Sub-objectives
- Settings to adjust how many points are rewarded while charging and after completing
Zombie Spawner
- Setting to deactivate individual spawners by default
- Option to manually spawn raptors
I recently started working on a ZM map with someone else and I have a few thoughts on using the level editor.
General SDK
Full Catalog
Since this is an SDK, it seems odd that we don’t have access to the full library of building materials/props/etc. I would love if we were able to have the full catalog accessible and without needing to purchase extra parts.
Being limited by my lack of funds rather than my creativity and development abilities feels weirdly restrictive. Plus, I wouldn’t have to keep asking my friend who’s hosting to buy more of a specific piece of furniture.
And as someone who only started playing TU this year, I don’t have access to a lot of the seasonal decorations, and I don’t have enough units to buy all the stuff I might want without having to grind for cash if I wanted to make a map on my own.
Easier Collaboration/Sharing
Related to the above point, having an unlocked content library would also allow collaborative building on a greater scale. As it is right now, I can’t work on anything while the original creator of a map is unavailable. Being able to just save and share a map back and forth with other users would make this a non-issue.
Extra Autosave/Snapshot Options
We had a problem with a large item group accidentally being deleted and undo didn’t bring it back. We then had to revert to the last time a snapshot was manually saved to recover it. Having the option to enable a few extra snapshot autosave slots would help greatly, for this case and just for general use.
Custom Prefabs from Groups
Similar to how copycat works, but just being able to save it to a list of custom prefabs so that you can easily bring them into different maps or different snapshots.
Copycat Item List
It seems that when trying to copy groups you are only sometimes warned about missing items. And it doesn’t show every item that is part of the selected group or if you’re missing more than one item. Having a list in the corner stating each grouped item with a “needed/owned” quantity would make this much easier to work with. However, this would obviously only really be useful if we are still kept within the limits of only having access to our current inventories.
ZM Specific
More debug tools
Being able to change class and select upgrades, select weapons, toggle god mode, kill all active zombies/kill boss.
Class-Specific I/O Modules
Since the game allows freely switching classes without losing upgrades, I think it would be cool to see class-specific I/O modules. Such as:
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One that detects a healing kit zone, so you can lend aid to a random survivor you come across.
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One that counts how many zombies are killed with camera flash, to help a certain zombie journalist/mall enthusiast with his reporting.
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One that detects damage from ramming shield or explosive flasks so you can break through a pile of rubble to open a new area or shortcut.
Full Catalog
Since this is an SDK, it seems odd that we don’t have access to the full library of building materials/props/etc. I would love if we were able to have the full catalog accessible and without needing to purchase extra parts.
Yes please! Needing to spend our units to make game world maps is very limiting and I imagine a lot of players who would want to make a map, currently can’t because of how expensive it can very quickly get.
I’d also like to suggest we be able to see the Position/Rotation/Scale values when moving a group of items. It wouldn’t take up any more space than it usually does in the top right when moving a single item. Just have it show the values for the center object of the group. That’s already how the game handles moving a group of items, by the center object.
One more SDK-related gripe/suggestion I have: The undo/redo steps are shared between all players. Please separate these to per-player! This is a nightmare when building with someone else. Screw something up and want to undo? Better hope your friend didn’t place something in the time it takes you to press that undo button, or you’ll instead undo what they did and have no idea that you’re wiping their progress unless they say something. And then you’re at the mercy of hoping the redo function even works…
that’s a great idea, I need this so bad!!
god yes. PLEASE, that’d be nice!!
I prefer having another unit sink when it comes to purchasing the parts. As of right now, we literally don’t have how to spend them, except for becoming gambling addicts - So no, I do not support this idea.
You are in an extremely small minority of TU players if you have every single item purchased and just desparately need something to spend your units on.
You need to remember that most of the people playing this game don’t have millions of units to spend but want to create maps for Game Worlds. The map I’ve been working on and almost finished isn’t that crazy and yet it’s cost me over 3 million units.
Needing to spend units to use an SDK limits how many people out there are ever going to be able to do so, meaning less workshop maps in general for everyone to play.
I’d rather we limit workshop map making by creativity, not their in-game wallet. You can always go spend your units building a regular Condo, anyway.
I would like to say two things: First, I think there’s a difference between being a long-term player who has dedicated a lot of time to the game over the years and just between someone really good at it who can easily gather piles of units in millions or just a person who plays Game Worlds and other things that give you the most units regularly. A lot of us don’t have millions of units just because that’s what you state. Many of us, if anything, have spent a lot of years or time on activities in this game on general - I’m one of those players. As an example, I never had more than 1 or 2 millions of Units at once and neither did I ever buy every single item in the game, because I wouldn’t have an use for every single item in the game. I don’t think I even have half really, but maybe I do. I spend a lot of my time on decorating Condos, mostly with Workshop items but that’s about it, maybe some Game Worlds but I don’t do that as much anymore. Don’t you think it’s fair that some of us would like to be able to do things with this excess cash outside of casino and Condo building? We could go for a compromise, but you decided to say that it’s not worth it and we are extremely tiny portion of the playerbase when that’s hardly the case as well. A far better solution would be to lower the prices of parts significantly - Not remove them outright. But I guess me and multiple other people hardly know anything at all according to the “majority” of players, even though not all uf us have tens of millions of Units.
This is an SDK suggestion thread, not for condos in general.
Put yourself in the shoes of someone who just bought the game because they saw that it has an expansive (and ever expanding) wealth of UGC and they wanted to try their hand at making some levels. Having just purchased the game, they would be almost entirely unable to engage with the main reason they bought the game.
And your argument is to keep it that way because you don’t have enough stuff that you personally want to buy.
If you want something to spend your units on, you just said you don’t have even half the items. You can spend your money on those. There’s tons of game worlds customization options to buy too, since you said you don’t play them much.
If you don’t want all that stuff, that’s not anybody else’s problem and isn’t a reasonable thing to use as an argument against a set of level creation tools being open for players who want to use those tools.
In fact, if you’re saying that you spent multiple years playing the game and still don’t have enough money to afford all the items in the game, that’s a good argument in favor of my suggestion.
- Custom workshop furniture does not have to be purchased in order to create new items
- Custom player model rigs do not have to be purchased in order to create new avatars
- Custom sound effects do not have to be purchased in order to create new music
- Custom textures do not have to be purchased in order to create new canvas items
The game worlds SDK is an outlier in this, and I think it’s probably the most unfortunate one to be an outlier because of how extraordinarily expensive it can get, as evidenced by ZachFett’s post. And I don’t know of any other game with UGC that charges players per item. Simply lowering the cost of items would still present you with the problem of not having enough to spend your saved up money on.
If the developers want to keep some form of progression:
Make it so that you have to pay to unlock items, but then once you do, you have access to an unlimited number of them.
I think that’s still not ideal, but I do believe it’s certainly more fair than the way the SDK works now, and it’s also not an entirely unusual method of gating off items in games with a focus on UGC.
I like this idea of one-purchase per item specifically in the SDK. I also think milestone furniture should still have to be unlocked, but I think this is a good in-between solution.
Gameworld =/= SDK, whenever i see someone hosting the SDK they are always building the map. They do not function the same as condos, (you can’t sit in chairs, watch TVs, or use emulators) So people exploiting the SDK to get free items to build with isn’t as much of an issue as one may think, as you can’t really use them as hangouts.
In my opinion, I don’t like the idea of getting everything for free for the SDK, simply because I think seeing all the props at once can be overwhelming for newer players, and I feel that buying one of what you actually need can help a builder familiarize themselves with the available item pool, instead of having it all shoved on them at once.
EDIT: To reply to DragonLord, when you build condos as much as I do, it’s not often that you have to buy items when compared to a newer player. I have over 6000 cubes and haven’t had to buy one since 2022. It’s a unit sink until you have everything you need.
Alright, yeah, maybe that does clear some things up. But I still believe this would be an wrong approach to things. Being able to buy things once and then never again or have them free all the time isn’t a good idea, no matter the way you put it. Regarding Condos: That was simply an example and I think that really, that’s as simple as I can get with the explanation - If it’s still hard to understand, well, sorry? As for why I don’t own everything? Like stated: I don’t have an use for every single item in the game. Same with all of the upgrades. Nor do I even own all of the Condos either. I consider it to be a waste to own literally everything in any given game even though you wouldn’t use it, unless there’s people that would have an use for these things over and over again. Further: I already said what an better compromise would be, as opposed to both of these solutions - Once again, it was ignored for your own convenience. And finally, the cherry on top of a cake: You state that this is my personal issue - I never once mentioned that anywhere, maybe implied - However, what I did make more than clear, is that I’m addressing an part of the community that is much bigger than what ZachFett is giving it credit for - If you didn’t know, this isn’t a “extremely small minority of players” - A LOT of players complain about lack of currency sinks in the game. And there is a significant amount of them. That doesn’t sound like an minority, and especially not a loud minority to me, but I guess what do I know, right? Either way, I will be honest - I love people being actively ignorant of arguments and only addressing the ones that fit whatever it is they want to say and their ideologies. You guys don’t even make an effort to address vast majority of points that myself and many others have made in this thread against this change and yet you gather likes for it as if it was nothing. If SDK can get ridiculously expensive, best way to deal with it and not dumb it down in the process is to reduce the prices by a significant value, such as -75% of what they currently are. All sorts of players in Tower Unite do not have, nor wish to own everything. Are you going to push them to spend their Units on these things that will be useless to them in the end, rather than giving them more opportunities to do things with excess currency? All I can say is: The moment Tower Unite changes this system, same as it did with Condo I/O items, yeah, no thanks - It will be another disappointment on an already long list of disappointments with these developers. And this whole response is also to say that I will not be engaging with people ignorant of significant arguments and others making blatantly false claims. It’s a waste of time.