Notice:
Game development has been halted indefinitely pending changes in the Custom Game system to make it possible for me to update the damn map, and, hopefully, the removal of the popularity system.
So, the map is up for grabs. It's in the Public Domain and you can pick it up, fix it, change it, break it, fork it or whatever.
It you do try to take a stab at taking over, I'm likely available for light consulting in explaining just what the hell is going on in the code.
Best chance of getting hold of me is at rightlyslandom<at>gmail<dot>com
Cube Defense
Remake of the old classic, Cube TD for WC3, by CordialSpam.
Up to 8 players try to keep 30 waves of mobs away from the center, using 5 kinds of towers, 3 of which are upgradeable.
What sets this TD apart, is the fact that mazing is not only possible, it is required in order to complete the game at all. And if you want to stand a chance on the higher difficulty settings, you'd better be ready to understand and abuse the pathing, block the mobs from doing what they want and force them to do your bidding and take the long way around your maze - and preferably run through it two or three times before they get out on the other side.
Defend the Cube either alone, or with an Ally, using the in-game dialog to choose which you prefer. Dynamic team placement allows for any combination of teams of two and solo players in any one single game, meaning you don't have to look for a game with your preferred game mode. Just join up and start defending!
Features:
- 4 Difficulty settings
- 2 Game modes
- Dynamic, in-game Team picking and placement
- Individual difficulty
- Selling of towers
- Working range indicators
- Snaring of flying units
- Anti-blocking feature
- and Awesome awesome gameplay.
Known Bugs:
There is a known, game breaking bug that kicks in for many people around wave 20-25, depending on how many people are in the game. Stuff starts turning invisible and the map becomes very hard to beat indeed. It seems to be caused by a memory leak of sorts, debug tools are non-existant, I am at a loss for what is causing it, and don't intend to remake the game from scratch to try and fix it, at least not until the Custom Game system is "good".
Facts
- Date created
- Jun 08, 2010
- Categories
- Last update
- Aug 16, 2010
- Development stage
- Release
- Language
- deDE
- enUS
- esES
- frFR
- koKR
- ruRU
- zhCN
- zhTW
- License
- Public Domain
- Downloads
- 6,378
- Recent files
- R: Cube Defense v1.5 Aug 16, 2010
- R: Cube Defense v1.4 Aug 12, 2010
- R: Cube Defense v1.3 Aug 10, 2010
- R: Cube Defense v1.2 Jul 31, 2010
- R: Cube Defense v1.0 Jul 31, 2010
- Reply
- #92
slightlyrandom Sep 06, 2010 at 20:21 UTC - 0 likesMemory leak, I have no idea what's wrong, and can't really be arsed to look further into it until Blizzard shapes up and fixes the atrocious custom game system.
Weird pathing? No idea, I'm just using what Blizzard provides.
Health on Insane mobs being funky? Yeah, I messed around with their HP at some point, trying to increase the difficulty. Seems I didn't end up with something that was all that logical, but, hey, any fixes I make are gonna be increases in HP, so consider it a bit of a breather before it the game cocks up and becomes way hard.
Targeting priority is set to distance from tower, closest first. I'm pretty sure it can be changed to lowest HP first, but, well, the data editor doesn't work on Linux, I can't be bothered to boot over, I don't intend to do map editing until as written above, and anyway, I am not sure I'd want to.
I'm happy someone likes the map and keeps playing it. Now, all that needs to happen is that someone picks up the project, fixes that stupid invisibility bug and carries the torch forward. That or Blizzard changing their policy.
Which happens is not a wager I'm willing to make.
- Reply
- #91
Enuaris Sep 04, 2010 at 23:21 UTC - 0 likesFirst of all thank you for this map, Cube TD will always be one of the best TD-maps ever.
Although the memory leak "bug" is frustrating it is still interesting to play with it as sort of a handicap. Mazes with a rather limited amount of towers will most likely never enter the "invisible mode" and even then you can still try to finish the remaining levels as long as you don't have to build new towers (selling a tower and building an new one during wave-transitions has a good chance that the new tower can be seen and selected for a sufficient period of time). You can select and upgrade towers that already existed, but they will become "invisible" after the upgrade, so the best way to do multiple upgrades on different towers is to put them into control groups to be able to reselect them later on (helped me during the last 3 waves to beat "insane").
One thing I noticed is that the towers seem to have no priority system. Usually I would expect them to choose the target with the shortest remaining distance to the cube or in dependency of the remaining health. Instead the player may choose targets manually being able to do a little micro management. Is this intentional? Why can't one stop the towers from firing then?
I am also a bit curious about the "hybrids" and the "supply depots" (I think they are waves 6 and 7). Of course hybrids are the badass mobs of SC2 but why do they have 500 more hp than the depots even if thy come before them? ;)
Some minor issue I encountered was that mobs took strange paths. They were walking a straight line until I built a tower next to that line (not blocking their way or altering the pathlength etc.) and they chose to walk around this tower. Could it be that walking not exactly horizontally is as fast?
Just my 2 cents
- Reply
- #90
capri435 Aug 20, 2010 at 23:25 UTC - 0 likesHi...I have reached stage 29 a number of times but it never happened to me.This one time when I made that "Perfect maze" its happening everytime on stage 27.I have tried quitting SC editor and starting again from the last save but it happens everytime.So the theory that it happens when the game has been played for long time is incorrect.I uploaded my save file ....use it to recreate it.Hope it helps
http://www.2shared.com/file/YSC73X_D/Cube_Defense__78_.html?
(click on "Save file to your PC: click here" in the bottom all other Download buttons are ing Ads)
Cheers Paul
- Reply
- #89
Pillowshins Aug 16, 2010 at 01:53 UTC - 0 likesI'm very new to the SC2 map editor but after a few tests I can confirm that there appears to be a memory leak. After playing around with a few of the triggers I saw that I was only having memory increases during the spawning of adds, which would continue to rise with each new wave. If I just had a single wave spawn with no following waves the leak would occur during the wave and stop as soon as the wave was killed off.
Again, I don't know enough about the editor to be of too much help but it looks like the leak may be occurring when the spawnwave trigger is called.
Hope this can help.
- Reply
- #88
slightlyrandom Aug 14, 2010 at 01:53 UTC - 0 likesWell, Infusioner did a bunch of tests for me, the results of which are that it is probably a memory leak of sorts causing the error.
Disabling the texture under the towers did nothing, building the maze in the editor then running the map didn't cause the bug to instantly happen, nor did the bug happen with a premade maze and jumping straight into the later waves. So, it happens when stuff has been going on for a good long while.
- Reply
- #87
darawe Aug 13, 2010 at 16:13 UTC - 0 likeslet me know what you want tested and I will look into it for you
- Reply
- #86
slightlyrandom Aug 12, 2010 at 23:38 UTC - 0 likesFixed the level 3 ground tower, and tweaked the ice towers damage in v1.4.
- Reply
- #85
slightlyrandom Aug 11, 2010 at 18:32 UTC - 0 likesWell, oops.
If any of you who actually experience this bug (I can't seem to recreate it for the life of me) would be so awesome as to want to test a couple of things out, I have a few suggestions for how to try and narrow it down.
Write here or in a PM, and be awesome and nice
- Reply
- #84
Infusioner Aug 11, 2010 at 18:02 UTC - 0 likesThanks for the update. I notice you forgot to remove the slow effect of the roach though (now that its a normal tower ;)
The dreaded invisible bug seems to happen for me even in single player using the map editor "Test Map" option (round 21 this time). I have a save file of the invisible bug that i can send over if it will help you at all?
Edit: Also, how about removing all bullets (like the rockets of the first turrets)... just to see if its the huge amount of models and particles being generated causing it.
- Reply
- #83
slightlyrandom Aug 11, 2010 at 00:12 UTC - 0 likesWell, now I fixed some of the issues reported below, but I haven't been able to track down the Invisible Stuff one. I'm sort of leaning towards it being a Starcraft bug, but that's only because I am basically clueless as to what else it could be.
Anyway, no more path blocking and a ton of new models, as well as lives and other goodies. That'll make up for the fact that the map is still potentially unplayable with multiple players, right? >_<