Standard Tower Defense
PLEASE DO NOT PUBLISH THIS MAP TO BATTLE.NET WITHOUT MY PERMISSION.
I HAVE NO CONTROL OVER UPDATING MY MAP ON REALMS OTHER THAN SEA. IF YOU ARE PLAYING AN OUTDATED VERSION THERE IS NOTHING I CAN DO ABOUT IT.
Standard Tower Defense based on Elemental TD
Current Version - Alpha 2.1a
slightly less early development
check Files section for changelog
Features
- 4 players
- 2 Game modes
- Lots of Towers
- Upgrade system
- 50 waves
- Elemental TD Layout
If you discover any Bugs, Faults, Oversights in my map please use the ticket system in the link above. I know siege tanks are OP. but another map project is taking 100% of my time currently. I'll hit it with the nerf bat when i get time.
(video was recorded before i modified the map to be 4 players)
My other Maps
http://www.sc2mapster.com/maps/desert-map-melee-1v1/
http://www.sc2mapster.com/maps/reflex/
Love this map too it's a really neat little td, but yea the spawnlings are pretty much impossible, but I'm supposing it's a sort of "bonus" wave since you state here that there are 28 waves yet spawnlings are called 29. Lozalization is badly needed though as everything is just Param/Value shizzle over in EU at least.
But anyway, I was hoping someone could help me out here, I can't for the love of god find any information or find out how to play maps I've downloaded manually, only from the b.net cloud .. Where do I put them? I can't even find the standard maps to load into the GE for checkings out, and I don't know how to create a game on b.net with a map I downloaded manually, HALP! =/
only killed 8 spawnlings >_<
I had a bad run though... :x
ive played it several times now and ppl are always joining...
and as i thought, with some hydtower stack upgrades u can get past everything to swarmlings with just a few turrets and hydtowers (+4 cannons at start and an upped lightening tower)
edit: popularity is maxed btw
new towers and balance changes to current towers i should start working on today. but i plan to maybe hold of releasing a new version for a few days atleast. we shall see what i can get done and in what time frame. heh
for now im fighting a losing battle on EU. having an extremely tough time replacing the old version. while at work today i plan to just leave myself logged into EU hosting the old version. making people unable to play. im hoping AN ENTIRE DAY will drop it enough that it's not played anymore.
hi, thx for publishing... i instantly played the map some rounds and it is now on page 1 if u use the "other" filter... i will play some more and the old map will vanish.
some questions regarding gameplay... archlvt is right, the cannons are almost useless, i build 4 of them at the start to gather some mins and then switch to 4 hydtowers and one of the 45 dmg towers.... thats sufficient to kill everything until i can build the first missile turret (first one right in the middle), then i build a hydtower for that turret and then wait for turret 2, 3 and 4 which always get a hydtower to debuff whats coming... now doing only THAT brings me to zealots, now that i know the debuff stacks, it could get me through the game entirely... the turrets are spread out of course, but i dont use tanks, splashtowers or these completely useless slowtowers (imho, no offense) ever, because its just not necessary... so that aside, i sometimes try out tesla towers but i just don't know if its worth it... i could just upgrade a hydtower or the lightening tower instead for that money (dmg from 45 to 90 is nice and the hold function is useful to hold escaping mobs) instead and i think it would be a better solution. so, do u guys use the tesla tower and why should i bother to spend 50 bucks on those slowtowers (marauder)?
suggestions: the cannons could be made useful if the dmg upgrades would be better i think, and i agree to the tank discussion, in lategame its just wasted money standing around... about the splashtower, i really dont know, maybe a speed upgrade or sth?
and u wanted to implement a sell button, that would be nice :) and a cancel build button would be too.
That was my idea, and it's not something you could spam to win, it would be expensive like missile turrets.
Also keep in mind that, other towers will be dealing +90% damage, while this one won't. Missile towers do 2000 dps right? Well, they're really doing 3800 with hydras around, not to mention the slow effect. I agree that it's probably not the best of ideas, however there's no way for it to be abused, as it's ONLY good for one shot at the end of the line of towers.
I like the fire aura idea though, it would be nice for the U shaped edges since they would remain inside for the longest period.
One thing I'd like to point out too is that Photon Canons, in EVERY form, are completely useless, and it often gets people killed really early on.
edit
I also had an idea, where maybe if you make new waves, say 30-40 are ALL armored units, and there can be towers with +dmg against armored, and then light units, etc. Hellions would be a good anti-light tower, and good top place on the L shaped edges.
the hydra debuff stacking was unintended but i think i'll leave it for now.
the guy who published my map on eu i have no way of contacting lol. thanks to battle.net's awesome features of making it impossible to add friends/talk to people you dont know.
i've published and trying to bump my map up above it.
as for new towers. upgrade for siege tank tower i was thinking giving it the nuke effect and giving it some "radiation" effect dot damage in the impact area.
also i want to do an aura fire tower which applies a DoT in a radius around the tower. this debuff can stack 5-10 times. boosting the need for slow towers to reach as many stacks as possible. im not sure about a former posters idea for a tower that removes debuffs but does large amounts of damage. a "if 1 unit gets past my towers this one will save them". i think it'll be very hard to balance and prevent it being used unintentionally (it might just be the 1 tower you need to build to win. which would be bad)
People left early, and everything works as intended. No double spawn, no text message, no negative countdown timer.
So it looks like, as far as bugs go, your game is fully operational now. All you need now is cosmetic and balance changes.
I totally agree that the tank should be nerfed but with an upgrade. Tanks are overpowered early and midgame, yet useless from about wave 20 on, so it makes perfect sense to tone down the damage to say, 250-300, and then maybe a 150 mineral upgrade to make them attack at a normal speed with...1300 damage? So that they will have SOME use during the last stages.
As far as cosmetic changes go... Maybe a few terrain changes (keeping the level structure the same of course), just something to spruce it up and make it not look so cookie-cutter. Maybe a non-annoying beeping every second during the countdown to the next wave.
Another thing is that I notice people getting frustrated with the last ling level, I don't think people understand that they've won the game after wave 28 and that the ling level is just for fun. Maybe an announcement to let people know they've won and suggest to them that they try a harder difficulty next time.
One thing I've been wondering though, I notice that when you have a 60% hydra tower and a 30% hydra tower, the effects seem to stack. I haven't tested the damage or anything, so I don't know if it stacks to 90%, but both the 30% and the 60% show up together on a mob if they've been hit by both. I dunno if this was intentional or not but I thought I'd bring it up.
edit
Mav, a lot of people steal maps, but they eventually die down anyway since they can't update them. In this case, since you didn't upload to eu, they may have just gotten fed up with waiting, try contacting the guy.
someone else took the liberty of publishing my map on EU a very very old version of my map. theres nothing i can do about it really unless that guy himself takes the map down i'll localise my map for eu and publish it there. but. it'll be hard to replace the old version if people are still playing it.
ah, i'm on the eu bnet servers, that should explain it doesnt it? if so, could u plz upload it to eu-beta.logon.battle.net too? pretty please? :) i wanna beat it and was so close (rauders), but with the old map thats impossible...
if thats not the error... one of my maps which i tried publishing earlier is still available in the list, but i deleted it half an hour ago... then i think the servers need some time to update (yes i refreshed the list )
thx
it should be published as public and unlocked. ? it's there in the list now 1.10d
http://yfrog.com/9epublishedj
or maybe u could publish the new version to public? it would be at the bottom but yesterday i found it there.
i cant load any new version, even with the sc2 editor testing tool... it always loads a very old version without the easy normal hard settings, params spamming and the large lifespanwindow... i dont know how to update this... ive published 1.10a and 1.10 and tried it alone and from public channel... still the old version. the editor says its the right version :/ plz someone help
i've published a new version the two main problems are fixed. spawnlings/wave units no longer die when a player loses so that wont count towards swarmlings killed anymore.
sorry for the wait. i got home from work and went to bed.
I noticed one small problem at the end of the game in 1.10, although it's not totally game-breaking: when the last person dies, and the lava rises up, all the remaining spawnlings die and add to the "spawnlings killed" count. It seems as though the counter should stop running up after you've lost your last life in level 29.
Again, not really a priority compared to the multiple-spawn/level-skipping bug... which, by the way, was also happening whenever you start the game with fewer than four players. Glad you figured out what was going on.
yea. my bad. i know what the problem is when a player loses. all their buildings are destroyed. recently i added to this to destroy all wave units in that players area unfortunately these units dying fail to trigger the next wave (because they are not killed by a player and do not reach the end)
going to remove this for now. wave units running through the lava will just have to do for now forces of evil are now lava resistant !
:( my bad. i'll work on a new one asap
just had the rounds jump from archons -> infestors x4 -> infestors -> mutas
and when red died, all of his stuff stayed alive
i think you took 1 step forward and 5 steps back with this version...
and how do youget to localplayer yourself?
nah it didnt respawn the quad wave, that was wave 14, the respawn was wave 24