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PLEASE DO NOT PUBLISH THIS MAP TO BATTLE.NET WITHOUT MY PERMISSION.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 IF YOU ARE PLAYING AN OUTDATED VERSION THERE IS NOTHING I CAN DO ABOUT IT.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/
Well they didn't all fit at once. It was like...instead of a single file line, there were 2 or 3 files.
It wasn't a double spawn though, because there were the same amount of them. ie. instead of 1x18, it was 2x9 or 3x6, not sure.
It's not a big deal, but it's abnormal, so.
lol the entire wave spawned at once? wtf.
Okay, I got someone to play a game with me, we played a few waves, and he left, his base survived a few waves, and then he died. There was no countdown error, but about 3 waves after THAT, (the infestor one) they went BLAARG and all spawned at the same time instead of one at a time, so they were all clumped up together.
Other than that, everything went as normal, there were no countdown timer issues. I'd like to try this with 4 people instead of two, but the game is so far down the list that no one sees it to join. I'd say release this and delete the old one so everyone tests this. It SEEMS to be fixed but it's only been tested in a forced environment with two players.
This was in 1.10b by the way.
Tord, come find the game, it's near the bottom of popularity, come to 1.10b and test it with me, no one is joining. It should be easy to test. You'll know which one it is, there are caps in the description.
I would suggest adding me, but I don't wanna display my email address here, don't wanna end up on more mailing lists. Maybe for patch 14, Blizzard should require you to add people using their home address, their credit card information and a list of their worst fears. Is entering an account name REALLY not enough?
I'm not sure how I'll find it mav, I only really see things on the popularity list. I assume it will be at the bottom when published? The bnet interface is awful so I don't know.
edit
Nvm, found it :)
countdown counts up at like 25 or26th? so the next wave never comes up
A person left midgame so as you said it prob has to do with that.
Megach (giant roach) is the last boss for now
i guess i'll publish it how it is now under the name test version or something.
Well, while I do play some other custom games sometimes, this is my main game, so I would be happy to come back after the changes and let you know how it is, I'll purposely get someone to leave a game.
And yeah I guess the boss would explain it fixing itself, because when it DIDN'T fix itself (the -600 one) there was no random boss popup.
very interesting. it would make sense for this bug to happen if a player leaves. leaving his towers behind and those towers killing the last wave unit in the entire map. i could sense it breaking.
spawning the next wave is called each time a unit dies. if it matches conditions (killing player, owning player, are there any units left?) it will trigger the count down
it would make sense that it breaks because that player is no longer in the game for the conditions to properly parse. valuable information. and then a boss spawns which then dies and re-runs the spawn wave trigger. fixing it. eventually. I've already implemented a backup wave spawn that occurs if Time Until Next Wave goes into negative. before i release any fix however im just trying to make sure it wont cause a wave to double spawn as that's a bug i don't want back.
as for the tower. it's a nice idea. we'll see. i wanna fix up this bugs first. maybe do some more cosmetic changes. maybe setup hotkeys and get the sell tower feature working before i add more towers/etc
Hiya, I seem to have run into a pretty big bug that I thought was totally fixed, but it isn't. Sometimes a wave never comes, and I check the timer and it's climbing in the negatives.
To help you debug this, I tested it a few times and it seems as though it has something to do with a player leaving before they're killed. Usually it fixes itself at around -300 seconds, but I just played a game where it lasted closer to -600 seconds and we left. (it occured twice in one game in fact, one at -300 and one at -600, BOTH times it happened after a player left and then died).
So basically, let's say I'm player 1, and someone else is player 2. Let's say we're on wave 3. Player 2 leaves the game on wave 3, but his towers keep going, and he doesn't get wiped out until wave 6. Now that he's been wiped out on wave 6, the transition from wave 6 to wave 7 is the one that's bugged, and the countdown goes 9, 8, 7, 6.. etc. and then continues to go into the negatives, and the new wave doesn't spawn. Oftentimes, a boss will randomly pop out, and usually after around -300sec the game unfreezes.
Hope this helps. And by the way, you DON'T need to make this game harder. It's pretty easy on normal mode as it is. If everyone were to get to the last wave every game, it'd be pretty boring. Gotta make people work to conquer the game.
As for a new tower.... How about this idea? A tower that deals a considerable amount of damage (maybe at 300 minerals, but does more damage than the missile turret) but cleanses their debuffs. You would use this at the end of your towers as a last resort. Maybe a Ghost with 1200 damage and very fast, but as mentioned, cleanses their status ailments such as slow and armor reduction.
Either way, good luck, hope this turns out well, this is my favourite TD game for sc2 so far.
edit
I just noticed you're looking for a middleground tower, not a high end one. Maybe a variation of the ghost. Maybe 150 minerals and 600 damage, very fast, no aoe, but cleanses the debuffs on the target. You could call it something like Ghost Tower, Pure Tower, Cleansing Tower, Salvation Tower.
I'm actually finding that lightning towers just don't keep up with the damage and aren't worth the resources. Perhaps an additional upgrade to damage, as well as allowing it to jump an extra 2 targets for the third level? Maybe higher range, and reducing the mineral cost of the upgrades to 60 and 100 or something.
I find that the games I DON'T use lightning towers in, I win the most. There are just way better things to buy with that 60 minerals, and by the time you have the money to upgrade them to level 2, they stop doing any real damage.
Also, I very much agree about the hotkeys but... Can you make them accurate to the real game? ie. Make the Slow Towers D instead of S for example, since it's a Marauder and that's the Marauder key for the game? Otherwise it might mess people up when they want to play a ladder match. At least I think it will.
i guess my spawning trigger still sucks. will look at it.
I've had a bug a couple times (on 1.10a) where the timer bugs out and goes negative and just keeps counting instead of starting the round.
Just an FYI.
Got through with the ...3rd or 4th boss level and somebody left right before it ended. The timer for the next level kept going up (as in 51,52,53,54,55, etc), instead of going to the next level. Haven't seen that in any other games so might want to check on it.
Also, hope the sell feature is coming soon.
it's a good idea. i'll see to it. but i may make a new tower. i like having multiple "utility" towers which can stack effects. slow tower + storm tower = 50% slow. that almost doubles the damage your towers are able to do as creeps move by (in theory)
i know theres abit of a gap at around wave 17. theres nothing really to build to obtain damage after siege towers stop being effective and before you are able to afford missile towers. looking at nerfing siege tower slightly and giving it an upgrade to fill this gap. maybe add another tower to fit in here aswell. we shall see.
Very COol Very NIce! ExcelLENT! MAsybe make The hOtkeys Worth Using Andn There if you know what i mean. those hotkeys.. .darn it all!
I made it to the swarmling level on normal using my build order from the previous versions. I do agree that the missile towers are a slight bit expensive to be so necessary, and it's too easy to just build one hydra and5+ turrets and nothing else. I think the siege tanks could use 1 second off their reload time, but otherwise are fine. There seems to be no reason to buy the marauder towers. I think the stun on lightning towers is fun but it's only really useful if it stuns something in a storm tower blast, or on boss waves (where it's OP, but probably unnecessary).
Suggestion: Since marauders and storm towers do the same thing, switch marauders to fire towers, that add a burning debuff that damages the target over time. Stacks to 2, so there's a synergy with slow towers or hydra towers, plus you get some free damage if the waves move out of range of other stuff.
Your map is one of my favorites so far, I can't wait to see it finished!
The 25% slow isn't enough to justify buying the towers. The stun towers don't do enough damage or stun long enough to make them cost effective. Missle tower is too expensive or later levels need to award more minerals. I got to lvl 24 without losing a single life with 2 photon cannons, seiges and hydras and by lvl 26 i couldnt kill a single creep.
done and published. however someone has published a VERY old version of my map. if he can take it down that'd be dandy.
localize it for europe servers please
yea. every one of those bugs was caused by me forgetting to change a few values over to the new ones. 1.10a hotfix is published and 1.10 is deleted.
should work perfectly now.