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- ST's War TD .11a
About
A cooperative TD of North vs South. Build the best defense to prevent any mobs from reaching the war!
If any mob reaches the war, they will attempt to assault your town hall.
If your town hall ...
A cooperative TD of North vs South. Build the best defense to prevent any mobs from reaching the war!
If any mob reaches the war, they will attempt to assault your town hall.
If your town hall dies, your team loses the game!
There are 50 levels of creeps of increasing difficulty.
If both teams survive all 50 levels, both teams win!
However, to increase your gold and increase your odds of winning, you must train units to increase your income that will also do battle in the war!
Made by: Shadow_Templar
There are 4 races to choose from right now (with more coming soon!)
Extra Features:
Music system (choose which song you want to play)
Difficulty system (everyone chooses how hard the game should be)
Meta
- Categories:
- Defense (Competitive)
- Author:
- Shadow_Templar 9
- Filename:
- ST's TD .11a.w3x
- Project Page:
- ST's War TD
- Type:
- WarCraft 3 Map
- Size:
- 128.0 KB
- Overall Rating:
-
5 / 5 (1 votes, ranked #839) - Tags:
- (No tags yet)
- Players:
- 8
- Teams:
- 2
- Dimensions:
- 96x96
- Playable Area:
- 96x96
- Favorites:
- 2
- Downloads (Total):
- 163
- Downloads (Daily):
- n/a
- Hosted (Total):
- 281
- Hosted (Daily):
- n/a
- Submitted By:
- Shadow_Templar 9
- Discovered On:
- Dec. 30, 2009
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ST's War TD .11a
ST's TD .11a.w3x (128.0 KB)
- Released:
- Dec. 30, 2009
- Downloads:
- 163
- Direct Link:
(No Preview Available)
Rating
- Opinion:
1 vote considered -
- Neutral
Neutral
- Terrain:
-
- Units:
-
- Sound:
-
- Replay Value:
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Your Rating
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Achievements
- Top 100 Dec. 31, 2009
User Comments
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I got a Suggestion if your gonna make a new map:You should make another option in the Tier 1,2 and Ultimate where he/she can pick what kind of tower he/she wants to build.
I should have the 1.1 release soon, mostly balance changes.
What I meant was that you shouldn't have to buy your gold with lumber. As in it is redundant.
Sure meca, let me know.
I should have 1.10 ready by April 15. (If you haven't noticed, monthly updates =P)
First off learn to spell, second off, learn to capitalize, third off, don't call someone smarter then you a moron. Lazerus has a point, some people tend to not buy gold so that their income doesn't plummet, or because they are just dumb. Help the newbies!
Whoa! Do not call good people morons! Or, just don't say it in such an offensive way.
lazurs, you can buy gold with lumber you moron... lumber income is just fine
75.45.86.xxx
could you teach me how to make the custom loading screen?
ST, there are workarounds to solve command lag other than just decreasing the number of units, if you're interested I can give you some tips.
Cordo, thats too bad. I wish it was fixable easily.
most likely ill be repurposing summons in terms that they will be limited to ~15 a round, and they will be stronger/cost more and the cost of each summon vs. it's income will be a bit more closer to the 2:1 ratio it is now for grunts/wolfs, as opposed to the 33:2 that t2 endgame is.
After my further testing this map does not seem to work at all on Mac OSX 10.6 Snow Leopard. It does work under windows. It would be nice if you could fix it to work on OSX, but I currently get around it by using bootcamp.
I really like this idea. But have it only like 1 gold a unit, otherwise you will be overloaded with gold.
Thanks for the replies, I'll definitely re-read through your comments next time I really sit down to patch the game.
13. Way too much Lumber and not enough Gold*~*~*:
This was my biggest problem with the map. At one point my team stopped building and we were just sending. The TD was a mute point (making it a 'send' map?). We made it to the very end of the game that way and then had to go by base totals to decide a winner (BTW I think any imbalance of teams makes this function produce false victory).
I realize you made lumber the income but whoa! I had so much lumber that I couldn't spend it all. Making a 3rd tier could help spend ratio.
There is not enough gold in the game. I suggest giving summon spawns give a gold bounty, making a person who sends more likely to get gold. Also split all the income given to the comp player of that team every round. Another more complicated but decisive idea is to provide send 'points'. For every (x)units killed a send point is earned.
The builders spells were also under priced or under cooldown"ed".
*~*~*: This caused a rift between the two game types (td/sending[Castle Fight style]).
I love testing concept balance, I think I am really good at it. Everyone of my games is a concept hybrid, but enough about me.
If at any point a person can quit playing one part of that game cause thay can win by over compensating another part of that game is IMBA (case: Legion TD 1.2 you could op lumber income and not even build).
Hope this helped.
EDIT: Just realized how you have to trade your lumber for gold. Hmm, in my opinion, somehow rewrite your values so you don't have to trade to get adequate gold to play the td, or better yet have to by lumber.
8. *Summon Tiers CD: First tier unit CD was perfect. Second tier I was having to skip around to all the units, macroing all my time on sending, just to spend all the lumber I had (see suggestion #13).
9. Summon Tiers: Make three or four please!
10. **Command lagg: You would have to go through your entire system to fix this and the rebalance the whole thing again... (making one unit equal the value of three) hard stuff.
11. Unit Blocking: Your td spawn get caught up alot in the game. Seems the last few units of a lot of rounds are backtracking through the maze I built. This is due to them having too large of a pathing. I can't get the WE to recognize a value smaller then .01 collision size but then again I use mass units and therefor .01 would be substantial for your spawns.
12. ***Builder Item/Spells: Nice but under priced or rather too much lumber. Everyone in the game could use every spell, every round (see suggestion #13).
Test Results #1: Plays: 6
Things I liked:
1. Quickbuild is nice.
2. The cooldown on the first tier "send spawns" were balanced nicely.*
3. I love the mass units in the middle, even though they create a command lag.**
4. I really liked the uniqueness of the units and spells, particularly the builder item/spells.***
Things I would look at:
1. Depressing Light Scheme: It is set at night, makes the game play stuffy. Hard to grip the terrain. I know you don't like flashy terrain (reason I deleted all the lava crags off the hero spawn area on Lazerus TD)... But gloomy is as annoying, if not more. Vividness is a fun booster.
2. Blink Builder: Going outside the build area is somewhat frustrating having my builder blink away. Please use pathing blockers.
3. Tower Icons: Please put the towers in order (in according to gold cost) and make some distinction between common and "race" towers.
4. Second Tier Send Unit Icons: Please "exponentialize" the type and cost of summons. As in tier one, all the units that cost gold at the bottom.
5. Summons Macro: First you cant select a group of varying units, only a group of the same unit type. Second, make the rally spot to the middle of the summon area so when you train a unit, it isnt overshadowed by the summon building. It is hard to see and select summons against the building.
6. Summons: Make armor and damage type show on the send icon. Make all units armor and attack type balanced.
7. Linear Gameplay: I felt as tho I had to fallow a "path" while playing. Like there was too much of a price gap between common towers, tier one, tier two ect... making it to where a person couldn't choose an alternative. You basically 'have' to mass tier one at least 3 or four towers because there aren't enough upgrades for the tower. You can also just mass the common tower and have no leaks, making the race useless.
Changelog (Cont #5)
Bug Fixes:
-Fixed multishot's range
-Wisp's tooltip now properly shows "D" as it's hotkey.
-Justice's AoE now is correctly 600 AoE. Was 450.
-Leaderboard should properly update when a player leaves.
-Shadow hunter's tooltip now properly says 105 damage.
-All income units now have proper soundsets.
-Quest log now shows 1-16 as the number of music choices able to be picked.
-Removed Taunt completely from defensive units.
Changelog (Cont #4):
Misc:
-Player has picked <difficulty> message will no longer appear if picking has ended.
-changed countdown timer to show the next level's number.
-Made all players initial income 5. Note: You gained 5 gold every level to begin with, this is a purely cosmetic change.
-Added numerous sounds to the game.
-Adjusted defender towers to be properly synched.
-Minor tweaks to a few game messages
-Minor tweaks to loading screen.
-Added many colors to game messages.
-Added "-i" as an alternative command to -income.
-Changed countdown timer labeled "Start" to "First Level Begins"
-Changed "Undead" classification in Game Interface to "Builder"
-Changed "You have been granted control of <player's> units" message.
-Added a "Tips" quest.
-Minor terrain tweaks
-Difficulty dialog box will now appear as soon as the cutscene ends. (No delay in between.)
-Added "Even Teams" to Suggested Players
Changelog (Cont #3)
Towers: (By Race)
Defenders/General:
-Super Guardian tower attack speed increased by .2/sec
-Omega Guardian tower attack speed increased by .2/sec
-Guardian Tower V tower attack speed increased by .2/sec
-Guardian Tower VI attack speed increased by .2/sec
-Guardian Tower I, II, III, IV attack speed increased by .05/sec
Painful Vines reduced to 40% chance, and multiplyer reduced to 2.85
Upgraded Hedges now cost 1 food.
Dangerous Hedge's price increased to 20.
Human:
-Justice's DPS increased to 50, chance to proc increased to 2%.
-Law and Order's attack speed increased by .25/sec.
Elf:
-Wisp's damage reduced by 20.
-Wisp's range reduced by 25.
Lifeforce now only gives 4 lumber per kill.
Orc:
-Warchief's damage increased by 2.
-Warchief's range increased to 750.
Gro'thar warrior's price decreased by 5 gold.
Changelog (Cont #2)
Mountain King:
-Removed gold cost.
-Increased lumber cost by 225.
-Increased income by 5.
Mechanical Reinforced Machine:
-Increased price of to 50.
-Increased armor by 5.
-Increased Hitpoint Regeneration by 2.
-Increased income to 2.
-Reduced movespeed by 50.
Hulking Reinforced Machine:
-Increased price of to 175.
-Increased armor by 5.
-Increased Hitpoint Regeneration by 2.
-Increased hitpoints by 2500.
-Increased income to 7.
-Reduced movespeed by 50.
Changelog (Cont.)
Units:
Units:
Levels 22-24 have had their hitpoints increased by 100.
Cannon Fodder's health decreased by 35.
Demon Spawn:
-Increased health by 100.
Mounted Warrior:
-Increased damage by 15.
-Increased HP regen by 2.
-Increased damage by 5.
Machete Trained Warrior:
-Changed name to Machete Akimbo Warrior
-Increased damage by 35.
-Increased health by 100.
Pirate:
-Increased income by 4.
-Increased damage by 35.
-Increased health by 150.
Shadow:
-Removed gold cost.
-Increased lumber cost by 25.
-Increased income by 4.
Mountain Giant:
-Removed gold cost.
-Increased lumber cost by 125.
-Increased income by 3.
-Decreased damage by 1450.
-Decreased health by 2000.
Changelog
Highlight:
-Income Units Rework:
-They are bought and no longer trained.
-Limits spamming units, stronger units have a smaller stock maximum.
-They have been massively tweaked. (Read Below)
-Bounty Rework:
-The amount of lumber per kill has been adjusted to scale as the game progresses.
-Undead Race Added
-Random Race Ability
-Allows player to random their race for bonus gold and income.
Gameplay:
-Auto movement periodic timer increased by 2 seconds.
-Changed Buy Lumber to 25 lumber for 50 gold.
-North and South Defenses will now auto upgrade every few levels.