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- ST's War TD
About
ST’s War TD is a cooperative TD of the North team vs. the South team.
Your Goal: Build the best defense that you can imagine, you’re here to prevent any enemy from reaching the war!
If any enemy ...
ST’s War TD is a cooperative TD of the North team vs. the South team.
Your Goal: Build the best defense that you can imagine, you’re here to prevent any enemy from reaching the war!
If any enemy does reach the war (this is considered a “leak”), 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. Early levels are the easiest.
If, somehow both teams are skilled enough to survive all 50 levels, the game will judge the winning team on remaining HP. If the HP is the same, both teams win!
However, to increase your gold and increase your odds of winning, you must train units to increase your income (gold given to you at the start of every next wave) these units will also do battle in the war in addition to any leaks!
There are 7 races to choose from!
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Suggested Gameplay:
//===============================================================
-Online play suggested, or multiple players via LAN.
-Even teams are also suggested.
-The best "action" happens when there are 8 total people playing.
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Extra Features:
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Music system (choose which song you want to play)
Difficulty system (everyone chooses how hard the game should be)
Time system (command to see elapsed time, also appears in the multi-board)
Multi-board (displays kills and income)
Sell system
Many game modes!
Reviews (Submit a Review)
More Isn't Always Better
Reviewed by mecatronic 6 on March 29, 2010
My review for ST's War TD 1.00e: During the loading, the player has a Loading Screen full of text, which is nice. Although I felt that it was a little rough. Kinda looked like an mspaint product...
Related
Meta
- Map Style:
- Custom (UMS)
- Categories:
- Defense (Team)
- Author:
- Shadow_Templar 9
- Filename:
- ST's TD 1.3.w3x
- Latest Version:
- ST's War TD 1.3
- Type:
- WarCraft 3 Map
- Size:
- 376.6 KB
- Overall Rating:
-
5 / 5 (1 votes, ranked #338) - Tags:
- clan, clanorpg, nibbits, orpg, rpg, shadow_templar, st's, stgaming, tds, war
- Players:
- 8
- Teams:
- 3
- Dimensions:
- 96x96
- Playable Area:
- 96x96
- Favorites:
- 2
- Downloads (Total):
- 4,024
- Downloads (Daily):
- 1 (ranked #840)
- Submitted By:
- Shadow_Templar 9
- Discovered On:
- Aug. 21, 2010
Share Map
- JavaScript Widget:
-
ST's War TD 1.3
ST's TD 1.3.w3x (376.6 KB)
- Released:
- Aug. 21, 2010
- Downloads:
- 1,611
- Direct Link:
Rating
- Opinion:
1 vote considered -
- Neutral
Neutral
Your Rating
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Achievements
- Featured Aug. 21, 2010
User Comments
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I also had a problem with mac users when I changed my loading screen. Rings any bell?
Hmm, the only thing I've used is Vexorian's haven't changed a single thing from this version and past versions, in terms of settings.
Ya i was playing on a mac so i wouldn't be surprised if it was the map protection - legion td had a version that didn't work on macs either and they said it was from some map loading acceleration they were using.
I had s similar bug when I tested a new map protector. The game started to crash on macs when the player did something very random.
Hope this helps.
I was playing as Red. I did a couple more tests and I could watch the game progress but any time I clicked on the builder the game would crash. I did one time get kicked out for being afk since I couldn't build.
Zeeg said the map had crashed at level 35, can anyone reproduce this bug?
Hmm that would be interesing if it was mac related. I may try to play it on my g4 ppc laptop to see if it has issues, but I don't know when I'd have the time to install wc3 on it.
Were you playing as player red of a different color?
That is a very strange bug.
I also have a crash occur before I can even build anything. It seems to happen when I select my builder. I tried downloading 1.00d and the same thing happens. I wonder if it is related to me using a mac and OSX 10.6 Snow Leopard.
It's not a BIG deal, since you already give damage and attack speed, but I believe that a TD is not done if it doesn't have DPS info.
The model is just the "white question mark" under extras.
And okay, DPS for towers, yikes that's going to be a bit of work but I'll probably do it too.
Yes, fixed already =]
You know what I tried it again twice and it happens before I even get the 20 gold which is the first action in that trigger so it might be when the random unit gets placed on the map before it's even replaced with that trigger. The unit picker building is still on the screen when the crash happens but its frozen right as the unit is about to complete its construction phase. Is the unit model for randomBuilder removed or invisible or something like that?
A few things:
1. I also had the bug where the crabs/demonic spawns wouldn't move, but I see you said that you fixed it. For me it was only south that got them stuck.
2. In fow, you can't see the area where the Shadow_Templar lich, and the other guys are.
3. I felt like for panda the tier 1 (40 gold) seemed to get orcs more then anything else (in more then 1 game). Might just be a coincident though.
Oh and yes, the loading screen was made in paint.net <.< I'm not a good artist OKAY?!
img97.imageshack.us/img97/3590/randomizing.jpg
That's the trigger.
I don't see anything wrong with it, the region they spawn in isn't blocked either.
for me - yeah its not lag, the computer freezes and i have to force quit wc3. And i don't have 2 copies of the map btw. It happened right when the ping for the summon buildings happens so maybe if thats happening you could have the trigger for random builder wait until the other trigger has finished
honestly though i can't see why the random unit trigger would be large as you say - you could just do this:
event: player buys unit
condition: unitType = randomBuilder
action: replace triggering unit with newUnit(builderUnitArray(randomNumber))
then you just need an array with each builder type for the builderUnitArray and fill it during the map initialization. Quick and simple.
OH and meca, the reason of the difficulties is because the totals are added up, from all players. So people who pick "easy" and people who pick "normal" will balance out.
It's zero sum, you see, not individual, so everyone's opinion is counted, nulled or otherwise.
Edit: When you said adding "DSP" did you mean adding "DPS" ?
Edit #2: Changed all abilities to use X,Y of 0,2. So now it's standardized =D
How would you suggest me in changing the ways you pick a builder? Saying "change it" doesn't help me do anything.
I'm going to be decreasing the time for picking.
The crab bug was fixed for the next version already.
And saying you found a fatal error, tell me what you were doing so I can attempt to pinpoint it
It's funny you talked about balance meta, because the next update is subtitled "Patch 1: Balance"
=P I've already finished balancing tier 1 /2 and ultimates, and next up is balancing the guard towers and hedges ^^
Change the way you pick your builder. Change the time red has to pick the game modes, it takes too long. When Ancestral crab things are summoned, they just camp at the Town Hall and don't move. Also, I discovered a Fatal Error.
Many glitches, many imbalances, few towers, and few races earn this map a 3.
You may want to delete the map and try to redownload it, occasionally maps freeze up if you somehow have two copies in your directory, otherwise I'm not sure why thats happening o.o
Edit: Do you mean your computer locks up, or it momentarily lags? If it's just lag thats because the randoming is a big trigger.
This has happened to me twice - I start as red, choose the game modes. Then after the map gets exposed and we vote I pick the random race and then my computer freezes. Happened the exact same way each time and it hasn't happened before in earlier releases (the freeze happens when the summon buildings get pinged). Not exactly sure why it happens but it is kind of annoying.
...continuing
A few other topics that could be polished a little better are: displaying DPS of towers, too many unecessary doodads (although there's a great artwork merging different models on some parts), and the position of some ability buttons on towers could be standardized. Also, the basic towers don't scale properly in my opinion.. you pay 40 gold to increase the damage by 5.
The map has a good potential but it's still not complete. The maker has probably incurred in the old mistake of adding more content before finishing what's still not complete, which lead to a somewhat lacking version. Working on the current content is priority now.
My badges for ST's War TD 1.00e:
My review for ST's War TD 1.00e:
During the loading, the player has a Loading Screen full of text, which is nice. Although I felt that it was a little rough. Kinda looked like an mspaint product.
The removed textures (present since the first version) that makes the game menus and multiboard look like they are seem a bit pointless. Just because something is different, doesn't mean it's beautiful.
After the game start, another problem is the time to actually start the game. There's a lot of time wasted on the "black screen" where you can't do anything but wait. You don't even have the races options to read while you wait, so there's no point in it.
The difficulty is weird too. The normal difficulty has a +0.5% handicap which makes no sense at all. If there isn't a 100% (or 0%) difficulty, what's the point of making normal have a +0.5%? It's like Having the difficulties Easy and Hard on a videogame.
Playing some times on battle.net proved that the game actually has some good points. The idea of making your leaks fight back against your castle on a secondary (yet important) game is very clever. Most of the times it's not really about just making a good maze and expect to win. You have to do that AND support a little combat (called the War) in the middle of the map.
On the bad side, the game doesn't explore its potential. Races are not properly balanced and probably not finished too. There are not enough towers for each race, which makes the game kinda boring at some stage.. you know, having only 3-5 different types of towers in your maze isn't very exciting. Races labeled as easy are actually stronger than races labeled as normal (well, that makes them easier, doesn't it?), which makes the non-easy races pointless.
continues...