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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:
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-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:
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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
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Achievements
- Featured Aug. 21, 2010
User Comments
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Wow big change log, too bad I can't play it yet, for some reason my computer radomly shut down and won't turn back on (typing this from my phone)
It's finally done =)
The new version is so close to being released! =)
Hurry up with new version your slacking :(. GET OFF THE YOUTD AND FINISH YOUR TD!!!
Can\t wait for the update either
Really cool TD
After helping test .40 i must say it will be an epic update
I must say I really want to see the next verion, I hope you don't mind if I review it too when it's released.
add more music? the only song that doesn't play is storm earth and fire via the music system. (Type -music ##) where ## is 1-17
Yes, Lazerus. And ST, air levels would be cool. The Raider tower from the Orcs could have a net ability to hold units, as long as the Raider is nerfed a tiny bit. Creeps with immolation that could kill towers would also be cool, which could let you invent towers that heal other towers, like the Paladin guy in the Human's race. Add more music, too.
The new tower sets for each race is almost completed, and a full information page will be posted on my forums when I'm done, (will be ready today and a link will follow!) its very exciting, and a lot of unique triggering went into making it happen.
I will be adding in a new offensive type tower for the next version, a unique offensive tower that will modify war units (as well as a small amount of dps for your defense)
Instead of making more races, make more towers for each race. Try at least 5 unique towers for each race. Also, the all of the multi-target machine gun towers description only says they attack 1 extra target. This isn't right. You should make another tree hedge tower, something like a Flaming Tree, it could have permanent immolation and decrease armor in an aoe.
Well I try very hard to make sure things are balanced to begin with, and the human race was the first race I made, followed by orc, then night elf. It takes a bit of thorough play-testing (and full house play-testing for competitive play) to get things "just right" so the inconsistencies that can be seen between human's and the newer races would make sense, but I had tweaked the king/hero towers, but I ignored the judge-breakers other than buffing their proc, but I appreciate the concern and the rational about the balance. It's definitely something that is important to me, because I don't want some out-of-wack lame-overpowered stuff going on. I'm striving to make this game as competetive as possible, and huge balance inconsistencies are my worst enemy, (next to burnout)
It's not that I disliked the blue background, but I don't see the point of making the whole default textures different. It's like those ORPGs that have all buttons (attack, move, patrol..) custom-made. They are not better than the default ones, make the map bigger and in my opinion uglier.
In most cases, it seems that the map itself is not good enough, so the maker had to cover it with useless decoration to make it look cooler.
It's good to know that you're going to add more towers to the existing races, but as somewhat experienced map maker myself, I advise you to make all your existing races as playable, enjoyable and balanced as possible before adding new ones. Pubs may get bored if you release a new version with no new race, but serious players will simply quit your map if you release 2 or 3 versions in a row with races that are not balanced.
Excellent points, and omg I literally facepalmed when you pointed out the icon for hedge, omg. Wow that was lame of me. lol.
Anyway yeah, I've always liked removing the borders from my maps, because that yellowish bolded line makes me annoyed =/ but since you dislike the blue background, I bet you're mad at the theme on nibbits lol (since they're almost identical)
I definitely need to work on balance (which game DOESNT stop balancing?) since its a intended to be a competitive experience.
You should try some online play testing, and see how the game plays out to get a real feel oh how the game is played.
And yes, I will be giving the races some serious loving with the next big content update (.40) with at least a new tower for each race, if not more.
Mecatronic is right. The Human's first tower is outrageously weak. Even though it has massive range, it does very low damage per second. For instance, I think the Orc's first tower can attack 10 times a second, with similar damage. Increasing range and decreasing damage isn't always a good idea.
Continuing... (READ THE POST BELOW BEFORE READING THIS!)
And finally, I felt that the early spawners were lacking a bit. I always had to wait the cooldown for it to be available.
It has some good points too. The castle defense in the middle of the map is very clever, and with more people it can get very interesting. Way better than sending your income-boosters direct to the other player's maze. The monster scaling is very well done and they have a nice set of abilities. Also, the wood to lumber conversion seemed quite balanced for me.
In short, the map is clearly in its beta stages (intendedly or not), but it has a good potential. The unique race towers sure need some love and there are some balance flaws. The monsters are quite challenging and well made, and the player will probably like the map overall. But in my opinion it's not ready for a serious full house yet.
My thoughts on ST's War TD .30b:
First of all, let me say that I played this map a few times but all of them ALONE, which means that my opinions don't reflect necessarily a multiplayer game.
As soon as the loading ended, I noticed that the default textures for game menus and multiboard were removed, leaving that ugly textureless blue color. If I remember correctly, Shadow_Templar always uses custom textures for menus, which I never understood. Things don't get more beautiful just because they're different, and this is a good example in my opinion.
Right at the difficulty selection something bothered me: why does the normal difficulty has a +5% adjustment? If there's no way to play with +0% adjustment, can't you just call that 5% 0% and adjust the other percentages to reflect on that?
The basic mazing tower (Hedge) has something weird on it. It has some roots as model and a wooden box as icon! It doesn't make sense since there are box models and roots icons available to match each other.
I have already said this before, but this map seriously needs a rework on the unique-race towers. The only difference among the races are these towers, and they are not balanced. The bandits (or humans, can't remember) first tower is way worse than Night Elf's (It might compensate with the last tower, but I died before achieving that). Also, most of the time is simply better to upgrade the tower around the castle than improving your maze.
MORE ON THE SECOND POST...
I also felt that the cooldown for the first spawners was a bit too long, but I assumed that it was because I was playing single player and couldn't notice the requirement of higher level spawners.
Good point, I need to make sure upgraded ultimates actually improve their abilities or add new abilitites, and as well I still plan to add more custom abilities/differences in the units that are sent, like the bloodelf has high armor, or the priest has ranged and can heal, etc.
So more content to come!
Mecatronic has a good point there, with the Wisp tower. Also, you should make some of the sending units unique. Most of them have the same attack speed. Giving them something like Immolation or Bash would be cool. Also, make more sending monsters for the level 2 monster-sender thingy.
I don't have time now to write a proper review, but when I played your map (and I'm not 100% if it was this version) I had two problems.
1st) I would rarely build my own races' towers. The towers available to all races is simply good enough to be the most built tower.
2nd) With the Night Elf (i think) builder, there was a wisp-model-tower that had a chance to get extra wood per hit. The problem was that with the upgrade this ability didn't improve, witch means is always better to build another tower instead of upgrading, unless you're out of space.
I am currently looking for feedback on what to focus on for the next version.
Thanks for the change ST.