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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:
- 1,610
- Direct Link:
Rating
- Opinion:
1 vote considered -
- Neutral
Neutral
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Achievements
- Featured Aug. 21, 2010
User Comments
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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?
Yes, fixed already =]
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.
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.
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.
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.
Zeeg said the map had crashed at level 35, can anyone reproduce this bug?
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.
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.
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.
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.
I also had a problem with mac users when I changed my loading screen. Rings any bell?
hmm well i did add the custom loading screen.
you can try adding that loading screen to a normal melee map and ask someone with a mac to test it. That's what I did back then.
hmm good point
I'm willing to test things out if it will help.
Sure, I'll upload a blank map with the loading screen and try it out lol
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.
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).
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.
Thanks for the replies, I'll definitely re-read through your comments next time I really sit down to patch the game.
I really like this idea. But have it only like 1 gold a unit, otherwise you will be overloaded with gold.
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.
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.
Cordo, thats too bad. I wish it was fixable easily.