- Nibbits
- WarCraft 3
- Maps
- ST's War TD 1.00d
ST's War TD 1.00d
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 ...
//===============================================================
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 ("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 easier.)
If both teams survive all 50 levels, the game will judge the winning team on remaining HP. If the HP is the same, both teams win!
(May change in the future, open to suggestions)
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!
//===============================================================
Suggested Gameplay:
//===============================================================
-Online play suggested, or multiple players via LAN.
-Even teams are also suggested.
-The best "action" happens when there is 8 total people playing.
//===============================================================
Extra Features:
//===============================================================
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!
Change Log
ST’S WAR TD
Change Log:
________________________________________
Game Play:
• Custom Loading Screen Added.
• Picking a random race now gives one more additional income.
• Added a new race ...
ST’S WAR TD
Change Log:
________________________________________
Game Play:
• Custom Loading Screen Added.
• Picking a random race now gives one more additional income.
• Added a new race that will randomly spawn other racial towers, the Pandarean.
• Added a Unique "Altar" tower for each race.
• Dangerous Leak Mode: This mode has been added, any unit leaked will have 50% more damage.
• Regular Mode: Time between waves has increased from 50 to 60 seconds.
• Short Mode: Time between waves has increased from 35 to 45 seconds.
• Items added to builders!
Reinforcements: A new ability added to every builder, allows you to send 5 units from 2 waves ahead to fight in the war.
Repair: Has been moved from the builder's ability section to its inventory.
Armor Bonus: Has been moved from the builder's ability section to its inventory.
Demon’s Chill: A new ability added to every builder, allows you to kill a random number of enemy war units from 3 to 7.
Dimensional Warp: Instantly teleports 3 to 5 war units to the enemy’s town hall.
Exuberance: A new ability added to every builder, when used your Guardian Tower gains 300% damage and your team’s town hall gains 25 armor for 10 seconds.
• Town Halls:
Now have 85,000 starting hit points.
Now have true sight.
Increased armor by 5 to 12.
Will no longer modify the hitpoints if it’s a full house of 4 vs. 4.
• Tier II summoner’s price has been reduced to 0 gold and increased to 800 lumber.
• Bounty Rescaled and Reduced:
Level: Bounty: Previous Bounty:
Level 5: 4 lumber/kill (2)
Level 10: 5 lumber/kill (4)
Level 15: 6 lumber/kill (8)
Level 25: 8 lumber/kill (10)
Level 35: 10 lumber/kill (12)
Level 40: 12 lumber/kill (16)
• All guardian towers are now upgradeable with lumber instead of gold.
• The zone where creeps "leak" has been narrowed to give the possibility of a narrow strategy.
• All units that enter the war will now only gain 200 additional movement speed, down from 250.
• All guardian towers are cheaper overall.
• If a player leaves the game, their allied team will get 1.5 times Current Level in income and their town hall will be healed by 15% of its maximum hitpoints.
• Spawned units now retain the player’s ownership.
Towers:
• General:
• Guard Tower Tier:
Hollow Point MG added
• Hedge Tier:
Overgrowth added
Dangerous Overgrowth added
Mutated Growth added
Rampaging Vine added
Corrupted Weed added
• Human:
• Law and Order:
Damage increased by 10
• Judge-Breaker:
Damage increased by 10
• Emperor:
Tribute replaced with Taxes.
• Mythic Inspiration AoE reduced to 700.
• Morale Boost decreased to 12%.
• Legendary hero:
Damage increased by 20
Range increased by 100
• War hero:
Damage increased by 5
Range increased by 100
• Orc:
• Demonic Spawn:
Proc rate reduced to 41%
Demons now have roughly 50 hitpoints and 5 less damage on every scaled version.
• First Prime:
Demonic Spawn replaced with Greater Demonic Spawn.
• Naga:
• Ancestral Mur'kura:
Proc rate reduced to 41%
Mur'kuras now have roughly 50 hitpoints and 5 less damage on every scaled version.
• Medusa:
Ancestral Mur'kura replaced with Greater Ancestral Mur'kura.
• Undead:
• Demonic Leader:
Reanimate replaced with Stiched
• Elf:
• Gaia:
Lifeforce replaced with Pure Spirit.
Units:
• A new unit, Archmage, added to Summoner (Tier II)
• Machete Akimbo Warrior now has a special ability - "Sword Master"
• Abomination now has a special ability - "Consume"
• Mountain King/Giant both now have "Moves Slowly" and “Immune to Altar Modification or Offensive Abilities” labeled on their tooltips.
• Tier II Units have new hotkeys due to Archmage addition.
• A new unit, Mortar Team, added to Summoner (Tier I, and Tier II)
• Priest added to Summoner (Tier II)
•
Miscellaneous:
• Redid the "All Random" mode, and the “Random” builder, will now be more random.
• Optimized the way the game handles leavers.
• Minor doodad additions
• Tweaked endgame camera
• Added contributors as neutral "credit heroes"
• Polished many game messages.
• There is now a quest explaining what champions do.
• New custom icons for the money transfer abilities!
• Summoner Tier II now has a suggestion for the amount of income you should have when upgrading.
• A simple “-help” system is added to quickly show the useful commands.
• All race tooltips have been made to look more polished.
• You cannot select anything until after the difficulty dialog has appeared.
• In “All Random” mode, there will not be a message saying that X player has randomed.
• Most contact information removed from loading screen and added to a “Contact” quest, also removed “Visit” quest and combined it into the Contact quest.
Bug Fixes:
• Away From Keyboard (AFK) players who are kicked will now be reflected as "not playing" by the rest of the game (removed units, removed from player groups, etc.)
• Zoom Triggers can now be typed -z1 or -z2 instead of -zfar or -zfar2, they also have an individual quest now
• Bandit Builder and his towers should now have proper icon placement that is similar to other races.
• Hedge now has a hedge icon.
• Justice now gives a proper debuff.
• Pausing/Unpausing the game will no longer give a color code.
• You can’t spam the extra game modifications anymore if you’re player red.
• Fixed a serious memory leak with movement triggers.
Download: http://www.pastethat.com/STWAR_CHANGELOG
Meta
- Map Style:
- Custom (UMS)
- Categories:
- Defense (Competitive) Defense (Team)
- Author:
- Shadow_Templar 9
- Filename:
- ST's TD 1.00d.w3x
- Project Page:
- ST's War TD
- Type:
- WarCraft 3 Map
- Size:
- 386.9 KB
- Tags:
- (No tags yet)
- Players:
- 8
- Teams:
- 2
- Dimensions:
- 96x96
- Playable Area:
- 96x96
- Favorites:
- 2
- Downloads (Total):
- 247
- Downloads (Daily):
- n/a
- Submitted By:
- Shadow_Templar 9
- Discovered On:
- March 16, 2010
Share Map
- JavaScript Widget:
-
ST's War TD 1.00d
ST's TD 1.00d.w3x (386.9 KB)
- Released:
- March 16, 2010
- Downloads:
- 247
- Direct Link:
Rating
There are not yet enough votes to show a realistic score.
Your Rating
If you were logged in you could rate this.
Achievements
No badges or achievements yet.
User Comments
Support Nibbits by linking to us:
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.
Alright, I fixed the spawn bug and 1.00e is out =) Now I can finally focus on new content >.>!!
Though I'm going to give it awhile and see how the gameplay is before I started tweaking things, because so many new things causes a huge change in gameplay.
Unfortunately there was a bug reported with player yellow so I'm going to have to release 1.00e so that it's finally stable -_- it's a shame too since I don't have enough testers for a full house.
Slow your bot down please, waiting for 7 more to start. Or add the ability to force start with 2 or 4 or 6.
wow 4 releases of 1.0?
I wanted to make some suggestions first...
Can you make the send building a builder or a hero to add the quick click icon? Just don't like to scroll to it.
I noticed a lot of changes and will have to really look hard to see that you didn't change the other suggestions I had.
Sigh, this should be stable finally -_-