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- ST's War TD 1.00e
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 ("a leak"), they will attempt to assault your town hall.
If your ...
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!
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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 is 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!
Change Log
-Refer to 1.00 for the full changelog, this version fixes a spawn bug.
Meta
- Map Style:
- Custom (UMS)
- Categories:
- Defense (Competitive) Defense (Team)
- Author:
- Shadow_Templar 9
- Filename:
- ST's TD 1.00e.w3x
- Project Page:
- ST's War TD
- Type:
- WarCraft 3 Map
- Size:
- 387.1 KB
- Overall Rating:
-
3 / 5 (10 votes, ranked #56) - Tags:
- (No tags yet)
- Players:
- 8
- Teams:
- 3
- Dimensions:
- 96x96
- Playable Area:
- 96x96
- Favorites:
- 2
- Downloads (Total):
- 763
- Downloads (Daily):
- n/a
- Submitted By:
- Shadow_Templar 9
- Discovered On:
- March 17, 2010
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- JavaScript Widget:
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ST's War TD 1.00e
ST's TD 1.00e.w3x (387.1 KB)
- Released:
- March 17, 2010
- Downloads:
- 763
- Direct Link:
Rating
- Opinion:
10 votes considered -
- Good
Good
- Terrain:
-
- Units:
-
- Sound:
-
- Replay Value:
-
Your Rating
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User Comments
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So, anyone care to review/comment on the latest version? =D
I am working on that, takes a while though. =]
Don't you find it funny when the map creator rates their own map perfectly and it isn't very good?
If it isn't very good, then say why. And why wouldnt I rate myself perfect? That's like saying the governor wouldn't vote for himself in an election!
I never said that your map isn't good, just the illusion of me saying that. This map is actually pretty good. I really like the concept of no lives, but that you have to keep upgrading the tower near the townhall for extra help. I don't like how when, in single-player the monsters you buy don't ever appear, you just get the income.
Oh okay thanks! Well singleplayer of course isn't the true intention of the gam, it's more of just an oppurtunity to test out towers strategy, etc.
For example, if you could actually send creeps In single player mode, you would easily win very quckly because the only defenses either side would have is the computer's tower.
Any feedback appreciated =)
Did you want to make the send building a hero icon or another builder icon? The building is so far away, unlike Legion it sits so close. If you had the icon you could quickly send without ever having to click on the building and there for could remain on your towers.
I would like to see a one player mode somehow.
There is in fact a single player mode, unless you mean solo mode with lives.
Oh I mean like AI. TD AI woot. It builds random mazes haha. No thats not my main point anyway.
Have you decided on putting the spawns building as an icon???
Good single player mode, but you should change the way you pick your builder. You changed a lot of images, like the buy lumber 'n stuff, and I think it was better before. Also, the shrub-tree things need to be fixed, they should upgraded into different things.
75.45.80.xxx
Make more races and towers!
75.45.80.xxx
Hmm you think default icons were better? I changed them to custom ones because it got slightly confusing.
And oh god, td ai...
Also, do you mean hedges are broken and need to be fixed, or are you suggesting that hedges should tranform into other things besides the "hedge" upgrades?
Also mr.blank, if that is your real name, of course more towers and races are on their way1 :) I did add something like 30 new towers between last version and this one :D
also laZ, on that ides I'm contemplating actually a few things, like maybe centralizing where they are near peoples bases, or maybe add a spell on builders that Auto-selects them, or maybe even removing them entirely and giving builders a spellbook that would spawn them when they cast the particular ability.
Overa though laz diffently making it easier would be important, it's just the method I use that will take the thinking hah
and thanks for the comments guys.
Hedges should be redone. When you upgrade them, they only get extra damage, attack speed and a better critical strike (maybe they get better range, I dunno). Maybe a hedge that has a % of chance to Entangle a unit would be cool, or something like that.
75.45.80.xxx
Things like entangle will be coming in a different update, as of right now i think hedges are fine (except their damage needs to be scaled a bit better)
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...
...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:
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.
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.
Many glitches, many imbalances, few towers, and few races earn this map a 3.
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.
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 ^^
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
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
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.