ST's War TD 1.00e


Rank 645 out of 61,549 in WarCraft 3
This map is part of the ST's War TD project.
A newer version of this map, ST's War TD 1.3, is available.

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  • Project Contributor In response to ST's War TD 1.00e

    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.

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  • Project Contributor In response to ST's War TD 1.00e

    Oh and yes, the loading screen was made in paint.net <.< I'm not a good artist OKAY?!

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  • In response to ST's War TD 1.00e

    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.

    Lieutenant
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  • In response to ST's War TD 1.00e

    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?

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  • In response to ST's War TD 1.00e

    Edit: When you said adding "DSP" did you mean adding "DPS" ?

    Yes, fixed already =]

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  • Project Contributor In response to ST's War TD 1.00e

    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.

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  • In response to ST's War TD 1.00e

    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.

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  • In response to ST's War TD 1.00e

    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.

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  • Project Contributor In response to ST's War TD 1.00e

    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.

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  • Project Contributor In response to ST's War TD 1.00e

    Zeeg said the map had crashed at level 35, can anyone reproduce this bug?

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  • In response to ST's War TD 1.00e

    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.

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  • In response to ST's War TD 1.00e

    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.

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  • In response to ST's War TD 1.00e

    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.

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  • Project Contributor In response to ST's War TD 1.00e

    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.

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  • In response to ST's War TD 1.00e

    I also had a problem with mac users when I changed my loading screen. Rings any bell?

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  • Project Contributor In response to ST's War TD 1.00e

    hmm well i did add the custom loading screen.

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  • In response to ST's War TD 1.00e

    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.

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  • Project Contributor In response to ST's War TD 1.00e

    hmm good point

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  • In response to ST's War TD 1.00e

    I'm willing to test things out if it will help.

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  • Project Contributor In response to ST's War TD 1.00e

    Sure, I'll upload a blank map with the loading screen and try it out lol

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  • In response to ST's War TD

    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.

    Lieutenant
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  • In response to ST's War TD

    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).

    Lieutenant
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  • In response to ST's War TD

    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.

    Lieutenant
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  • Project Contributor In response to ST's War TD

    Thanks for the replies, I'll definitely re-read through your comments next time I really sit down to patch the game.

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    Shadow_Templar
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  • In response to ST's War TD

    LazerusI suggest giving summon spawns give a gold bounty, making a person who sends more likely to get gold.

    I really like this idea. But have it only like 1 gold a unit, otherwise you will be overloaded with gold.

    Lieutenant
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    mb53
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