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LTW - Evolution v1.68

This is the newest version of my Line Tower Wars - Evolution map.
It is an alround LTW with an awesome performance due to the complete usage of vJass code.
The first player can choose from several game modes at the beginning of a game which influences the whole gameplay afterwards and is so able to customize his own game.




-noattacker [-ns]
-noair [-na]
-gold x
-life x
-tower x
-food x
-alltechs [-at]
-fastmode [-fm]
-streamincome [-si]
-hardgame [-hg]
-nolimits [-nl]
-randomspawn [-rs]
-randomtech [-rt]
-terrainsnow [-ts]
-nosinglert [-nt]
-nomagic [-nm]
-enablecmd [-ec]
-pro



-swapon / -swapoff / -son / -soff
-clear / -clr / -cls / -c
-income / -inc / -i
-lifes / -l
-randomelement / -randomsingletech / -re / -rst
-hintsoff / -hoff





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  • This LTW contains many modes from which the host can choose from and which influences the gameplay greatly.
    It is fully coded in performant vJass with useful Systems and not with bad GUI codes.
    There is not a single bug. (v1.29)
    The builder got helpful spells which he can use to win the game.
    The balance is much better than in other LTW's. (opinions of players in b.net)
    All tooltips and hotkeys are working and well made. (QWER hotkeys)
    The game interface got slight improvements.
    The game development is running and im ready for new stuff. =)
    No cooldown for sending creeps. (very experimental!)




  • -Hopefully fixed a bug that creeps got stuck with many frost attack towers.
    -Players now can't train units in the first 15 seconds after game start.
    -Fast Mode now sets timer to 10 seconds instead of 5 seconds. (It is now less fast)
    -Upper Tower- and Foodlimitation set to 150 from 200.
    -Lower Tower- and Foodlimitation set to 50 from 0 and 10.
    -Hardgame no longer provides armor-, movementspeed- and attack- bonus to creeps.
    -Earthquake: decreased AOE to 300 from 400.
    -Earthquake: increased damage percentage to 60% from 50%.
    -Earthquake: increased mana costs to 300 from 275.
    -Downtime: decreased duration to 3.5 seconds from 4.5 seconds (falsely was 5 seconds!).
    -Lust: decreased duration to 4.5 seconds from 8 seconds.
    -Lightning Strike: decreased cooldown to 15 seconds from 20 seconds.
    -Dizzi Spell: no longer kills magic immune creeps.
    -Mountain Giant: decreased hitpoints to 84k from 91k.
    -Mountain Giant: set attackratio to 1 attack/sec from 0.33 attacks/sec.
    -Mountain Giant: decreased attack damage from 200 to 60.
    -Gryphon Rider: decreased hitpoints to 32k from 33k.
    -Owlbear: increased hitpoints to 55.5k from 53.5k.
    -Frost-Wyrm: removed 30% evasion ability.
    -Frost-Wyrm: increased hitpoints to 230k from 190k.
    -Hellbeast: decreased hitpoints to 40k from 45k.
    -Troll Berseker: decreased hitpoints to 1.7k from 1.8k.
    -Shade: decreased hitpoints to 85 from 95.
    -Draenei: increased hitpoints to 265 from 240.
    -Mud Golem: increased hitpoints to 225 from 210.
    -Phoenix: set attack ratio to 1 attack/sec from 0.33 attacks/sec.
    -Phoenix: decreased attack damage to 7 from 20.
    -Phoenix: decreased hitpoints to 5800 from 6300.


  • -Fixed a bug that the pathing block detection system did not work.
    -Complete terrain overhaul - also fixed a bug that upper-lanes were slightly shorter than lower-lanes.
    -Added a slight special effect at the spawning area.
    -Creep barracs are now equally large.
    -Dark Scorpion: increased attack damage to 100 from 95.
    -Shadow Scorpion: increased attack damage to 270 from 245.
    -Promode now decreases income gain by 10% instead of 15%.
    -Frost Bringer: decreased splash AOE to 100 from 200.
    -Frost Bringer: increased attack damage to 140 from 90.
    -Blizzard Warrior: decreased splash AOE to 100 from 150.
    -Blizzard Warrior: increased attack damage to 40 from 35.
    -Holy Archer: decreased splash AOE to 125 from 200.
    -Blazing Archer: decreased splash AOE to 125 from 150.
    -Blazing Paladin: decreased splash AOE to 125 from 150.
    -Lavarock: decreased AOE to 225 from 250.
    -Greater Lavarock: decreased AOE to 250 from 300.
    -Abomination: increased hitpoints to 85000 from 80000.
    -Sheep: decreased initial delay to 0 seconds from 55 seconds.
    -Wolf: decreased initial delay to 50 seconds from 60 seconds.
    -Acolyte: increased initial delay to 70 seconds from 60 seconds.


  • - Fixed a major bug that all player slots were set to activ, even the inactiv ones.
    - Visually changed the tech base again to its old style.
    - Recoded the maps code slightly.
    - Decreased the hitpoints of Troll Berserker from 1900 to 1800.
    - All boss creeps now give 3 times the bounty gold of their income. (Because they are only one creep instead of three units!)
    - Set the initial available timer from Sheep from 10 seconds to 55 seconds.
    - Set the initial available timer from Wolf and Sekelton to 55 seconds.
    -> These changes should create a time phase where players are able to build towers before the first units can be send. (Was requested)


  • - Selling a tower is now instant.
    - Added a visual effect to tower sell.
    - Some minor code optimizations.
    - Removed casting animation time of builders.
    - There is visually now only one Tech Base for every player.
    - Added a new name to pro-builders.


  • - Fixed a bug that Frost Attack didn't slow the attacked unit.
    - Systematized the names of all missile, siege, glaive and splash towers.
    - Basic Towers now deal 5% damage to high-end creeps instead of 0%.
    - Improved the tower block detection system.
    - Some minor code optimizations.


  • -decreased frost slow duration from 3 seconds to 2 seconds.
    -players no longer are able to controle their sent creeps. (avoids exploits)
    -added a new game mode: -enablecmd [-ec] to enable creep controle again.


  • -fixed a tower regeneration bug caused by changings in v1.61


  • -reduced hitpoints of all tower by factor 5.
    -reduced attack damage of all attacking units by factor 5.
    -fixed a few exploit bugs with the random element command.
    -reduced attack damage of Blazing Paladin by 5.
    -reduced attack damage of Blazing Archer by 5.
    -slightly improved the F9-Log in some sections.


  • -rebalanced Wraith, Banshee, Dragonspawn, Siege Engin
    -"April April" message in victory removed.
    -added hints for "-re" and "-rst" in loadingscreen, builder hints and in techbase.
    -Implemented Commands help log.
    -added new mode: -food xy to set a constant food limit for creeps.
    -changed and added promode-builder names.


  • -racial builder choose.
    -neuer pro builder name: "Mr. Imba"
    -Collission of Felhound.
    -Fix Ghost Essence tooltip.
    -promode user bekommt keine hints.
    -spieler können auch über cmd ein zufallelement aussuchen. "-re" oder "-rst"
    -Partnership mit Gnet entfernen - anderweiter erweitern.
    -Rebalanced Ghost.
    -Rebalanced Troll.
    -Rebalanced Wraith.
    -Rebalanced Banshee.
    -Rebalanced Brutal Ghoul.
    -Rebalanced Gryphon Rider.
    -Rebalance Mountain Giant.
    -Ultimate Ballista Tower: +5 dmg
    -Ultimate Bombard Tower: -15 dmg (225)
    -Bombard Tower: -1 dmg (34)
    -Cannon Tower: -1 dmg (7)


  • -Mode messages: increased duration from 30 to 45 seconds.
    -Fixed error message color when building a blocking tower.
    -Changed the sold message color from green to standart gold.
    -Attacking units no longer increase income.
    -Abomination: fixed gold gain.
    -Rebalanced some units because of the missing cooldown for units.
    -Executioner Tower: -2 dmg
    -Ultra Executioner Tower: -25 dmg
    -Bombard Tower: -4 dmg
    -Ultimate Bombard Tower: -15 dmg
    -Ultra Bombard Tower: -50 dmg
    -Volcano: +5 dmg
    -Living Water: -10 dmg
    -Fixed a bug that invisible units could not get slowed by towers and headwind.
    -Set gold malus from promode from -20% to -15%.
    -Added 3 new funny names to the pro builder.
    -Increased duration of the promode message from 10 to 15 seconds.


  • -removed creep train cooldown and limit. (very experimental!)


  • -Loadingscreen: Gamemodes/Commands "are" -> remove
    -Lightning Strike: add message
    -Promode: added
    -Ghostly Essence: effect lasts until unit dies. (evasion)
    -Ghostly Essence: mana 300 -> 325
    -Bombard Tower: -3 dmg
    -Ultra Bombard Tower: -25 dmg
    -Ultimate Mangler: +10 dmg
    -Firelord: missiles faster, +30 dmg
    -Greater Lavarocktower: compare to Paladin
    -Draenei: decrease costs, rebalance
    -New command: -gameinfo [-gi]
    -Sharp Tower: AIS 120/min, 2 dmg
    -Bloody Tower: AIS 120/min, 5 dmg
    -Guard Tower: +1 dmg (8 dmg)
    -Blazing Paladin: -25 AOE
    -Blazing Archer: -2 dmg, -25 AOE
    -Blazing Archer: less dmg
    -Fixed a bug that Elemental Mage aura had 400 instead of 350 AOE.
    -Remove Kill Blocker Sys
    -Switch Teleport Button and Hotkey
    -Fixed tooltip of Dark Scorpion: (Attackspeed 80/min -> Attackspeed 120/min)
    -Plague King: -50 AOE
    -Plaguebringer: -5 dmg
    -Lavaspawn: +15 dmg
    -Hurricane Elemental: -5 dmg


  • -Added "-go" for "-rdy".
    -Fixed the downtime message.
    -Added Ghost Essence as a new spell which replaces Earthquake in -ns mode.
    -Troll and Wraith balanced.
    -Fixed a bug that you were able to deactivate hints while they were already deactivated.



  • -Rebalanced some tier2 units.
    -Improved Rot Golem a little bit.
    -Fixed a bug that caused anti-hint message to be displayed to all players.
    -Improved the dizzy spell message.
    -Fixed the See Invis buttonposition.



  • -Fixed a bug that caused hint message to be displayed to all players.
    -Fixed release date in victory message.
    -Rebalanced tier1 units completely.



  • -Added hints to the game.
    -Headwind now stacks with frost slow attack of some towers.
    -Fixed all buttons of abilities at 3/2
    -Remade damage system:
    ->Towers now deal the same damage to all units.
    ->Frost Wyrms, Mathogs and Hell Skeletons now takes only damage from ultimate elemental towers.
    -Messages are now displayed to all players when several spells are used.
    -Added SpEeDygonsales to the credits.
    -Added -life [-l] cmd to the loadingscreen.
    -Fixed a display bug with "-lifes". (Most Income -> Most Lifes)
    -Made an overall towerbalance.
    -Made all attacks in the game fixed to a certain value!
    -Mathog: decreased life by 15k.
    -Improved evasion but reduced the hp of evasion units.
    -Set text of stolen lifes from 5 to 4 seconds.
    -Fixed a bug that you could not know if a player left or lost when 1v1.
    -Renamed shrines to tier.



  • -Some buff tooltips reworked.
    -"-rs" bugged.
    -Removed some unneeded constants Frost Attack trigger.
    -Release date of the victory message fixed.



  • -Builder spells new arrangement.
    -Added "-lifes"/"-l" as a new command.
    -Multiboardbug because of leaver in the gamestart hopefully fixed.
    -Magic's evtl balancen.
    -Improved & balanced Dark Tower. (added Poison Attack)
    -Ice Slow buggy -> frost slow stopped the creeps all the time.
    -Ice no longer slows the attackspeed of creeps.
    -Added the forum adress to the victory message.
    -Reduced AOE of Blizzard Warrior and Frost Bringer.
    -Spell Immune units now correctly don't get slowed due to ice.
    -"-rs" system for rand improvement. (anti fatal error)
    -Ultimate Spawn: "-na" mode -> Mathog as ultimate spawn.
    -Elemental Mage soundset.
    -Void Walker soundset.
    -Ultimativ -> Ultimate
    -Skeletons knockbacked each other away.
    -Lifesteal message: duration decrease.
    -Reduced cd of Lightning Strike.
    -Improved Attack Range from Blessed Water.
    -Rebalance Cold Tower
    -Slightly rebalance Trolls
    -Added Magic Immunity to Wendigos and balanced them due to their new effect.
    -Earthquake range zu kurz.
    -Improved the Dummyunit.
    ->Improved some spells and other triggers or systems due to the new Dummyunit settings.



  • -Creeps in "-na" or in "-ns" mode now get replaced by other units instead of removed.
    -Spells now work with var arrays instead of function calls. (minor performance improvement)
    -Creeps now spawn directly at the next opponents base.
    -Fixed the buggy multiboard icons after player left the game in "-rt" mode.
    -F9-log: Modes - "-nomagic" / "-nm" added.
    -Rebalanced Blazing Archer: AOE(200->175), Damage(-10)
    -Rebalance Blazing Paladin: AOE(200->175), Damage(Min: -5 // Max: -10)
    -Rebalance Elemental Mage: Damage(+25), Hitpoints(-500)
    -Add Naylonfaden to the F9-Log credits.
    -Lightning Strike: Mana 150 -> 120
    -Lightning Strike CD: 40 sek -> 30 sek
    -Teleport tooltip name.
    -Magicbook: tooltip how to get mana... improved.
    -Lust CD: 75 sec -> 85 sec
    -Lust Mana Cost: 350 -> 375
    -Downtime CD: 80 sec -> 85 sec
    -Downtime Mana Cost: 400 -> 425
    -Demolition Machienes increased hp: 125 -> 145
    -Demolition Machienes decreased income: 38 -> 35
    -Firelord: Lavabash (2) increased chance: 15% -> 20%
    -Firelord: decreased attack damage by 10.
    -Crypt Fiend: fixed name.
    -Crypt Fiend: balanced hp: 34000 -> 31500
    -Ground units now no longer block each other but stream through the maze.
    -Victory: release date fix.
    -Fixed bugs in the triggers for the builder mana gain.
    -Rescaled many units and their shadows.
    -Improved Dizzi Spell: hp of creeps now must be less than 20% instead of 15%.
    -Increased hp of Infernal: 41k -> 44k
    -Typefix: "Armoured Ghoul" -> "Armored Ghoul"
    -Decreased Frost-Wyrm cost: 20 wood -> 18 wood
    -Decreased Burning Skeleton cost: 18 wood -> 14 wood
    -Swap Tavern position of Hell Skeleton and Frost-Wyrm.



  • -Players are now able to clean the screen also with "-cls" and "-c".
    -Trolls balanced. (10% less hp)
    -Fixed a bug when buying mana in the "-si" mode.
    -Get Mana: Goldkosten überprüfen und Incomekosten auf 6000 (400; -si) anheben.
    -Dark Tower balances:
    -> Gravedigger +5 normdmg / +5 max dmg
    -> Death Master +5 dmg / +5 poison dmg
    -> Plaguebringer +5 normdmg / +5 max dmg
    -> Plague King +25 max dmg
    -Light Tower balances:
    -> Decreased damage of Blazing Paladin.
    -> Increased damage of Elemental Mage.
    -Added Builder Magics which the builder can use like spells.
    -F9-Log reworked.
    -Improved the builder interface and hotkeys for QWER.
    -Added QWER hotkeys to the starting towers.
    -Added new mode: "-nomagic" [-nm] to deactivate the new magic feature for the builder.
    -The mode and the command triggers now accepts also big letters.
    -Added new command: "-income", "-inc", "-i"
    -Added Teleport ability to the builder so that he can port himself in his base.



  • -Fixed a bug with the new "-tower xy" mode. (v1.46)



  • -When a Player with Single RT leaves the game, the icon in the MB turns disabled now.
    -If a Player wanted to buy mana, he instead picked Single RT.
    -Players are now able to clean the screen also with "-clr".
    -Increased hitpoints of Infernal. (Tier2)
    -Added new mode: "-nosinglert" [-nt] for all who dislike the new single rt feature.
    -Added new mode: "-tower xy" to set a custom towerlimit which wont change over the gametime.



  • -Added Single Random Tech as a new game feature.
    -Frostwyrm and Skeleton lumber cost decrease. (-> faster lategame)
    -Kill Block System did not work.
    -Decreased the Cooldown of the Kill Blockers Ability.
    -Now the absolute max food is 200 instead of 300 due to massive laggs with many players.
    -Get Mana income reduction in "-si".



  • -Builder shadow fix.
    -Swap Gold/Wood again generally activated.
    -Evtl.: reworked UnitMoveDirectToGoal function.
    -Some tooltips were false due to a buggy protection of the map.
    -Fixed endlessloop which could cause several errors:
    -Multiboard bugs, etc...



  • -Balanced/Fixed Yeti hitpoints.
    -Balanced Dark Treants hitpoints and gold cost.
    -Balanced Swordsman hitpoints and gold cost.
    -Balanced Mud Golems hitpoints.
    -Units within a rect of a leaving or defeated player now move directly to the goal.
    -Ice Troll's now can just attack ground units for balance.
    -Greatly improved the Lava Bash percentage and duration and decreased attack of Fire Lord and Lava Spawn.
    -Fixed several multiboard bugs.
    -Recoded some triggers for an even greater game performance.
    -and many other things which i forgot ...



  • -Fixed the final "-rs" bug.
    -Greatly reduced the teleport duration for the creeps.



  • -Fixed all known bugs from v1.33!
    -Added a new mode: "-transferlifes" or "-tl"
    -Made invis units hide instantly.
    -Rebalanced unholy towers.
    -Rebalanced fire towers.
    -Rebalanced ice towers.
    -Changed "See Invis" ability radius from 300 to 250.
    -Added an info button for all builders about modes & commands.
    -Fixed a bug that "-nl" were not activated after a player left the game or lost.
    -Fixed a minor victory bug.



  • -fixed bugs appeared in v1.33



  • -Added a new playerslot. (12 players in total now)
    -Recoded all Gui and all Jass trigger to a complete vJass map.
    -Rebalanced many towers and creeps.
    -Made a new tech system which replaces the wisps.
    -Terrain remade because of the new system.
    -Many and huge performance improvements.
    -The brand new tech system which does not exist in all other LTW's!

Note:
These and many other things makes this brand new version outstanding!



  • -Fixed a bug that attackers always tried to attack elemental towers first.
    -Balanced a few towers.
    -Changed some object editor data for a slightly better performance.


  • -Fixed a big bug with the new Tower Block Detection System.
    -Removed many/all leaks in the new System.
    -Greatly improved performance in the System.


  • -Added a new System for detecting tower blocks to stop the builder before he blocks the way!
    -Fixed the Sharp Tower icon.
    -Removed the woodworms who destroyed blocking towers - because of the new system!


  • -Rebalanced the new fire towers.
    -Fixed a bug with the costs of one new fire tower.


  • -Inferface: Improved Desolations Machienes Icon.
    -Interface: Improved general interface. (food/wood description)
    -Gameplay: Remade 1 Firetower Element.
    -Terrain: Remade some Terrain for general improvements.
    ->Performance: Convert some units to doodads and removed unused units because of the terrain change.
    ->Performance: Removed one unused trigger because of the terrain change.
    -Balance: General tower balancing improvements.
    -Balance: Rebalancing of attacking units.


  • -Fixed a bug with -at and -rt mode.
    -Changed icons of sharp tower and all other towers with the same icon.
    -Minor code optimizing.


  • -Greatly improved game performance!
    -Fixed some bugs with -randomtech [-rt] mode.


  • -Balanced some towers
    -Fixed a bug with -randomtech [-rt]
    -Fixed another -randomspawn [-rs] mode bug


  • -Balanced some towers
    -Added new mode: -randomtech [-rt]
    -Fixed -randomspawn [-rs] mode
    -Some minor bug fixes and improvements


  • -Balanced Tanks
    -Fixed some bugs


  • Modes:

    • -Added -terrainsnow [-ts]
      -Added -randomspawn [-rs]
      -Made it possible for the host to deactivate a mode in the 30 seconds start.

    Game:

    • -New QWER upgrade system by upgrading towers.
      -Builder now can kill all blocking units under your control instantly.
      -Hardgame [-hg] mode slighty improved.
      -Added a creep priority system. (now you get the best creep from the tier first in the selection)
      -Balanced Attacking units bounty and income gain.
      -Swapped Wendigo and Tanks and balanced them.
      -General balancings.
      -New unit model for Crusher and Mangler.
      -Changed Sell hotkey.
      -Increased minimum movementspeed of all units.

    Interface:

    • -Removed spamm sounds like "Not enough Farms!"
      -Improved interface textes slightly.
      -New Sell Icon.


  • -Fixed the bug bug. (hopefully)
    -Changed the creeprespawntimes and maxstocks of creeps.
    -Fixed some minor bugs.
    -Less creeps now stop on their way to the goal.


  • -Now foodlimit is depentent on the current playercount.
    -Added a command to turn on/off the gold/lumber auto swap.
    -Added new Mode: -nolimits [-nl]
    -Rebalanced some towers and creeps.


  • -New Gamemode: -hardgame [-hg]
    -Wisps are now workers and are shown on the left-hand-side of the screen as an icon.
    -The builders are now heroes with an icon in the upper-left-corner of the screen.
    -Balanced and rewrote all Elemental Towers.
    -Changed name and model of the Referee.
    -All basic towers balanced.
    -Fixed small bugs with the sell ability of towers.
    -Creeps balanced. (after suggestions of my friend who often plays this map!)


  • -Fixed many bugs from v1.10


  • -Changed the hotkeys of the tier buildings to QWER hotkeys.
    -Added Burning Skeleton (Tier3).
    -Added the income increase information to all creep tooltips for "-si" mode.
    -Multiboard now shows how many tower you already built. (max 90)
    -Now it's possible to also change lumber to gold.
    -Added the auto gold -> lumber swap system.
    -Reduced creeprespawn time for all tier3 creeps.
    -Balanced Trolls (tier2).
    -Fixed a bug that an Elemental Chooser costs you 5k income in "-si" mode instead of 333.
    -Fixed mangler ultra tower cost. (10k -> 30k gold)
    -Small game performance improvements.
    -Improved how the multiboard works.




Official Forum: www.goh-rpg.de.to
e-Mail: [email protected]
B.Net: Robbepop (at Northrend)


Keywords:
line, tower, war, towers, v1.63, Robbepop, ltw, performance, line tower war, line tower wars, great, lol, best, highend, rofl, omg, wtf, new, evolutio
Contents

LTW - Evolution v1.68 (Map)

Reviews
19:24, 15th Jun 2009, by Rui: A decent maul map, with little that stands out to distinguish it from the others. Here is my review. Approved with a 3/5 (Useful) rating.

Moderator

M

Moderator

19:24, 15th Jun 2009, by Rui:
A decent maul map, with little that stands out to distinguish it from the others. Here is my review. Approved with a 3/5 (Useful) rating.
 
Level 7
Joined
May 23, 2008
Messages
307
this map is really good, really balanced and really great :] I play it all the time!
 
Level 7
Joined
May 23, 2008
Messages
307
Well gryphon riders could be a bit nerfed :p
Also sometimes you don't get your wood you changed! Is it a bug? Or a feature :D
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

100000 gold is 1 wood.
it should always change.
sometimes i think it sux.
perhaps i make a command for disableing and enableing this feature. =)

Robbepop

{EDIT}
hiho,

i updated the new version for ltw-evolution.
i fixed a few hard bugs and made a new command.^^

-swapon/off.
with this command you can turn the auto gold swap on, or off.
in gamestart it is automatically turned on for every player.

Robbepop

EDIT:
Can please anyone approve this map? =)
Would be nice! :D
 
Last edited by a moderator:
Level 7
Joined
May 23, 2008
Messages
307
cool :) Could you try to decrease the filesize even if it's already REALLY small?! Some ppl still leave because of slow dl :/
 
Level 7
Joined
May 23, 2008
Messages
307
You get rep if someone reps (no not reaps xD) you ;) You will get repped if you do something cool for a contest or help someone out.
Or if you do a great map like you did ;) So I will rep you :p
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

i made 3 more or less good maps and have got 1 +rep. 0.o xD

nah wayne....

i ve made a new version for this game!
i fixed a few shit bugs, which were sometimes use to finish the game. xD
i remade the whole balancing. hope you guys like it. ;-)

and i made improved the gold/wood interface a lil bit.
for noobs, who don't know how to get it. :p

i finally think that the new version is very good balanced.

Robbepop
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

@bounty hunter:
did you ever played a normal crap ltw and ltw-evolution?
then you would feel the difference between it!
but you are right. one day i opened a completely unprotected ltw version and just wanted to make a better performance, because my old computer always lagged the hell when i played it. but when i saw the whole triggers (even with cheat triggers and some anti-bug triggers because of the lightblue bug), the bad terrain, the really sad arrangement in the object editor i started to remove EVERYTHING, even terrain. then i made everything on my own, because i couldn't understand how bad everything was made in it.
so we can say, that i just copied the idea from uhm,... StarCraft? 0.o

Robbepop
 
Level 18
Joined
Sep 27, 2005
Messages
2,069
I played LTW several times on battle net and I always remember the game to be bugged like hell. However if you are telling the truth and you deleted everything and made it from scratch then okay. However if you ripped the map and just edited it without permission that is heavy rules violation. Inspiration is one thing, ripping off another.
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

i updated the map again with v1.22. :D
but this time i not only balanced some things and fixed some bugs.
i greatly improved the game performance even better!

-randomtech [-rt] mode works wonderful now. ;-)

Robbepop


EDIT:
ah would be nice, if yo could review it. =) (v1.22 - stable version)
 
Last edited:
Level 22
Joined
Jun 24, 2008
Messages
3,050
"If you think the map is 'Okay' why did you rate it 2/5, which stands for lacking/bad?

@Something else
The new version is quite good!
I fixed a bug the some commands, and made the icons of some stuff better, and optimized the coding"

@Bounty.

Check robbepop's other maps. He is no noob, and he didn't rip it for sure.
 
Level 10
Joined
Jul 6, 2007
Messages
544
hiho,

@43berries:
sry that im from germany and not an english pro like people living in an englishspeaking country. didn't know that you are racist...

What the fuck are you talking about, keep your shit straight. My request for you speaking clearly has nothing to do with racism. If I was racist, I would say, you're a bleeding nazi. I'm not am I?
 
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Reactions: Rui
Level 3
Joined
Aug 11, 2008
Messages
44
it's a pretty good ver of LTW. I like the lanes, and it runs smooth. Might be neat if you'd add some new towers or something though =D
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

i uploaded v1.27 today.
i made one really great system for it!

when the builder builds a tower,
the system detects,
if the tower would block the way.
and if the tower would really block the way for creeps,
the builders owner gets warned and the system stops the building of the tower. =)
everything is working and i was able to remove the fucking woodworms, who destroyed the whole base, when the player blocked the way! :D

Robbepop
 
Level 1
Joined
Feb 8, 2008
Messages
2
Wow, one of the LTW maps that the creator actually pours time into balancing xD
Gj :3

+ Rep.

A/N:
Quote: 'Personally this map can never get a 5/5, it is not original enough in my eyes to receive full marks.'

The point of this version was to try to make it better. It was in no way original, just look how many different versions of LTW there are. Robbepop tried to put in his own innovations and ideas and for the most part, it works.
The 5/5 doesn't represent originality in this case, it reflects how well the map plays, how the ideas flow and how balanced it is, in this case I believe it really is.
That's my idea of the whole rating system here. Else, all AoS's won't compare to DotA, all the good rehashes of Mauls won't compare to the original Wintermaul... etc.
[/Rant] xD
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

yeah thank you,
you got the main idea of the map.^^

well i plan to work on a new version,... v1.30.
it includes many changes,
and i even plan to add a new playerslot,
so that up to 12 players can play on the map at the same time. =)
it would also be the first ltw with so many players.^^
but what do you think about it?

Robbepop
 
Level 18
Joined
Mar 13, 2009
Messages
1,411
Problem with this map is that the spawns can be controlled. I suggests putting Ward tags on the summoned units so a player won't stack up waves. Attacking and air waves are probably a 'bit' imbalanced either.
 

Rui

Rui

Level 41
Joined
Jan 7, 2005
Messages
7,550
Rui's review for "LTW - Evolution" (v1.29) by Robbepop

"Line Tower Wars - Evolution" is a Maul style map by Robbepop – already known for maps such as "Guild of Hyppos RPG" –, where you not only build towers to defend from others with towers, but you actually send creeps to other players, gaining income in the process.There are three types of towers to choose from, each with different and even ramified upgrades: one with ranged attack and higher range; the other with normal attack and a melee range; and the last upgradeable with a specific element that you can choose with wisps on the center of the map.There is little to say about creeps: they give a set amount of income which increases together with their health and gold cost. A particularly interesting thing in "LTW - Evolution" is that there are creeps with an attack targeting buildings, which means you can acquire them to destroy the enemies' towers.
So I've been reading the comments before writing my review, and I find out that there was an old "Line Tower Wars", from which you based your own "LTW - Evolution".You mentioned that you improved the terrain, but I honestly don't know you mean. Perhaps the structure? Because elevation and ground tile variations don't matter on this type of map (in my opinion, at least).
There is a little time (15 seconds) until the game starts. Newbies have no time to read the guides presented on Quests (F9). For me, it was the first time playing the map, and the rhythm was so accelerated that I only remembered the Elemental Tower in the end.
The towers are the same for all players: it's all a matter of choice, which makes things quite balanced. What I didn't like, though, was to see air units with Medium armor.
Honestly, I don't find the 3 tiers and the multiple upgrades for towers all that agreeable. I'd prefer having only two tiers selling creeps with lower HPs and towers with less upgrades. I'm sorry, but I'm really not a guy of large numbers.I see nothing significant to distinguish this map from the others of the same type. I can't give a full grade on originality: this is a "Wintermaul Wars" where you solo in a more or less balanced game. Perhaps I don't notice more differences because TDs and Mauls are not really my favorite type of map, but in this review I mentioned all the points I found relevant.My rating is a 3/5 (Useful). I vote for the Approval of this map.
 
Last edited:
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

well Rui thanks for your review,
but you didn't notice the greatest difference from all the other LTW's in b.net,
which makes this map really special.

these are the whole modes you can choose from.
you can play without air, without attackers, you can start with own gold or income settings,
you can make creeps spawn randomly, you are able to start with a random element etc...
these are all modes, which you wont find in any other LTW maps. =)
well, you already said, that you aren't a fan of such maps like LTW,
but that's why u didn't noticed that.

but you are right with the terrain.
i didn't remade the terrain, but i remade the structur,
so that it looks more,... ehm,... professional? xD

in one case you are totally right...
i also hate the big numbers in LTW's,
but i dont want to miss the tier3 barracks,
because they are really important,
in the lategame, when there are only "pro's" fighting.^^

well,...
how could i improve the map for a 4/5,
so that it is highquality,
or isn't it possible for an LTW to get a 4/5 or 5/5? 0.o

anyway,
thanks for rating it.^^

awaiting an answer. :p

Robbepop

EDIT:
still awaiting your answer....
 
Last edited:
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

well still no answer,
but i have proudly to announce,
that im working on LTW v1.3 at the moment! :D

it will be one of the hugest updates in the history of LTW-Evolution. XD

one of the greater new features is,
that i made it possible to play this map with 12 people.
so it's the first LTW on b.net with 12 players!^^

there are also several great balance issues
and many other features.
no really bug fixes, because there are none! :p

Robbepop
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

well i can say to you,
that it wasn't in my mind to create a complete new gameplay as i though about making an LTW map. :D
it's not very original, but with its many modes it is very customable
and you can substitute every ltw in bnet with this one.

At the moment i am working on v1.3,
which will be fully coded in vJass.
i nearly finished the converting from gui/jass to vJass.
but there are many things which weren't tested yet.

another new thing will be the option to play with 12 players.
so this will also be the first LTW with 12 players on the board! :D

bug fixes, balancing improvement etc are also made!

i think i also make the FM creeps which i planned long time ago.
therefor i have to make a copy for every creep with a less duration time in the shop, so that the super fast mode will be extremely fun! ;-)

with the new systems and the vJass optimizion i reduced the triggercount of the map from over 90 to 11.^^
well i think thats nice. :p

performance --> 100%! -yeah-

Robbepop

EDIT:
what i forgot.
i remade the wisp system where you choose your elements with sucking wisps.^^
well now every player got a TechBase where you can find everything.
you can swap gold and wood there, and can tech new elements! ;-)

some pics for you:
2cs6wc3.jpg


2lc4ilx.jpg
 
Level 1
Joined
Jan 22, 2008
Messages
3
This map trys to be the best Ltw available (what it is), not to be the best tower wars at all. It wants to give all the ltw players (and ltw was very and still is popular in bnet) a better alternative to all their beloved but trashy made ltw maps. Robbepop perfected nearly every aspect of the origin ltw gameplay, even the modes are often just a fusion of the different no air / speed version of the ltws made by guys who didnt have the knowledge to implement sth like modes.
He didnt try to invent sth new, that was never the goal.
This map is exactly what it wants to be, and even if you could say it doesnt deserve 5/5 in terms of being the best gameplay map, I just have to reply that it cannot be that, cause it still wants to be a classical ltw map. And in terms of reaching this aim, it definetely deserves 5/5
Cause of this 3/5 are not fair I think. An ltw player (and this is the target group of that map, not ALL players) would always give this map 5/5 - for the best ltw he could ever imagine. I understand that a non-ltw player could come to the opinion that its a well made but not so well thought out map, but as I said, thats not right, its for the ltw players and they want it like this.

So dude, condisering the aim of this map, you should perhaps rethink the 3/5 rating.
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

thank you gnaL for your short descrition what the real goal of this map is.
i think you really got it right.
nothing to add here.
i already tried to message Rui for a re-review,
but i got no answer - like everytime i try to talk with a mod in TheHive ...

Robbepop
 
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