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drol's TD v1.20

drol's TD
a robust, basic and fun tower defense

v1.20 release



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Introduction
Worked on this map for a couple of weeks. It's a tower defense map, quite like others but very solid and fun. I would like to have some feedback on it. Its pretty balanced if I say so myself, so check it out!




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Gameplay
The objective of the map is to prevent waves of creeps from running to the portal. You can use towers to kill, slow, stun or in any other way stop them.
The main thing you'll be doing is building towers and upgrading them to keep them good enough to survive the next wave.​





Features
Players1 - 4
ElementsDarkness/Nature/Frost/Air
/Fire/Astral/Metal/Arcane
Towers171
Waves100, then endless
Items62
Difficulties5
Achievements11
LandscapesTropical/Snow/Desert
/Forest/Lava/City




mapt.jpg


screenshot1dq.jpg

screenshot8x.jpg

screeshot4.jpg

screenshot7za.jpg

screenshot6mx.jpg


techtreedarkness.jpg




Creep Health
Players1234
Beginner60%132%204%276%
Easy80%176%256%332%
Normal100%220%340%460%
Hard120%264%408%552%
Insane140%308%476%644%




v1.20
  • Reduced the ingame map size (as well as the file size)
  • Attack notifications removed (you're base is under attack) when creeps with slow aura pass your buildings
  • Solved an issue where creeps would return to their starting position
  • Fixed some tooltip mistakes
  • A lot of other minor fixes
v1.19c
  • Increased the max mana for Flowing Lamp from 10 to 15
  • Properly added the new ability for Magic Battery; Mark
    Attacks have a 18% chance to Mark the creep. Each attack made on a marked creep by any tower will deal extra damage. The first hit will deal 2 damage, every next one will deal 2 extra damage up to a maximum of 200 damage per hit.​
v1.19b
  • Hero towers can now be build when you skill an element to level 4, down from level 5
  • Splash modifier reduced for non-slowing towers from 2 (150 rng) to 1.5 and 3 (250 rng) to 2.5 and keeping 3 for 350 rng, this will result in an increase in dps for splash towers
  • Battle stations properly removed from upgraded towers
  • Fixed a bug with the build animation (astral) for divine obelisk
  • Tooltip fixed for Spawn Tentacles (20% -> 25%)
  • Tooltip fixed for Fan of Knives range (400 -> 500)
  • A lot of other minor fixes
v1.19
  • Changed suggested players from 1 - 4 to 2 - 4, this is because some elements are too supportive based
  • Added a new multiboard that displays player stats, the builder has an ability to switch between the wave board and the player board
  • Solved improper cost of Arcane Elemental and Beacon of Wind
  • Changed the hotkeys of the last four elements from A - S - D - F to Z - X - C - V to make them not interfere with the attack and stop hotkey
  • Made the Nature Hero tower's ability mana dependant
  • Cthulu's attack speed is now lowered from 4 seconds to 1 second
  • Cthulu's Spawn Tentacle now has its chance to proc lowered from 100% to 25%
  • Increased the range and damage slightly for Tentacles
  • Increased the movement speed, damage and range slightly for the Vampire's Minion
  • Added a new ability to the Timevault; Chrono Attack, which makes it possible for the Time Vault to attack three targets at once. Attack damage is reduced to counter balance
  • Fixed Battle Stations tooltip mistake on Siege Tank
  • Increased the damage of Fan of Knives for the Anti Mage from 75 to 150 and for the Templar Assassin from 125 to 225
  • Increased the damage of Decaying Ground for Claw of Darkness from 65 to 85 and for the Deflagrated Rock from 85 to 110
  • Increased the damage of Blizzard for Serpent from 85 to 110 and for the Serpent of the Cold from 135 to 150
  • Improved the missile speed of all towers at Arcane that use mana to attack to reduce the chance attacks go to waste
  • A lot of other minor fixes
v1.18c
  • When a player leaves the game its towers are now under control of the remaining players
  • Building props are now properly removed upon losing the game
  • Wave 100 is now displayed once more in the wave list
  • Arcane Hero tower now can trigger achievements
  • Chaos ability stun part now no longer works on endless waves or bosses
  • Hidden Treasure ability is now mentioned in the tooltip for Skull Rock
  • Time Travel should no longer trigger off damage sources other than attack
  • Time Travel debuff is now counted as a negative buff
v1.18b
  • Fixed a bug where upgrades of the Arcane Hero tower had no mana
  • Changed the way creep pathing is handled, should be more efficient now (no gameplay change)
v1.18
  • Added an entire new element; Arcane, specialized in mana towers, increasing mana regeneration and special abilities
  • Added 21 brand new towers for Arcane, including a new Hero Tower
  • Added 2 new items to the game
  • Added a secret that players can unlock once they defeat insane mode
  • Rewrote a part of the core to make it easier to implement new features
  • Solved an issue which prevented the Enrage ability of the Magma Spawn to not work properly
  • Adjusted the dps and range of the following towers to their proper values; Flame Tower, Flamespray Tower and Fortress of Fire
  • Solved a mistake with the in-game credits, should now be properly displayed
  • Solved a bug with Lightning Stone, their number should now no longer be limited
  • Solved a lot of tooltip mistakes like the Enlightment tooltip
  • Fixed a lot of small mistakes and bugs
v1.17c
  • Rebalanced the damage of towers with splash
  • Added a new ability to the Goblin Junkyard; Reveal, makes the zeppelin able to view invisible creeps in 800 range
  • Added a new ability to the Goblin Headquarters; Display Health, shows the player how much health the tower has
  • Removed a player message when a Goblin Headquarters ability proccs
v1.17b
  • Changed the way cooldown abilities work; they now cost mana to cast and have a lower cooldown than the time it costs to regenerate the mana, meaning mana regeneration increasing abilties/items reduce cooldown time
  • Added three new items, one which restores lost lives
  • Started with adding the Arcane element, not fully implemented yet
v1.17
  • Added an entire new element; Metal, specialized in item and bounty increasing abilities and making things "boom!"
  • Added 21 brand new towers for Metal, including a new Hero Tower
  • Solved a few bugs
  • Minor tooltip fixes
v1.16
  • Added a new stat for towers; Bounty Collected, increases the gold the owner of a tower gets when the tower kills a creep, for example;
    A creep normally gives 4 gold when killed by a tower, if the tower has an item that provides +50% bounty collected it now grants 6 gold when killed by that tower.​
  • Added 5 brand new items, making a total of 57 items in the map now
  • Made the chance for a chain lightning by the Storm Accumulator increase when the tower has increased luck
  • Fixed a bug with Pillage Aura, now works properly
  • Added a new aura for Skull Rock; Hidden Treasure, increases the bounty gained by towers around it by 50%
  • Added a new ability to the Gryphon Aviary; Recall Gryphon, with this ability its easier to call your gryphon back when it decides to travel around
  • Made item chance items able to work on the following towers; Gryphon Aviary, Skull Rock, Frost Wyrm Rock and Storm Accumulator
v1.15b
  • Added 4 new items to the game
  • Added version number to the game name in the map listing
  • Reduced the damage of Wellspring to its proper level
  • Added SFX effects to the abilities "Astral Burst" and "Quake"
v1.15
  • Added a new stat for towers; Item Chance, increases the chance for the tower to find an item when it kills a creep, for example;
    A tower has a default chance of 20% of finding an item when it kills a creep, with an item that increases item chance by 10% it now has a 22% chance to find an item when killing a creep.​
  • Added 5 brand new items, one increasing luck, all others increasing item chance
  • Changed the way creep HP scales with multiple players, instead of multiplying the creeps HP with the number of players, it now multiplies with a factor of 1.2 per player
  • Added a new aura to Altar of Resonance, since it was an underpowered tower, new ability is called Pillage Aura;
    Increases the item chance of all towers within 300 range by 30%.​
  • Added a new ability to Polar Bear, named Ravage;
    Increases the item chance of this tower by 30%.​
  • Altered Enlightment spell, reduced the damage and added luck increase
  • Adjusted the range display for Holy Fire Beacon and Stargate
v1.14c
  • Removed an Immortal tower at the start of the game
v1.14b
  • Bug fixed with Enlightment not buffing
  • Corrected the amount of inventory slots to the proper amount of the following towers; Firespray Tower, Fortress of Fire, High Temple of Light and Monolithic Obelisk
  • Reduced the slow of High Temple of Light from 25% to 18% and Temple of Light from 20% to 10%
  • Added the exceptions of Warp at its tooltip
v1.14
  • Added an entire new element; Astral, specialized in buffs and debuffs, and increasing luck
  • Added 21 brand new towers for Astral, including a new Hero Tower
  • Added a new stat for towers; Luck, increases the chance for some abilities to trigger, an example;
    A tower has a 20% chance to cast a spell. It gets an item that increases luck by 10%, now it has a 22% chance to cast its spell.​
  • Added 4 brand new items, all increasing luck by a percentage
  • Rebalanced regeneration creeps to 60% of normal creep HP down from 75%
  • Rebalanced Triple Armor; now named Extra Armor, armor modifier increased from x3 to x5
  • Added credits for testing in the Game Info tag in-game
  • Some minor bug and tooltip fixes
v1.13
  • Remade the ending of this game, when a player now gets to wave 210 he'll win (from wave 200 - 210 you'll get mass creep spawns)
  • Added a new achievement; Insanity, when you beat the first 100 waves on Insane mode you'll gain 100 bonus score points
  • Started with adding the Astral element, not fully implemented yet
  • Reduced the model size of Burning Totem and Totem of the Dragon
  • Some minor bug fixes
v1.12c
  • Solved a bug where endless wave leaks caused more lives lost than was intended
  • Solved a bug where endless wave HP upgrades affected creeps of the previous wave
  • Reduced the HP scaling in endless slightly
v1.12b
  • Solved a bug where insane mode was the default setting
  • Solved a bug where endless creeps dropped more items and gave more bounty than was intended
  • Recolored Immolation buff to red
  • Corrected some typo mistakes in Firelord tooltip
  • Renamed Tree to Tree Stomp in forest landscape
v1.12
  • Added an entire new element; Fire, specialized in splash attacks, damage aura's and damage over time effects
  • Added 21 brand new towers for Fire, including a new Hero Tower
  • Redesigned two Darkness towers that were Fire-like, made them pure Darkness towers now
  • Added a minimum speed for bosses
  • Solved an issue with splash attacks on two Frost towers
  • Numerous minor fixes
v1.11
  • Added 2 new creep abilities/possibilities; Mass waves and Slow Aura
  • Made bosses immune to most stuns, this way they won't be killed so easily
  • Solved a bug with Tombstone triggering at endless
  • Numerous minor fixes
v1.10b
  • Solved a bug with item and gold drops for endless waves, they were boss-drops
  • Solved an issue with the hero experience achievements
v1.10
  • Added 4 new creep abilities/possibilities; Regeneration, Triple Armor, Speed and Boss
  • Added 6 new achievements that award score points
  • Endless waves now have a chance to be air waves
  • Multiboard now keeps showing the current wave until the next one spawns
  • Solved a bug with HP scaling in endless
  • Minimap in-game should work properly now
  • Size of the Windcatcher model increased
  • Numerous minor fixes
v1.09
  • Rewrote the core engine of the map, this should have no effect on the gameplay only on efficiency and lag reduction
  • Tree of Life has its "Spirits" ability removed and replaced by "Life Force";
    Marks a target creep with nature for 5 seconds. If the creep dies while still affected it will burst its life force outwards, dealing 500 damage to all creeps in 250 range.​
v1.08
  • Endless waves now spawn continueously after wave 200
  • Creeps in endless waves are now immune to stuns, this to prevent perma stunning
  • Bloodlust duration increased for the Seer from 10 to 30 seconds, and from 20 to 60 for the Warcaster
  • Doodad buildings have their ground texture removed
  • The tooltips of resources are more clearer now
  • Multiboard now shows the wavenumber at endless waves
v1.07
  • Endless waves health scaling increased
  • Endless waves now have a minimum movement speed
  • Combustion and Breed aura's area's increased from 150 to 200
  • Solved a bug with Hero Towers attack after experience level 25
  • Added an item (Lightning Stone)
  • Added a model for Snow Tree
  • Minor tooltip fixes
v1.06
  • Reworked endless waves, they now have scaling armor and bounty, health scaling increased
  • Aura slow of Brittle Bones lowered from 15% to 12%
  • Aura slow of Hurricane Tower lowered from 10% to 8%
  • Added tooltip for Shock ability at the Gryphon Aviary
  • Solved a bug with Lightning Vault not working properly on endless
  • Solved a bug with Hero Towers attack damage not working properly when upgraded
  • Minor player message fixes
v1.05b
  • Added hotkeys to all towers
  • Added the next upgrades of a tower in tooltip
v1.05
  • Fixed a bug when selling Gold Generator
  • Added a lot of new items, total of 38 now
v1.04
  • Multiple times terrain switching disabled to prevent bugs, now only one change within the first minute is possible
  • Change the way triggers are activated when skills are researched
  • Black Spiders attack type changed from siege to chaos
  • Minor tooltip errors fixed
v1.03
  • Some positions of Rocks and Trees were improved
  • Frost Wyrm and Ghost Ship pathing improved even more
  • Hero tower now display kills above 250
  • Added lava and city terrain
  • Minor tooltip errors fixed
v1.02
  • Added forest terrain
  • Minor tooltip errors fixed
v1.01
  • Ground creep pathing fixed
  • Tooltip errors fixed
  • Player messages errors fixed
v1.0
  • Initial release




php_space01.gif
Credits
Map made by me (drol/yuvixadun)
I would like to thank Ken Plattel by helping with multiplayer testing.
Additional testing credits are inside the Game Info tab in the map.
No custom models or icons were used in this map
except for SnowPine by Gottfrei





FEEDBACK IS APPRECIATED!

Keywords:
TD, Tower, Defense, Defence, drol, Defend, Lane, Towers, Creeps, Fire, Frost, Arcane, Darkness, Air, Astral, Metal, Nature
Contents

drol's TD v1.20 (Map)

Level 6
Joined
Feb 11, 2010
Messages
205
map seems interesting :) going to test now (^^) will give gameplay feedback :)

EDIT: ok i tested here is what i got:

The Bad Stuff:
- the flying units path is really stupid = easy to kill :p

The Good Stuff:
- the item drop for towers great idea
- achievements :D
- and every single thing els :D

Great Awesome Map (as usual :p)
Rate:5/5
Rep: 1+
Vote: Approval

Keep up the great work :D
 
Last edited:
Level 10
Joined
Aug 14, 2009
Messages
309
gonna check, i will edit message after i played :)
edit: I like it. It has some potential from element TD but its more fun when played on 4 players and so.

Voting for Approval

Thanks, glad you like it :)

map seems interesting :) going to test now (^^) will give gameplay feedback :)

EDIT: ok i tested here is what i got:

The Bad Stuff:
- the flying units path is really stupid = easy to kill :p

The Good Stuff:
- the item drop for towers great idea
- achievements :D
- and every single thing els :D

Great Awesome Map (as usual :p)
Rate:5/5
Rep: 1+
Vote: Approval

Keep up the great work :D

Thanks :)
The air creeps do cut off some of the pathing, making them faster than ground creeps.

That was something I forgot to mention, some of the flying units cut corners.

Yeah, thats a feature of air creeps :p Makes the game somewhat more intresting I thought.
 
Level 10
Joined
Aug 14, 2009
Messages
309
Small update, new version up!

Changelog
v1.15b
  • Added 4 new items to the game
  • Added version number to the game name in the map listing
  • Reduced the damage of Wellspring to its proper level
  • Added SFX effects to the abilities "Astral Burst" and "Quake"
 
Level 10
Joined
Aug 14, 2009
Messages
309
New update;

Changelog

v1.16
  • Added a new stat for towers; Bounty Collected, increases the gold the owner of a tower gets when the tower kills a creep, for example;
    A creep normally gives 4 gold when killed by a tower, if the tower has an item that provides +50% bounty collected it now grants 6 gold when killed by that tower.​
  • Added 5 brand new items, making a total of 57 items in the map now
  • Made the chance for a chain lightning by the Storm Accumulator increase when the tower has increased luck
  • Fixed a bug with Pillage Aura, now works properly
  • Added a new aura for Skull Rock; Hidden Treasure, increases the bounty gained by towers around it by 50%
  • Added a new ability to the Gryphon Aviary; Recall Gryphon, with this ability its easier to call your gryphon back when it decides to travel around
  • Made item chance items able to work on the following towers; Gryphon Aviary, Skull Rock, Frost Wyrm Rock and Storm Accumulator
 
Level 9
Joined
Jul 23, 2008
Messages
261
@Everyone
This dude, vuvixadun ("aka" drol) is awesome ^^
Everyone who says this TD isn't unique, go fudge yourselves :#
I've never seen a TD with following things:
This type of path for flying (making it a tiny bit harder)
Terrain shifting
The Gold income boxes
Hero towers
Towers that can use items (without a crash xD)
And with all these waves! there's like... well.. Endless xD
and also, there's like 100+ unique waves? :)

This TD includes all of those things!
Also the tech tree is awesome!
This dude, is awesomesauce! ^^

/Mumbis
(+rep)
 
Level 10
Joined
Aug 14, 2009
Messages
309
thanks man.aweasome map having fun with buddies.lol love the new Astral element

Thanks, glad you like it :)

@Everyone
This dude, vuvixadun ("aka" drol) is awesome ^^
Everyone who says this TD isn't unique, go fudge yourselves :#
I've never seen a TD with following things:
This type of path for flying (making it a tiny bit harder)
Terrain shifting
The Gold income boxes
Hero towers
Towers that can use items (without a crash xD)
And with all these waves! there's like... well.. Endless xD
and also, there's like 100+ unique waves? :)

This TD includes all of those things!
Also the tech tree is awesome!
This dude, is awesomesauce! ^^

/Mumbis
(+rep)

Thank you very much :)

Hmm played this game.
From my point of view this is just a cheap version of You TD whith heroes.

It is indeed inspired on that map. Too bad the author is inactive and the map isn't updated anymore, so I decided to make my own. Little bit smaller and more basic.

My intention is just to give people a fun map they can enjoy.
 
Level 6
Joined
Feb 11, 2010
Messages
205
hmmmmm!!! nice going to test (^^)

EDIT: Tested here is what i got:

ok i tested the map, every is fine, but there was some minor bugs like this one :)
186989-albums4429-picture44019.png

^ as you can see here, those stupid creeps are stucked, i had to build one closer to kill them, imagine a player builds far away, and this happens :(
the metals are not bad and not too perfect IMO, so i guess everything els is perfect and playble, the map is still fun to play :D and i still didnt try harder difficulty so i think stuff will be cooler, and for the gold generators i dont like them, 10 sec for 1 gold :( and they cost 60, they are good but not useful IMO, i think they should be like 2 gold per 10 sec or 1 gold per 5 sec, i dont know or you can keep it that way, map is great :)

Keep up the good work:
Rate: 5/5 (Still)
Rep: 1+ :D
Vote: -

Good job!
 
Last edited:
Level 10
Joined
Aug 14, 2009
Messages
309
The changelog in the discription doesn't work for my anymore.
If it's not only me maybe fix it.

Works good for me, even when I try it on an other computer. You have to press the "Reveal" button to view the changelog.

hmmmmm!!! nice going to test (^^)

EDIT: Tested here is what i got:

ok i tested the map, every is fine, but there was some minor bugs like this one :)
186989-albums4429-picture44019.png

^ as you can see here, those stupid creeps are stucked, i had to build one closer to kill them, imagine a player builds far away, and this happens :(
the metals are not bad and not too perfect IMO, so i guess everything els is perfect and playble, the map is still fun to play :D and i still didnt try harder difficulty so i think stuff will be cooler, and for the gold generators i dont like them, 10 sec for 1 gold :( and they cost 60, they are good but not useful IMO, i think they should be like 2 gold per 10 sec or 1 gold per 5 sec, i dont know or you can keep it that way, map is great :)

Keep up the good work:
Rate: 5/5 (Still)
Rep: 1+ :D
Vote: -

Good job!

Thanks for testing and giving feedback :)

The stucking of creeps is indeed an annoying bug, I've yet to find a solution.

At the moment you'll earn the gold you invest in a gold generator back in 10 minutes, after that you keep gaining more gold. I think this is short enough at the moment :)
 
Level 6
Joined
Feb 11, 2010
Messages
205
i see :) nice job you little smart guy :p
keep up the good work, i want to see more elements, like arcane maybe, if you know what i mean :p
^ now because thats a suggestion, for arcane, it could be called "arcane" or "plasma" whatever suits it :)
anyways, to make this type, it has to have something unique, lets say now because there are chances towers and aoe and slowers and armor reduction and long range , lets make something new, or you can say "BIG"
hmm, lets see, how about cloners? tamers? make the creeps move back or fight their own creeps? something like that, you never see it on TD yeah? or it can also be like every attack it gets stronger, like its sucking the creeps energy (attack) it can blast them, there are many stuff you could make for this element "Plasma" :)

Im Just saying :D
 
Level 10
Joined
Aug 14, 2009
Messages
309
i see :) nice job you little smart guy :p
keep up the good work, i want to see more elements, like arcane maybe, if you know what i mean :p
^ now because thats a suggestion, for arcane, it could be called "arcane" or "plasma" whatever suits it :)
anyways, to make this type, it has to have something unique, lets say now because there are chances towers and aoe and slowers and armor reduction and long range , lets make something new, or you can say "BIG"
hmm, lets see, how about cloners? tamers? make the creeps move back or fight their own creeps? something like that, you never see it on TD yeah? or it can also be like every attack it gets stronger, like its sucking the creeps energy (attack) it can blast them, there are many stuff you could make for this element "Plasma" :)

Im Just saying :D

Thanks for the suggestion, nice idea. I think I'll implement it in the next major version.
 
Level 10
Joined
Aug 14, 2009
Messages
309
Minor update;

Changelog

v1.17b
  • Changed the way cooldown abilities work; they now cost mana to cast and have a lower cooldown than the time it costs to regenerate the mana, meaning mana regeneration increasing abilties/items reduce cooldown time
  • Added three new items, one which restores lost lives
  • Started with adding the Arcane element, not fully implemented yet
 
Level 10
Joined
Aug 14, 2009
Messages
309
Another minor update;

Changelog

v1.17c
  • Rebalanced the damage of towers with splash
  • Added a new ability to the Goblin Junkyard; Reveal, makes the zeppelin able to view invisible creeps in 800 range
  • Added a new ability to the Goblin Headquarters; Display Health, shows the player how much health the tower has
  • Removed a player message when a Goblin Headquarters ability proccs
 
Level 10
Joined
Aug 14, 2009
Messages
309
Major update!

Changelog:
v1.18
  • Added an entire new element; Arcane, specialized in mana towers, increasing mana regeneration and special abilities
  • Added 21 brand new towers for Arcane, including a new Hero Tower
  • Added 2 new items to the game
  • Added a secret that players can unlock once they defeat insane mode
  • Rewrote a part of the core to make it easier to implement new features
  • Solved an issue which prevented the Enrage ability of the Magma Spawn to not work properly
  • Adjusted the dps and range of the following towers to their proper values; Flame Tower, Flamespray Tower and Fortress of Fire
  • Solved a mistake with the in-game credits, should now be properly displayed
  • Solved a bug with Lightning Stone, their number should now no longer be limited
  • Solved a lot of tooltip mistakes like the Enlightment tooltip
  • Fixed a lot of small mistakes and bugs
 
Level 10
Joined
Aug 14, 2009
Messages
309
Another small update, noticed some mistakes and bugs, should be pretty stable now :)

Changelog
v1.18c
  • When a player leaves the game its towers are now under control of the remaining players
  • Building props are now properly removed upon losing the game
  • Wave 100 is now displayed once more in the wave list
  • Arcane Hero tower now can trigger achievements
  • Chaos ability stun part now no longer works on endless waves or bosses
  • Hidden Treasure ability is now mentioned in the tooltip for Skull Rock
  • Time Travel should no longer trigger off damage sources other than attack
  • Time Travel debuff is now counted as a negative buff
 
Level 1
Joined
Apr 4, 2011
Messages
1
Awesome Map!

Just a request:

I was playing with my brother and sister and when we finished the game we were wondering who actually killed the most units. Would it be possible to have a kill counter of some kind added in later versions?
 
Level 10
Joined
Aug 14, 2009
Messages
309
Yeah, a killcounter would be awesome :p
Something alot of maps has :3 Really easy to fix, if you need any help with it ^^
But ofc I don't believe you need any help with it X)
Anyways, just sayin, shout if you need me matey! :D

Thanks for offering :)
I've already implemented a kill counter (an entire player multiboard + switch even)
Just adding other stuff to make it a proper full update :)
 

3LF

3LF

Level 2
Joined
Dec 31, 2008
Messages
27
Arcane seems kind of weak, it doesn't have a lot of AoE. Would reducing the damage of Timevault's ability and making it a small AoE overpower it too much?
 
Level 10
Joined
Aug 14, 2009
Messages
309
Arcane seems kind of weak, it doesn't have a lot of AoE. Would reducing the damage of Timevault's ability and making it a small AoE overpower it too much?

Arcane does have a chain lightning sort of ability on Cursed Elf and Wicked One which you could see as an AoE ability.

I'm thinking about tweaking the Timevault, it just has one ability now and I want to add a special new one.
 
Level 10
Joined
Aug 14, 2009
Messages
309
New major update; version 1.19 out now!

Changelog

v1.19
  • Changed suggested players from 1 - 4 to 2 - 4, this is because some elements are too supportive based
  • Added a new multiboard that displays player stats, the builder has an ability to switch between the wave board and the player board
  • Solved improper cost of Arcane Elemental and Beacon of Wind
  • Changed the hotkeys of the last four elements from A - S - D - F to Z - X - C - V to make them not interfere with the attack and stop hotkey
  • Made the Nature Hero tower's ability mana dependant
  • Cthulu's attack speed is now lowered from 4 seconds to 1 second
  • Cthulu's Spawn Tentacle now has its chance to proc lowered from 100% to 25%
  • Increased the range and damage slightly for Tentacles
  • Increased the movement speed, damage and range slightly for the Vampire's Minion
  • Added a new ability to the Timevault; Chrono Attack, which makes it possible for the Time Vault to attack three targets at once. Attack damage is reduced to counter balance
  • Fixed Battle Stations tooltip mistake on Siege Tank
  • Increased the damage of Fan of Knives for the Anti Mage from 75 to 150 and for the Templar Assassin from 125 to 225
  • Increased the damage of Decaying Ground for Claw of Darkness from 65 to 85 and for the Deflagrated Rock from 85 to 110
  • Increased the damage of Blizzard for Serpent from 85 to 110 and for the Serpent of the Cold from 135 to 150
  • Improved the missile speed of all towers at Arcane that use mana to attack to reduce the chance attacks go to waste
  • A lot of other minor fixes

Special thanks go to TheGamaniac for testing and providing feedback
 
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I have one suggestion:

If you want to fix that Huge map issue you have, export your trigger/object/sound/import data and go to the World editor, create a smaller map, import all the data, then go back to the map, copy the required terrain, the cameras/regions, then paste them onto your new map.

I don't know if the Huge map thing was intended, but just in case it wasn't I'm just trying to help :)

Happy mapping :)
 
Level 10
Joined
Aug 14, 2009
Messages
309
I have one suggestion:

If you want to fix that Huge map issue you have, export your trigger/object/sound/import data and go to the World editor, create a smaller map, import all the data, then go back to the map, copy the required terrain, the cameras/regions, then paste them onto your new map.

I don't know if the Huge map thing was intended, but just in case it wasn't I'm just trying to help :)

Happy mapping :)

Thanks for the suggestion but it's not a big issue at the moment. Just makes the minimap on this site looks weird :p
 
Thanks for the suggestion but it's not a big issue at the moment. Just makes the minimap on this site looks weird :p

I'm taking that as a: "Oh thank you Magtheridon96! You are a beacon of light in the dark abyss that is my life! Here: The respected user award, 10000 rep, and Justin Beiber's corpse!"

LOL sorry for the spam :p

Btw, just one thing I was wondering: Did you code this TD in JASS/vJASS, GUI, or a Combination? I'd really like to know out of curiosity :p

It has 0 lag, so I'm guessing It has very few BJs and minimal leaks ==> JASS/vJASS
But, the small map-size might also be one of the factors affecting performance.
Same goes for the number of units/doodads/.. any handle
There's no way to tell :p
 
Level 10
Joined
Aug 14, 2009
Messages
309
I'm taking that as a: "Oh thank you Magtheridon96! You are a beacon of light in the dark abyss that is my life! Here: The respected user award, 10000 rep, and Justin Beiber's corpse!"

LOL sorry for the spam :p

Btw, just one thing I was wondering: Did you code this TD in JASS/vJASS, GUI, or a Combination? I'd really like to know out of curiosity :p

It has 0 lag, so I'm guessing It has very few BJs and minimal leaks ==> JASS/vJASS
But, the small map-size might also be one of the factors affecting performance.
Same goes for the number of units/doodads/.. any handle
There's no way to tell :p

Well I'm thankful for your suggestion ;)

Coded this map in vJass entirely and reduced leaks to the minimum (I think).

Though the map-size and number of units are somewhat low at the start till around wave 100, after that it increases quite some and especially at the waves 200 till 210 a lot of creeps are over the map. So at that point players with low end computers may see some lag because of the amount of units on the screen.

Player's shouldn't see any lag due to bad coding (at least thats what I aimed for)
 
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