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akaka's TDs and Minigames

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「akaka's Tds and Minigames」

By akaka or krazykid

Gameplay
[tr]
akaka's Tds and minigames is a variety of every game ive made. There is 4 different things to play in this map starting with Click Tower defense and Normal Tower defense. This map also features my version of line tower wars. And to top it off it features my style of uther party called Minigame competition.

Screenshots
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This is what Normal tower defense looks like!
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This is what Click Tower Defense looks like!
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This is what line tower wars looks like!
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These are ingame screenshots.
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Images of Line tower wars.
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Features
[tr]
-4 games in one map, Click tower defense,Normal tower defense,Line tower wars, and Minigame competition. All in one map!
-This map features many options to customize the TD modes to make them according to your skill level and taste.
-Many things to do in this one map!

Credits
[tr]
Frankster,kuhneghetz,WILL THE ALMIGHTY,Thrikodius,Weird Human,Ochibi,Hammerfist132,unknownczar,happytuaren,Callahan,Sin'dorei300,NFwar,PeeKay,Captain_Rufar,4eNNightmare,Kitabatake,CoffinPuppet,
Anachron,-Berz-,Golden-Drake,Raging Ent,JesusHipster,nGy,paulH,The Weird Human,Misha,Skipper,Sunchips,Sellenisko,WherewolfTherewolf,Malvodion,FrancK,Kwaliti,DickxUnder, MiniMage

Changelog
[tr]
Version 1.02
-Added a -cam XXXX command
-Added a menu to choose time between waves
-Fixed a bug in the chest collectors mini game where items would spawn on a pillar and you couldn't get them.
Version 1.03
-Replaced the PvP mini game with a new mini game
-fixed being able to mini stun the evil chest in the chest looters mini game
-fixed a bug where the chest would duplicate in the chest looters mini game
Version 1.04
-Added music during mini games
-Enhanced terrain and added effects in mini games
-Balanced creeps
-Fixed icons from turning green when pausing the game
Version 1.05 (big update)
-Fixed freezings orbs green icon problem
-Fixed a issue in the mini game "catapulters" when it ended the mobs would still stay
-Fixed being able to build towers ontop of each other
-Fixed a issue in the "teleporters" mini game where when you respawn you would get ganked by mobs
-Shortened minigames from 2 minutes to 1 minute and 30 seconds
-Made it so when gems drop,its shows the name of the person who got the gem
-Added a new mode "towers mode" which requires no clicking,only towers
Version 2.00
-Balanced bosses on "towers mode"
-Fixed a issue with the magic tower in "towers mode"
Version 2.01
-Fixed a floating text bug when you get a gem, it sometimes got stuck
-Reduced the chance of getting gems/orbs on "towers mode"
-Fixed a bug with the death cinematic of the final boss
-Fixed some issues with the gem/orb system
Version 2.02
-Fixed pretty much every leak in the map. (thanks to icemanbo, for telling me how to fix them :D)
Version 2.03
-Removed the cheats
-Changed the model set of the ricochet/water tower (due to lag)
-In "towers mode" gold is shared among players (killer gets more gold)
-Fixed much more leaks!
Version 2.04
-Fixed a crucial leak with the spawning of the waves
Version 2.05
-Added 2 NEW towers for "Towers mode"
Version 3.00
-Fixed gold share in "tower modes"
-Increased the chance of getting gems on "towers mode"
-Added quests that address things properly
-Added a NEW MODE called "War Mode" where you go against players in a line tower wars styles
Version 3.01
-Fixed an issue with the game not ending after you get to 0 lives on "War Mode"
Version 3.02
-Fixed a issue with the minigame "Zombie survivors"
-Made minigames not at random (so you are motivated to go further for new mini's)
-Made camera on "towers mode and normal mode" a bit more zoomed out
-Fixed an issue with magic tower on "towers mode"
-Fixed a BIG issue with the gems never dropping
Version 3.03
-New mode "minigames mode" play minigames randomly for 10 rounds.
-Added 4 new minigames, only for "minigames mode"
-Fixed annoying bug in "war mode", would keep repeating "deafeated" after losing
-Changed the name of the map from Click TowerDefense to Click TowerDefense/Wars
Version 3.04
-Fixed leaks i didn't see previously in all the minigames. (less lag)
Version 3.05
-Added brief descriptions on how to play in the quests section.
Version 4.00
-Chance for plant turret earth style to stun is decreased in war mode.
-Nerfed some bosses on war mode.
-Decreased the income decrease of the boss mr.sheepstein from 10000 to 5000.
-Made the boss wandering soul immune to spells.
-Fixed an issue when you sell your elemental turret, you could buy it again.
Version 4.01
-Fixed a few leaks
-Added 3 new towers to war mode
-reduced map size
-Added auras that display under some towers to show what level they are.
Version 4.02
-Fixed an issue in war mode, some bosses wouldint spawn at the start of the lane.
-Fixed an issue in war mode, people could block and the creeps wouldint remove the tower.
-Fixed an issue with the slate limit, max slate amount is 2 but players could still build more slates.
-Fixed an issue with slates not reacting fast enough to fast creeps.
Version 4.03
-Fixed a bug, The game would not continue after round 67 on both normal and towers mode.
Version 4.04
-Fixed alot of leaks! (for sure this time)
-Fixed the slates not reacting fast enough to fast units (this time for sure)
-Players who lose in "dark war mode" can now see.
-Gold slates will now give 2x your income at level 1, 3x at level 2 and 4x at level 3.
Version 4.05
-Nerfed the gold slate to be a max of 1 level
-Fixed creeps being able to cut the edge of a slate and not get effected by it.
-Fixed the Piercing tower level 3 from being able to become a harming slate.
-Added a new mode to war mode called "Blockage mode"
-Fixed being able to build more than 1 element turret.
Version 5.00
-Made the gold slate more expensive.
-Fixed the double-shot level 3 tower from being able to become a harming slate.
-Some towers were able to morph without the required tower. Fixed
-The wandering soul boss only removed 1 life. Fixed
-Mr sheepstein will now only remove 7 lives instead of 10.
-Made wandering soul not immune to magic.
(SORRY FOR ALL THESE UPDATES GUYS!, TRYING TO MAKE IT AS GOOD AS POSSIBLE)
Version 5.01
-Removed the gold slate completely
-Lowered the prices of most towers on war mode
-Fixed the final bosses death scene on towers mode and normal mode
-fixed a issue with the coin hunter minigame
-fixed leaks in warmode
Version 5.02
-Fixed another coin hunter minigame issue
-Made the Mr.sheepstein boss not immune to magic anymore
-Changed a missleading tooltip for the slates in war mode
-Fixed a issue in the chicken vs worms minigame
-Made a "Stuck" spell in war mode, when creeps get too packed you can use that spell to fix it.
-Fixed the cut-off quest discription
-Fixed leaks
Version 5.03
unprotected the map, i see it caused problems for some reason
Version 5.04
-Changed the map name from Click tower defense/wars to Click TD/Line tower wars
-Changed the dialog button names at the start of the game
-Fixed the Spiders,trolls and turtles from being able to cluster up and cause other creeps not to move in LTW mode
-Removed the +100 that pops up after killing someone in the PvP mini games
-Fixed 3 trigger leaks
-Fixed being able to give your points to other players in mini games mode
-Fixed being able to spawn in some mini games stuck behind trees and unable to move
-Fixed player red from being able to get more than one element turret in war mode
-Fixed miss leading instructions in the Chicken vs worms mini game
-Changed the text when someone dies in PvP mini games to display who killed who
Version 5.05 (small update)
-Fixed the Total score board not showing up in minigames mode
-Made minigames have a smaller chance of picking the same minigame again on minigames mode
-Made the Magic towers abilitys cheaper to buy in Normal TD mode
-On Normal mode the rounds would stop going at round 10. (crucial fix)
Version 6.00 or akaka's TDs and Minigames
-Changed the name to akaka's tower defenses and minigames, i felt the old name just didnt do it anymore.
-changed the loading screen.
-changed the preview screen.
-Fixed some minor bugs.







Map Description Generator 「By Vengeancekael」

Keywords:
Click,Tower defense,line tower wars, uther party,fun,unique,skill,winning,losing,
Variety.
Contents

akaka's TDs and Minigames (Map)

Reviews
11:26, 30th Mar 2014 Orcnet: The map has a good source of addition of tower defense feature, instead of waiting for an incoming wave you can actually click the enemy spawn and kill it by clicking it many times till it dies. Although it can be a...

Moderator

M

Moderator

11:26, 30th Mar 2014
Orcnet: The map has a good source of addition of tower defense feature, instead of waiting for an incoming wave you can actually click the enemy spawn and kill it by clicking it many times till it dies.

Although it can be a pain on the fingers, this map is approved as acceptable.
 
Level 8
Joined
Sep 29, 2012
Messages
185
Not to be aggressive, but I don't get why rating a map if you didn't even play it. You do not know if this map is great or if it has bugs. You cannot tell from the screenshots how much should a map get.

Thank you for the 4/5 but hes right. you cant just decide like that. Also ive tested this map over hundreds of times, im dead sure there are no bugs.
 
Level 6
Joined
Dec 9, 2010
Messages
121
Hey Akaka, aka Krazykid,

Wow, this map looks VERY promising! It's very fun from what I can tell. I've played it solo a few times now. Here's my initial feedback.

First, I'll get the minor bugs/other issues out of the way. I noticed during the chest minigame that coins rarely spawn on the cliff where they are not able to be collected. Also I am able to cast the Open Chest ability on the evil chests when they spawn; it mini-stuns them but otherwise has no effect. One other minor thing to note is that when I got the chest opening mini-game for a second time in a row, there were initially double chests on the map. I opened them both, and it only respawned one of them, so it's not a huge deal, but still. Not sure if any of these things are intended, but thought I'd report them anyway.

Additionally, I was playing on Noob Level (since I was testing solo and new to the game), but I noticed that one of the waves in Level 2 spawned with full HP, as though I was playing on the hardest difficulty. This wave royally screwed me over, needless to say, I ended up leaking a full wave + the boss because I didn't notice they were full HP at first.

One other minor suggestion before I get to the main review: how long is the item drop range? I think for the purposes of this map it might be best to set it to the max value, so that you can easily switch items between towers/your stash/etc. I'm not sure if this was intentional but you don't seem to be able to drop items on the ground at all. It seemed a bit weird, and ended up costing me time.

Okay, now for the main part.

Wow, this map is really well made, and tons of fun. The mini-games after every boss wave are always a blast, although I question the wisdom of having pvp mini-games in a teamed game. It seems to me the best strategy for the snipers mini-game would be to intentionally sit still and kill each other over and over for maxed income gain for all players. Anyway, that's just an aside; overall the mini-game execution is flawless and lots of fun.

The waves themselves are well made, but my main complaint is that there might not be enough time between them. Maybe that's not the main problem, actually. I just felt like the whole game was rushing from one thing to another, with never any moment to catch your breath. I actually have a suggestion for that, although I'm not sure how implementation would work precisely. I think that the team should get x number of "Timeouts." When someone takes a Timeout, they get, say, 45 seconds where the enemies are paused but invulnerable, all spawn timers are paused, and they can take time to try different gem combinations, for instance, or maybe take a minute to read some tooltips to plan out a strategy for items/towers/etc. The problem with the click damage mechanic is that it forces the player to be constantly active in the game, particularly with little time between spawns. This isn't necessarily a bad thing, but it can make new players feel overwhelmed and frustrated when then don't have any idea what to do and there's no time to think. Just a suggestion though.

The different difficulty levels and movement rates are a great idea, it allows players of all levels to enjoy the map. I might suggest making another option for how long the timer is between waves; it's really up to you, because I think what you have right now suffices, but more customizing options for the player is almost always better.

Overall the balance felt fine, barring the one wave where my enemies were full HP on Noob mode (which I assume was a bug, and not a mechanic). The terrain was satisfactory, particularly for using blizzard default cliffs. I did notice that the towers appear to be able to be built anywhere, but in reality, can only be built on the higher ground. Just a minor aesthetics issue.

Oh, one more minor comment is you might want to make the builder Undead race, and give it the ability to Summon. I got confused a few times because I accidentally ordered my builder to stop constructing. It's just more convenient for this kind of game to have Undead summoning instead of Human building imo. Also if you could add a -zoom xxxx feature for the camera setting, I'd love that too. The camera's default setting in your map isn't too bad, but it couldn't hurt to have it.

Aside from that... I'd say in general this map has tons of promise. Keep developing the map, it's very fun and actually quite unique, in a genre (TDs) where most everything has been done 10x over. Good work!

Mech

Edit: Forgot to add, 5/5 rating for now; even though it's not perfect, it rounds up imo. :p
 
Level 8
Joined
Sep 29, 2012
Messages
185
Hey Akaka, aka Krazykid,

Wow, this map looks VERY promising! It's very fun from what I can tell. I've played it solo a few times now. Here's my initial feedback.

First, I'll get the minor bugs/other issues out of the way. I noticed during the chest minigame that coins rarely spawn on the cliff where they are not able to be collected. Also I am able to cast the Open Chest ability on the evil chests when they spawn; it mini-stuns them but otherwise has no effect. One other minor thing to note is that when I got the chest opening mini-game for a second time in a row, there were initially double chests on the map. I opened them both, and it only respawned one of them, so it's not a huge deal, but still. Not sure if any of these things are intended, but thought I'd report them anyway.

Additionally, I was playing on Noob Level (since I was testing solo and new to the game), but I noticed that one of the waves in Level 2 spawned with full HP, as though I was playing on the hardest difficulty. This wave royally screwed me over, needless to say, I ended up leaking a full wave + the boss because I didn't notice they were full HP at first.

One other minor suggestion before I get to the main review: how long is the item drop range? I think for the purposes of this map it might be best to set it to the max value, so that you can easily switch items between towers/your stash/etc. I'm not sure if this was intentional but you don't seem to be able to drop items on the ground at all. It seemed a bit weird, and ended up costing me time.

Okay, now for the main part.

Wow, this map is really well made, and tons of fun. The mini-games after every boss wave are always a blast, although I question the wisdom of having pvp mini-games in a teamed game. It seems to me the best strategy for the snipers mini-game would be to intentionally sit still and kill each other over and over for maxed income gain for all players. Anyway, that's just an aside; overall the mini-game execution is flawless and lots of fun.

The waves themselves are well made, but my main complaint is that there might not be enough time between them. Maybe that's not the main problem, actually. I just felt like the whole game was rushing from one thing to another, with never any moment to catch your breath. I actually have a suggestion for that, although I'm not sure how implementation would work precisely. I think that the team should get x number of "Timeouts." When someone takes a Timeout, they get, say, 45 seconds where the enemies are paused but invulnerable, all spawn timers are paused, and they can take time to try different gem combinations, for instance, or maybe take a minute to read some tooltips to plan out a strategy for items/towers/etc. The problem with the click damage mechanic is that it forces the player to be constantly active in the game, particularly with little time between spawns. This isn't necessarily a bad thing, but it can make new players feel overwhelmed and frustrated when then don't have any idea what to do and there's no time to think. Just a suggestion though.

The different difficulty levels and movement rates are a great idea, it allows players of all levels to enjoy the map. I might suggest making another option for how long the timer is between waves; it's really up to you, because I think what you have right now suffices, but more customizing options for the player is almost always better.

Overall the balance felt fine, barring the one wave where my enemies were full HP on Noob mode (which I assume was a bug, and not a mechanic). The terrain was satisfactory, particularly for using blizzard default cliffs. I did notice that the towers appear to be able to be built anywhere, but in reality, can only be built on the higher ground. Just a minor aesthetics issue.

Oh, one more minor comment is you might want to make the builder Undead race, and give it the ability to Summon. I got confused a few times because I accidentally ordered my builder to stop constructing. It's just more convenient for this kind of game to have Undead summoning instead of Human building imo. Also if you could add a -zoom xxxx feature for the camera setting, I'd love that too. The camera's default setting in your map isn't too bad, but it couldn't hurt to have it.

Aside from that... I'd say in general this map has tons of promise. Keep developing the map, it's very fun and actually quite unique, in a genre (TDs) where most everything has been done 10x over. Good work!

Mech

Edit: Forgot to add, 5/5 rating for now; even though it's not perfect, it rounds up imo. :p


Thank you so much :D, ill be sure to implement and fix everything you told and asked about because it seems fair, also i made it so you cant drop them on the ground. you can only switch the gem from one tower to the other :p i thought it would be annoying if you accidently drop it on the ground and someone takes it from you. Im not sure if ill make a option for a timer but i can make it so when one wave ends it give you some time before the next wave.
Edit: Yea i thought about the menu for time between waves, im doing that. seems better. it will take some time.
Edit2: i dont think ill change the builder, its not really a big problem, because when a tower is finished builder it tells you "example tower has finished construction"
Edit 3: i just updated the map, about the PvP minigame, yea ik i should remove it, but i need a good idea for a replacement. any thoughts?
 
Last edited:
Level 21
Joined
Nov 4, 2013
Messages
2,017
A fine TD, not good and not bad. I didn't reach the end because I got bored. Here is my review:-

- Terrain isn't your strong point I see, it was inconveniently flat in the mini-games parts and sometimes you used one tile only. In Frosty's minigame, for example, it would've been better if you made the terrain hilly. Also, the tile variation wasn't used well at all and using blizzard's cliffs is very risky as they look ugly
- ALL custom icons turn green when I pause the game (critical error, see how to fix that in suggestions)
- Minigames are boooooring! They last too much and they aren't really amusing
- Waves are unbalanced! The creeps which regenerate health are obviously harder to kill than those who don't. So when I found a wave with regenerating units, it was hard to kill all creeps while the next wave was soooo simple
- It gets tiresome staying active all the time without having a second to rest in or to take a little breath
- Waves spawn too quickly


SUGGESTIONS:-
- Your terrain needs to be improved, read some tutorials. For now, I can tell you NOT to use one tile for any minigame and to add more decorative doodads
- For the problem of the icons, go to the Import Manager, make sure you imported the DISBTN of ALL icons and remove the war3mapImported from them and replace it with ReplaceableTextures\CommandButtonsDisabled
That will fix the problem
- You have 2 option for the waves:-
1- Increase the time between each wave
2- Wait until all creeps are dead to send the next wave
- Minigames should last less and should also have a music theme. I mean, try to imitate Skibi, its minigames are cool, funny and don't last too much
- To balance the waves, you have 3 options:-
1- Lessen the HP of regenerating units
2- Lessen the regenerating creeps e.g from 10 to 6
3- Lessen the life regeneration of these units


OVERALL RESULT:-
To finish my review, I think this TD is good but it lacks of many things. I'll give it 2.5/5, rate 3 BUT vote for REJECTION due to the critical issue of icons
 
Level 8
Joined
Sep 29, 2012
Messages
185
A fine TD, not good and not bad. I didn't reach the end because I got bored. Here is my review:-

- Terrain isn't your strong point I see, it was inconveniently flat in the mini-games parts and sometimes you used one tile only. In Frosty's minigame, for example, it would've been better if you made the terrain hilly. Also, the tile variation wasn't used well at all and using blizzard's cliffs is very risky as they look ugly
- ALL custom icons turn green when I pause the game (critical error, see how to fix that in suggestions)
- Minigames are boooooring! They last too much and they aren't really amusing
- Waves are unbalanced! The creeps which regenerate health are obviously harder to kill than those who don't. So when I found a wave with regenerating units, it was hard to kill all creeps while the next wave was soooo simple
- It gets tiresome staying active all the time without having a second to rest in or to take a little breath
- Waves spawn too quickly


SUGGESTIONS:-
- Your terrain needs to be improved, read some tutorials. For now, I can tell you NOT to use one tile for any minigame and to add more decorative doodads
- For the problem of the icons, go to the Import Manager, make sure you imported the DISBTN of ALL icons and remove the war3mapImported from them and replace it with ReplaceableTextures\CommandButtonsDisabled
That will fix the problem
- You have 2 option for the waves:-
1- Increase the time between each wave
2- Wait until all creeps are dead to send the next wave
- Minigames should last less and should also have a music theme. I mean, try to imitate Skibi, its minigames are cool, funny and don't last too much
- To balance the waves, you have 3 options:-
1- Lessen the HP of regenerating units
2- Lessen the regenerating creeps e.g from 10 to 6
3- Lessen the life regeneration of these units


OVERALL RESULT:-
To finish my review, I think this TD is good but it lacks of many things. I'll give it 2.5/5, rate 3 BUT vote for REJECTION due to the critical issue of icons
!!!UPDATED!!! i fixed everything you asked about, please review again :D?
Edit 2 : also on next update "version 1.05" i will be adding a towers only mode its gonna take a little bit more but its almost done.
 
Last edited:
Level 21
Joined
Nov 4, 2013
Messages
2,017
Due to the updates, I raise my vote to 3/5 (vote not rating)
HOWEVER, I found more issues while playing it again
- Freezing orb's icon turns green
- Minigames still last too much and they get boring
- The minigame of the elementals where I can use teleport has one issue. When I respawn, I am surrounded by clusters of monsters which kill me immediately. I suggest you to make the unit invulnerable for a second or two when I respawn
- The minigame that needs me to kill the "Ugly Things" has one mistake. After the minigame ends, the ugly things still remain. "What's wrong?" you might ask. The problem is that when I click them when the minigame ends, I can damage them and gain gold
- MOST CRUCIAL! I can build two towers in one place. That's really disappointing. I guess it's caused because in the Object Editor, the "Pathing - Placement Prevented By" for all towers is nothing. You need to tick "Buildable"

One last thing! Make the builder "Undead" so he can summon buildings and not build them
Look, I don't like to vote for rejection, but your map in this state can't get my vote for approval because of the towers' issue (graver than the one of the icons). So, I'll wait your next update. For now, I'll neither vote for approval, nor for rejection.
 
Level 8
Joined
Sep 29, 2012
Messages
185
Due to the updates, I raise my vote to 3/5 (vote not rating)
HOWEVER, I found more issues while playing it again
- Freezing orb's icon turns green
- Minigames still last too much and they get boring
- The minigame of the elementals where I can use teleport has one issue. When I respawn, I am surrounded by clusters of monsters which kill me immediately. I suggest you to make the unit invulnerable for a second or two when I respawn
- The minigame that needs me to kill the "Ugly Things" has one mistake. After the minigame ends, the ugly things still remain. "What's wrong?" you might ask. The problem is that when I click them when the minigame ends, I can damage them and gain gold
- MOST CRUCIAL! I can build two towers in one place. That's really disappointing. I guess it's caused because in the Object Editor, the "Pathing - Placement Prevented By" for all towers is nothing. You need to tick "Buildable"

One last thing! Make the builder "Undead" so he can summon buildings and not build them
Look, I don't like to vote for rejection, but your map in this state can't get my vote for approval because of the towers' issue (graver than the one of the icons). So, I'll wait your next update. For now, I'll neither vote for approval, nor for rejection.
UPDATED!!!!!!! version 1.05 which adds many features. and even if i do make the builder undead, because all the tower models are custom models, the summoning animation wont work.
UPDATE 2! made 1 fix and 1 change. fixed a issue with the magic tower in "towers mode" and balanced bosses as i noticed it was too hard to kill bosses on "towers mode"
 
Last edited:
Level 21
Joined
Nov 4, 2013
Messages
2,017
UPDATED!!!!!!! version 1.05 which adds many features. and even if i do make the builder undead, because all the tower models are custom models, the summoning animation wont work.

PERFECT! Gonna test it again. I guess this time I will vote for approval. And for the builder, it doesn't matter if they don't have the summoning animation. Many TDs have the builder undead but the towers without summoning animation. It's not wrong to do that.
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
After having tested it again, I'm glad to raise my vote to 3.5/5 and give my vote for APPROVAL!
The major and crucial have been fixed. There are still minor issues like unfitting icons and the evil chests that don't damage me but they'll not stop me from voting for approval.
 
Level 8
Joined
Sep 29, 2012
Messages
185
After having tested it again, I'm glad to raise my vote to 3.5/5 and give my vote for APPROVAL!
The major and crucial have been fixed. There are still minor issues like unfitting icons and the evil chests that don't damage me but they'll not stop me from voting for approval.
you should think twice before thinking the evil chest is supposed to damage you, it takes your gold every time it hits you,,, dont judge too quickly :p
 
Hi, because of conversation of chat yesterday I thought to test this map.

I didnt test everything and I dont have too much time for full review but I try to figure out some main points:
________________________

+ I like main idea to combine tower attacks with mouse clicks

+ Minigames are cool addition to gameplay

+ Many settings are chooseable

- Memory leaks (everything like: "Center of Region" or "Random Unit from Unit Group" leaks)
I know I told you alrdy, but it's still important for me to mention it. - http://www.hiveworkshop.com/forums/triggers-scripts-269/things-leak-35124/

Sugesations:

I would like to see more specific variations of waves. Like unique unit types which do something special.

Create some quest logs, where you explain your game and give proper credits.

Something like a "-next wave" command would be cool, in case you want rush.

Use a timer window to indicate arrival of next wave.
________________________

All in all it's a fun game but still with some potential to improvement I guess.

I know you ve put much effort into it. If you fixed at least major memory leaks I vote for approval, but for now I vote for Rejection. - Just because of partially high ineffiecency in triggering and memory leaks.

Still gameplay was ok for me so my rating is 3/5 +2rep atm. I really suggest you to read 2 tutorials. One link I gave you above and other one you find in my signature under "links" - GUI-Tutorial.
 
Level 8
Joined
Sep 29, 2012
Messages
185
Hi, because of conversation of chat yesterday I thought to test this map.

I didnt test everything and I dont have too much time for full review but I try to figure out some main points:
________________________

+ I like main idea to combine tower attacks with mouse clicks

+ Minigames are cool addition to gameplay

+ Many settings are chooseable

- Memory leaks (everything like: "Center of Region" or "Random Unit from Unit Group" leaks)
I know I told you alrdy, but it's still important for me to mention it. - http://www.hiveworkshop.com/forums/triggers-scripts-269/things-leak-35124/

Sugesations:

I would like to see more specific variations of waves. Like unique unit types which do something special.

Create some quest logs, where you explain your game and give proper credits.

Something like a "-next wave" command would be cool, in case you want rush.

Use a timer window to indicate arrival of next wave.
________________________

All in all it's a fun game but still with some potential to improvement I guess.

I know you ve put much effort into it. If you fixed at least major memory leaks I vote for approval, but for now I vote for Rejection. - Just because of partially high ineffiecency in triggering and memory leaks.

Still gameplay was ok for me so my rating is 3/5 +2rep atm. I really suggest you to read 2 tutorials. One link I gave you above and other one you find in my signature under "links" - GUI-Tutorial.

Fixed almost all the leaks :D, also im not sure about the -nextwave command..
 
I checked more than half of these huge amount of triggers, and no single leak was fixed in any of them.

I don't know what you changed, but you leak all locations, effects, unit groups. (in triggers Ive checked)

If a trigger is rarely fired, or only once, then a leak is not very important, because you wont feel any difference. But if a trigger fires very often in the game it should be leakless.

Read Things That Leak again, if you have problems problems with implementation post your not working code here, and people will help you.
 
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I checked more than half of these huge amount of triggers, and no single leak was fixed in any of them.

I don't know what you changed, but you leak all locations, effects, unit groups. (in triggers Ive checked)

If a trigger is rarely fired, or only once, then a leak is not very important, because you wont feel any difference. But if a trigger fires very often in the game it should be leakless.

Read Things That Leak again, if you have problems problems with implementation post your not working code here, and people will help you.

Im going threw EACH trigger now, to see what i did wrong.
 
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Level 8
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Messages
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Suggestions:
Remove cheats.
Change the model of the bouncing level 3 elemental, massing him causes lag.
Make it so that in tower mode gold is shared among people.
Make the waves spawn faster in tower mode.
UPDATED!. also for the waves problem, there is an option to choose how long you want waves to wait.i dont see why you want it faster than 10 seconds per wave
 
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I know it is a lot of work, especially when map is almost finishen and you have to clearn memory leaks in all triggers again.

You made lot of fixes now I see alrdy and thats nice.

But there is also a need to say whats wrong:

"RandomUnit from Units in Region" also leaks unit group.

"Random Point in Region" also leaks location.

And now the biggest mistake. You may have bugged gameplay because you are working wrong with waits.

I give you an example how it's wrong and how it's right.


  • Set Point = Centre of Region
  • Unit - Create Unit at Point
  • Wait - Wait 2 seconds
  • Unit - Create Unit at Point
  • Custom script: call RemoveLocation(udg_Point)


  • Set Point = Centre of Region
  • Unit - Create Unit at Point
  • Custom script: call RemoveLocation(udg_Point)
  • Wait - Wait 2 seconds
  • Set Point = Centre of Region
  • Unit - Create Unit at Point
  • Custom script: call RemoveLocation(udg_Point)
So, as you can see I clean leak before the wait, and re-set Point after the wait again.

This is needed, otherwise this "Point" variable may get overwritten during these "Wait 2 seconds". So if an other trigger also uses this "Point" variable --> game bug + leak.

I'm not writing this all to try to get convince mod to reject your map, it should help you to get it approved. Have a nice day.
 
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Messages
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I know it is a lot of work, especially when map is almost finishen and you have to clearn memory leaks in all triggers again.

You made lot of fixes now I see alrdy and thats nice.

But there is also a need to say whats wrong:

"RandomUnit from Units in Region" also leaks unit group.

"Random Point in Region" also leaks location.

And now the biggest mistake. You may have bugged gameplay because you are working wrong with waits.

I give you an example how it's wrong and how it's right.


  • Set Point = Centre of Region
  • Unit - Create Unit at Point
  • Wait - Wait 2 seconds
  • Unit - Create Unit at Point
  • Custom script: call RemoveLocation(udg_Point)


  • Set Point = Centre of Region
  • Unit - Create Unit at Point
  • Custom script: call RemoveLocation(udg_Point)
  • Wait - Wait 2 seconds
  • Set Point = Centre of Region
  • Unit - Create Unit at Point
  • Custom script: call RemoveLocation(udg_Point)
So, as you can see I clean leak before the wait, and re-set Point after the wait again.

This is needed, otherwise this "Point" variable may get overwritten during these "Wait 2 seconds". So if an other trigger also uses this "Point" variable --> game bug + leak.

I'm not writing this all to try to get convince mod to reject your map, it should help you to get it approved. Have a nice day.
Updated, fixed the problem with the waits
 
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Level 1
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Apr 4, 2012
Messages
1
Click Tower Defense

After playing this last night, I can tell how much effort you put in this.

We only played battle mode, but i can assume that the other modes are practically just as polished as that mode. Everything ran smoothly, and there were only a few bugs here and there. The minigames look promising and from what I've read from the other post, they are as good as they look. So aside from the tooltip problem, and the one or two bugs we saw last game (which you can fix really easily), this game fufills its purpose as a td. 5/5 :thumbs_up:
 
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After playing this last night, I can tell how much effort you put in this.

We only played battle mode, but i can assume that the other modes are practically just as polished as that mode. Everything ran smoothly, and there were only a few bugs here and there. The minigames look promising and from what I've read from the other post, they are as good as they look. So aside from the tooltip problem, and the one or two bugs we saw last game (which you can fix really easily), this game fufills its purpose as a td. 5/5 :thumbs_up:
Thank you :D :ogre_haosis:
 
Still leaks. I feel trolled opening your map once again after the sentence "fixed"... and still find tons of leaks.

I will show you some once again:

- Display lives (should be fixed: groups, locations)
- Check for winner (unit group)
- all Unit move triggers (locations)
- all Kill unit triggers (unit groups, locations)
- all your "Check" triggers (unit group, location)
- all player-leave triggers (but not importent here)

So. I only found these in your 1st folder. There are maybe 40-50 more trigger folder and I bet that I would find many more if I would also look there.

What I must say bothers me the most is the highly inefficiency of your trigger style. You really can save a lot of time if you would learn some more coding.
If a map has so many triggers and stuff as yours have, it might be very important.

Here is the maybe worst point I recognized:

"Pick Random Unit From UnitGroup"

This is maybe always redundant for you as I could see.
1. it leaks a unit group each time --> bad
2. random unit from unitgroup --> bad²

I would hardly recommend to learn better to work with variables, it would save a lot of work for you.. really :s

And for last, if you really need this function in a trigger (Random Unit From UnitGroup)... please at least fix the unit group leak.
 
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Messages
185
Still leaks. I feel trolled opening your map once again after the sentence "fixed"... and still find tons of leaks.

I will show you some once again:

- Display lives (should be fixed: groups, locations)
- Check for winner (unit group)
- all Unit move triggers (locations)
- all Kill unit triggers (unit groups, locations)
- all your "Check" triggers (unit group, location)
- all player-leave triggers (but not importent here)

So. I only found these in your 1st folder. There are maybe 40-50 more trigger folder and I bet that I would find many more if I would also look there.

What I must say bothers me the most is the highly inefficiency of your trigger style. You really can save a lot of time if you would learn some more coding.
If a map has so many triggers and stuff as yours have, it might be very important.

Here is the maybe worst point I recognized:

"Pick Random Unit From UnitGroup"

This is maybe always redundant for you as I could see.
1. it leaks a unit group each time --> bad
2. random unit from unitgroup --> bad²

I would hardly recommend to learn better to work with variables, it would save a lot of work for you.. really :s

And for last, if you really need this function in a trigger (Random Unit From UnitGroup)... please at least fix the unit group leak.

Icemanbo the thing is i honestly wish i knew about vars/leaks when i started this map, the new map im working on will not dissapoint, it is really hard to fix these leaks at this point. so i will leave it as it is. beacause other maps are alot worse and they have more leaks yet some of them still get accepted. im sure it shouldint be a problem. But my new map im working on will not dissapoint.
 
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The Hive Workshop Official
mr_design_mapreview.jpg


Map Reviewer: eubz
Map Name: Click TowerDefense/Wars (V. 3.04)
Map Author: akaka
Map Uploader: Krazykid


mr_design_mapaspects.jpg


Originality

I have played so many tower defense map but this one has its own style. Clicking each of the creeps aside from building towers is a good idea.This made this map scored 80% to me.

Score: 80/100

Presentation

Nicely presented except for the changelog which should be set off in a hidden tags

Score: 60/100

Terrain

Terrain is wisely made. It is somewhat more polished now.

Score: 70/100

Triggers

Nicely arranged and well organized aside from your checking of winners where you used waits. It is really better to use timer than waits.


Instead of using thes line of actions:
  • Check for winner
    • Events
    • Conditions
    • Actions
      • Game - Victory Player 1 (Red) (Show dialogs, Skip scores)
      • Game - Victory Player 2 (Blue) (Show dialogs, Skip scores)
      • Game - Victory Player 3 (Teal) (Show dialogs, Skip scores)
      • Game - Victory Player 4 (Purple) (Show dialogs, Skip scores)
      • Game - Victory Player 5 (Yellow) (Show dialogs, Skip scores)
      • Game - Victory Player 6 (Orange) (Show dialogs, Skip scores)
    • Else - Actions
You can replace that with:
  • Check for winner
    • Events
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players matching (((Matching player) slot status) Equal to Is playing)) and do (Game - Victory (Picked player) (Show dialogs, Skip scores))
    • Else - Actions


Score: 60/100

Object Data

I think everthing is well organized here. All icons have been properly customized for custom ones. Nothing more I could say here but good job.

Score: 65/100

Gameplay

I like playing this map the game is really nice but at first I've asked myself, "What should I click?" then, I realised it should be the creeps. What the heck, I am dumb at first because there's nothing there to guide me what to do. Well, this is such a nice game and I am giving a special recommendation in this aspect.

Score: 75/100
★ Special Recommendation ★

mr_design_suggestions.jpg

Add in the quest some pointers on how to play the map because I for one did not know what to do when I played it at first. For as far the the triggering is concerned, I have only few suggestions and is already tackled up above.

mr_design_finalresult.jpg


Final Score: 68.333/100
3/5 Vote for Approval

mr_user_eubz.jpg

Contact: (Visitor Message) / (Private Message) / (Map Reviewers)
 
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Messages
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Oh wow thank you, as i will most likely not be making any more updates to this, i need to start learning real programming, and i will start that after i finish a new map i am working on. So if there are any issues with this. i will fix it if it is somthing of great concern. :)
 
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Messages
5
Hey Krazykid,

i also tested your map and it looks nice. I just play with 1-2 friends the first 2 options (click&toweronly) but we had a bug that waves didnt go on after a while (while i could build the canon tower). Would be sad to stop on this map.

Are you working on another TD map? Do you need some ideas? Some very good ideas are lost since the last 2-8 years, i played a lot of TD maps since ... i dont know ;)
 
I think triggers are just horrible and not only one of them can cause game bugs. Not to mention all the leaks and inefficiency in your triggers... but this doesnt seem to be important for approval.

Or maybe yes?
Efficient triggering:
The triggering needs to be efficient and mostly leakless.

Your "Mammoth" trigger in "Spaning" folder may bug any game. You create creeps at a location which doesnt exist, because you removed it before.

And there are many other possible bugs because of wrong application with variables and waits.

Actually your map is cool and I also like it. But I just don't understand moderation sometimes, that's why I'm saying.

I think if triggering is a part of map rules, moderation should have some knowledge about it and check quickly through triggers for critical mistakes. (+ also have little weight in rating, if mod rated)
 
Level 8
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Messages
185
Hey Krazykid,

i also tested your map and it looks nice. I just play with 1-2 friends the first 2 options (click&toweronly) but we had a bug that waves didnt go on after a while (while i could build the canon tower). Would be sad to stop on this map.

Are you working on another TD map? Do you need some ideas? Some very good ideas are lost since the last 2-8 years, i played a lot of TD maps since ... i dont know ;)

What is this bug you are talking about? can you explain it more?
EDIT!!!!: i found the bug, icemanboe is correct, that mammoth trigger was broken. it was a simple mistake. sorry about that
 
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Kazeon

Hosted Project: EC
Level 33
Joined
Oct 12, 2011
Messages
3,449
I was just reading other people's comments before. majority said your triggering sucks.. and the rule said:
Efficient triggering:
The triggering needs to be efficient and mostly leakless.

and I thrust IcemanBo enough because he is experienced coder..

EDIT:
if you don't want anybody to review about your triggering so I suggest you just protect the file :grin:
 
Level 8
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Messages
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I was just reading other people's comments before. majority said your triggering sucks.. and the rule said:


and I thrust IcemanBo enough because he is experienced coder..

EDIT:
if you don't want anybody to review about your triggering so I suggest you just protect the file :grin:
Im not very good at protecting things xD but ill see what i can do.
Also icemanboe has not looked at more recent versions...
 
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Jun 11, 2008
Messages
1
Great Map!

I've never played a map with so much inside it. The minigames were fun, and the click for damage idea was very original.

What I liked the most was the UI there were so many options given to the host. A mode the people who don't like clicking, several difficulty levels and a mode if you only want to play the minigames.
 
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