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Barrens TD 7.0

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Construct walls, towers and lumber mills and upgrade them, to claim victory against the 30 waves of the most dangerous of barrens denizens!


  • Release
  • 1.0 - Re-balanced map to be faster paced, reduced lag.
  • 1.1 - Rebalancing, reducing lag
  • 1.2 - Rebalancing, reducing lag, chance how lumber and gold spawn, changed building tiers, hotkeys, improved tooltips
  • 1.3 - Added item dropping system, greater wood and gold dropping
  • 1.4 - Added food system, added leaderboard for round count and round time.
  • 1.5 - Increased max food to 200
  • 1.6 - Removed lumber cost from mills, increased starting ranger peasant damage to 12
  • 1.7 - Improved leaderboard, tooltips, balancing across the board.
  • 1.8 - Tooltip updates, monster updates.
  • 1.9 - Made farm require smart machine
  • 2.0 -Fixed bug where peasant damage was multiplying with upgrades, set build speed to 1 for all buildings
  • 2.1 - Fixed wood suckers, stopped 1000 gold drop below lv 10, sped up game slightly to compensate for build speed increase
  • 2.2 - Reduced common item drop chance, increased wall and peasant health, increased regenerator wall rate to +5HP/sec, reduced max food count to 150, reduced max spawn count to 200
  • 2.3 - removed flags, changed food ratios
  • 2.4 - Moved farms back to 10 food, changed building & upgrade cost and time, changed % chance for wood/gold to spawn
  • 2.5 - New items, rebalanced late game units
  • 2.6 - bug fixes
  • 2.7 - reworked game, added eating mechanic
  • 2.8 - balancing of 2.7 eating mechanics
  • 2.9 - bug fixes, balancing
  • 3.0 - fixed crash after every 10th wave
  • 3.1 - added difficulty settings
  • 3.2 - fixed bug with every 10th wav
  • 3.3 - added more chicken/sheep levels, new sound effects
  • 3.4 - added improved -sell commands, printed text for gold/xp, added ability to import wood.
  • 3.5 -
  • Fixed bug where enemy health is at 1.
  • Fixed bug where peasant damage didn't increase due to damage mod trigger not working with new patch
  • Fixed bug when selling/eating chickens, you would sell/eat 1 more than expected
  • Changed color of chicks
  • Added free range chickens
  • Added better ending cinematic
  • 3.6 - 06/06/2019
    • Tested Wood/Gold sucker, working as expected. They didnt work for lv 1-5 wood/gold drops or +1000 wood/gold drops
    • Added note about wood/gold sucker only working for normal wood/gold drops and not epic drops.
    • Added lv 10 wood/gold upgrade requirement for wood/gold suckers.
  • 3.7 - 18/06/2019 - Buffed mobs after lv 20, increase cost of healing upgrade, nerfed archer, fixed issue with wave 28 skipping to end of game, fixed issue with wave 10, 20, 30 timer not working,
  • 4.0 - 12/07/2019 - Added Bonfire
  • 4.1 - 14/07/2019 - Fixed Crashing, added tutorial messages on difficulty levels < 4, rebalancing
  • 4.2 - 14/07/2019 - Fixed wall health not increasing,
  • 4.3 - 14/07/2019 - Fixed archer/wall not being build-able by archer peasant
  • 4.4 - 14/07/2019 - Reverted forced chicken eating to all chickens instead of leaving 25 to reduce change of crash
  • 4.5 - 16/07/2019 - Rewrote triggers to fix crashing, can choose peasant type
  • 4.6 - 17/07/2019 - made camp relocatable, made archers level up, fixed bugs
  • 5.0 - 19/07/2019 - Crash, bug, balance fixes, new modes, can select game length
  • 5.1 - 20/07/2019 - fixed issue with versus mode, fixed bug with epic length
  • 5.2 - 20/07/2019 - changed time of day triggers to fix crashing
  • 5.3 - 21/07/2019 - Fixed issue with archer peasant having load ability & starfall ability missing, added warning for boss waves
  • 5.4 - 21/07/2019 - Increased max enemy units to 10 per player, increased player count to 10, increased amount of chickens you can have before auto eat from 40 to 60, added low level walls/towers, increased range & attack speed of ranged peasant, reduced lv 10 wave armor
  • 5.6 - 23/07/2019 - added potion & speed scroll drops
  • 5.7 - 24/07/2019 - balance updates, added merchant, changed scrappy wall/junk towers to items
  • 5.8 - 26/07/2019 - Fixed crash, reduced difficulty of wave 20, reduced item drops later in game, made lumber mill cost based on number player has.
  • 5.9 - 27/07/2019 - Reworked triggers to reduce crashing, removed player resources from multiboard, reduced max players back to 8 from 10, reduced max chickens before auto eat to 50 from 60
  • 6.0 - 27/07/2019 - fixed issue with rabbit not dropping items
  • 6.1 - 28/07/2019 - reduced damage & increase cost of attack panda, increased aoe, damage, attack/projectile speed of demolisher, increased attack range of footmen/knight walls (they were not attacking)
  • 6.2 - 17/08/2019 - added recipes, balancing
  • 6.3 - 21/12/2019 - fixed crash
  • 6.5 - 31/12/2019 - added rain & inferno back in
  • 6.6 - 14/01/2019 - reduced chance for rain to 10%, cannot happen 2 levels before demon levels. increased range of bonfire to 250 from 200, increased mana regen from 3 to 4%, increased life regen from 2 per upgrade to 2.5 per upgrade
  • 6.7 - 15/01/2020 - removed bonfire requirement from buildings
  • 6.8 - 19/01/2020 - added anti magic potion to merchant, stopped merchant being spawned in corner, stopped trees dying in corner.
  • 6.81 - 19/01/2020 - fixed wizard staff not giving +25 lumber
  • 6.82 - 24/01/2020 - slightly reduced cost of farm 2 and 3, added buy-able caged chickens, fixed being trapped by trees at start, made merchant appear for all levels, fixed exploit which allowed you to bypass lumber cost of farms
  • 6.83 - 24/01/2020 - fixed various hotkeys/grid positions, updated caged chicken model
  • 6.84 - 26/01/2020 - reduced max enemy units from 240 to 160 (reforeged prep)
  • 6.85 - 27/01/2020 - reduce cleave damage from 25% to 10% for gigagnolls
  • 6.86 - 06/02/2020 - fixed heal hotkey for priests, made priest heal AI faster, slightly increased cost of defence paladin aura upgrade, fixed wood/gold sucker working after death, made caged chickens move x3 times faster, fixed some upgrade hotkeys not working after lv 1 of upgrade, increased chicken amount from 50 to 70 before hunger, keeps up to 30 (from 20)
  • 7.0 - 03/03/2023 - removed versus, difficulty options, made game harder, rebalanced various things



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  • Enemies come at 5pm and leave at 6am, spawning from all corners of the map
  • There are 30 waves, every 10th wave is a difficult wave, but gives you a long time to rebuild
  • Build a farm to increase food and smart machine to get upgrades
  • Build wood makers and upgrade their spawn chance to maximize wood
  • Kill units with your worker, build towers and upgrade chance to get that sweet gold on kill
  • There are 3 tiers of buildings
  • Tier 1 unlocks the fundamentals walls, towers, income, etc
  • Tier 2 unlocks healing, aura towers and powerful AOE towers, but require mana wells.
  • Tier 3 unlocks the ability to suck in wood and gold, and other advanced towers.
  • New Tiers are unlocked with upgrades.
Previews
Contents

Barrens TD [7.0] (Map)

Reviews
How about you start improving your description first: Description Guide - Maps
WolfFarkas
Review: - One tip should be added both to the description and changelog: build buildings using shift hold botton. Had to figure out myself. -Round indication is imperative needed, you can looose track on wich round you are. - A timer indicating next...
deepstrasz
Seems like you've used a custom model that you have not credited: Resources in Use by Barrens TD [1.7] | HIVE I think you should use the undead summon instead (be sure to make the unit undead) so that the buildings will be automatically made...
Level 29
Joined
May 21, 2013
Messages
1,635
Review:

- One tip should be added both to the description and changelog: build buildings using shift hold botton. Had to figure out myself.
-Round indication is imperative needed, you can looose track on wich round you are.
- A timer indicating next round would be great, if not, something cheap like incoming...
- a killer counter would also make this more nice.

Wile I really like the idea, really, those wall towers are very nice. I dont like the defend your peon thing.

-I did many square layouts to protect the good buildings, as you show in the screens, you can loose even by having a lot of towers.
In almost all the plays the peon get surrounded by thousands of units, if the teleport timer is stil counting, the peon is dead, it cant run, also the teleport distance is short.

-I think teleport should be low timedown . to re cast, that would save

-I think this map would be much more fun if instead of defend the peon, it would be a defend a fixed building in the midle, and peon flyer and invulnerable, so you can build freely and build-rebuild while they are doing an oppening in your defenses, is very hard to propely wall all sizes of the square, at that point, a second builder may be nice if playing alone.

-first 5 rounds should be more easy, and make it hell from level 12-15 and above
so people can get notion of the play, the first round already surounds you a lot

-I am not shure if this can be win, I hope it is, it has a lot of replay value

I can win elemental tower TD, but many others TD not, even they do give a lot of fun

you should provide playable hints, the screens helps, but it is also important to have the peon inside the square to avoid being killed. it can be surrounded and killed outside the base
also is better to do very small squares than big ones, because you dont have much time to build big, I did a 9 square, 1 lumber mill 8 archers, and a wall to the archers, then another square it was good, but then lost.

IMO

To me this is a 3/5 and awaiting update

to approved

- Is mandatory a form to know wich wave/round you are, you loose track of that, and is not a good thing. (all TD tell you round 12/30, 16/30).
-cooldown of the teleport of the peon set to 8-12 secs and increase the distance a bit, to avoid being surrounded and killed (because that is a KO situation) wile you can have a great base of towers.

dont feel discouraged, I really like your TD it requires few things to be approved, but in terms of quality is far away from elemental tower td or pokemon tower td.

good luck and see ya
 
Last edited by a moderator:
Level 9
Joined
Oct 6, 2008
Messages
75
Hey mate, thanks for the review, a few points,

Review:
- Is mandatory a form to know wich wave/round you are, you loose track of that, and is not a good thing. (all TD tell you round 12/30, 16/30).
good luck and see ya[/COLOR]

Check the food count to see what round you are on

-I think teleport should be low timedown . to re cast, that would save
-cooldown of the teleport of the peon set to 8-12 secs and increase the distance a bit, to avoid being surrounded and killed[/COLOR]

The cooldown and range increases as you upgrade your peasant, also gives a lot more survivability and damage.

Review:
- A timer indicating next round would be great, if not, something cheap like incoming...
[/COLOR]

The enemy comes at night and leaves by day (exact times in quests screen), you can see the time if you hover over the day/night icon at top of screen

Review:
-first 5 rounds should be more easy, and make it hell from level 12-15 and above
[/COLOR]

I did have it like this initially, but found that people got easily bored, unless they had a good challenge right from the get go. They can always play again if they like the map.

Anyway, thanks again for the review,

opiemonster
 
Level 29
Joined
May 21, 2013
Messages
1,635
"Check the food count to see what round you are on"

that should be added to the description in this thread, but yes I missed that it was in the changelog.

"The cooldown and range increases as you upgrade your peasant, also gives a lot more survivability and damage."
I see.
I am more with the orthodox TD, invulnerable towers, invulnerable builder, a set paths to the waves, imposible to block the creep waves paths with towers,
and protect something.

Your game is more survival than a common TD IMO (considering the first wc3 TD made by blizzard)

Maybe it should be Barrens Survival, instead of Barrens TD, because as TD I would expect an Orthodox TD, but well that your call.

I just recently played Stronghold TD remastered and I found it as an Orthodox TD.

edit: yes your map is more similar to Uber Survival than a TD map. Uber Survival! 0.5



well I have to recognice that I am not very familiar with survival games, and I probably bias about the teleport cooldown.

It should be set to approve.
 
Last edited by a moderator:

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Seems like you've used a custom model that you have not credited: Resources in Use by Barrens TD [1.7] | HIVE

  1. I think you should use the undead summon instead (be sure to make the unit undead) so that the buildings will be automatically made.
  2. Because the enemy units belong to one player only and maybe they are all sent in the same group, they stutter if they're too many on the map at once. Read about it in the links of this post: Santa vs. Evil 1.3
  3. No idea what BrainZZZ and Get Lit are as requirements. Please write a more informative map thread description.
  4. All enemies named DaBadi.
  5. Maybe make 1 or less player modes too.
  6. Healer's Heal doesn't say how much it heals.
  7. Defence Aura upgrade should have the active form of the icon as it is not a passive ability but an upgrade.
  8. Damage Panda's damage aura has the active icon instead of the passive.
  9. Buildings deactivate randomly. I mean, the wells restore randomly even if you have a or two for each building. To compensate you need high level mana upgrade.
  10. You could mention the max number of an upgrade either in its title or description.
The concept itself is crazy. TD lovers would like it probably.

Approved.


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ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
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If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
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https://www.hiveworkshop.com/forums/staff-contact.692/
 
Level 9
Joined
Oct 6, 2008
Messages
75
Awesome man, thanks for the review!

I totally forgot about the credit for the archer, that's totally my bad

I think you should use the undead summon instead (be sure to make the unit undead) so that the buildings will be automatically made.

Yea I thought about this, but at the moment, the game tuning is built around time spent building and I do think some people like the feel of having to 'build' as a apposed to the undead way. I did make the build time very low, and it even increases as you upgrade your peasant though.

Because the enemy units belong to one player only and maybe they are all sent in the same group, they stutter if they're too many on the map at once. Read about it in the links of this post: Santa vs. Evil 1.3
https://www.hiveworkshop.com/threads/santa-vs-evil-1-3.289990/#post-3116790

Yep I know about this one, there actually is 4 AI players, but I changed their color and name to be all the same

You could mention the max number of an upgrade either in its title or description.

The max number is in the title of the upgrade e.g. Wood Upgrade [3] (but I should probably make it more pronounced)


Generally, there is plenty of polishing to do, but the main idea is there, so I decided to get it out there. Anyway, thanks a lot for the review.

Cheers,

Opiemonster.
 
Level 1
Joined
Sep 8, 2019
Messages
1
Man this map is great fun, was playing with my friends and find the jump from level 10-11 pretty intense.

Keep up the good work!
 
Last edited:
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