• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Clan TD

This bundle is marked as high quality. It exceeds standards and is highly desirable.

About

Credits

Change log

Known issues

Coming soon

Clan TD is a unique tower defense where upgrades you research improve all towers for a given clan.

Waves come quickly, and each wave brings new abilities to challenge your defense. The action never stops!

In this version, there are four clan towers to choose from:

  • Blackrock Tower - Beginner-friendly tower, with moderate damage and lots of AOE
  • Stormreaver Tower - Spellcasting tower, with high damage but high variability
  • Frostwolf Tower - Freezing tower, with low damage but lots of crowd control
  • Bleeding Hollow Tower - Poison tower, with moderate damage and crowd control

There are also two different ways you can play:

  • Solo mode - You get your own lane to defend, and you win or lose independent of other players. Enemies you leak go directly to your town hall, destroying your lives.
  • Horde mode - Your lives and progress are shared with other players. Enemies you leak pass into other player's areas, only reaching the town hall and destroying lives if all players fail to kill them.
Patch changes:

  • Ten new builder skins have been added! Choose a random builder at the start of the map for a chance to use these new builders.
  • Activating Refund Tower will now refund all currently selected towers.
  • A new visual effect will now play when towers are refunded.
  • Defense type for Siege Engines and Steam Tanks changed from Fortified to Large.
  • The Grand Admiral now uses Mana Shield instead of Healing Aura.
  • Purge now temporarily blocks the healing effect of Mana Shield, rather than removing it completely.
  • The health regeneration rate of Healing Aura has been reduced from 5% of max health every second to 1%.
  • Starting gold in Horde mode has been reduced from 100 to 75 (per player).
  • Winter Storm’s damage aura now uses a slightly different visual effect, to better distinguish it from Frost Nova.

Bug fixes:

  • Drastically improved many triggers related to tower abilities and wave abilities. These improvement should virtually eliminate any remaining performance issues such as lagging or crashing.
  • Also fixed several additional memory leaks related to Phoenix, Thunderling, Spirit of the Wolf and Winter Storm.
  • Enemy Forces tooltip should now update correctly based on the current wave.
  • Winter Storm should now use the correct icon at max level.
  • Charge buff model should now appear at the correct height on enemy units.
  • Fixed a typo in the Hurricane Level 2 tooltip.
  • Fixed a typo in the Hurricane Level 8 tooltip.
  • Eruption’s duration should now correctly scale off of the current research level of Eruption, not that of Liquid Fire.
  • In Horde mode, all four gates in the center of the map should now correctly display a reduced health bar based on how many lives the players have collectively lost.
  • When the players lose in Horde mode, all four gates should now correctly be destroyed.
  • There should no longer be a short graphical hitch when constructing a building or completing research while there are many towers on the map.
  • It should no longer be possible for the builder’s hero level to surpass the current wave number.
Patch changes:

  • Lowered proc rate for many tower abilities.
  • Added description to map select/lobby.
  • Several icons have changed.

Bug fixes:

  • Fixed several memory leaks which were adversely affecting performance.
  • Enemy pathing triggers have been improved.
  • Game end triggers have been improved.
  • Many triggers now fire less often.
  • Fixed several bugs related to tower abilities.
Known issues:

  • The player’s ending rank will sometimes not be correctly displayed when losing due to leaking the Grand Admiral.
  • The tooltip for Soul Armor incorrectly states the player has killed 1 Grand Admiral when the player has actually killed 0 Grand Admirals.
Coming soon:

  • More towers!
  • More builders!
  • A new game mode!

Stay tuned!
Previews
Contents

Clan TD (Map)

Level 1
Joined
Dec 10, 2017
Messages
7
I dont like how all the upgrades are very small and they individually dont feel like they have an impact. Plus, the enemies come without any pause ever. It just seems like this can go on forever and I just click on upgrade every now and then in the right order... not much "game" in this, skill or anything like that.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
1. The map has no description in custom game screen.
2. Maybe some logical order to the hotkeys? As in WERTY, ZXCV, something? Would be less stressing to build them during waves.
3. Maybe create a scoreboard with wave number, kills, lives and stuff like that.
4. When the War Turtles started appearing, the game began to lag quite heavily. I don't want to know what happens in multiplayer. After most of them and the Steam Tanks died the lag almost faded but then the Shandris archers came and after a while the game crashed.

Awaiting Update.

==================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

These will help make a better description:


Screenshots could attract more players to download your work. Make the best of them.

A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

To make your work run smoother, fix the so called leaks: Triggers - Memory Leaks and Custom Scripts

If you want more reviews, come here:
The Grand Review Exchange!
 
Last edited:
Level 10
Joined
Apr 4, 2010
Messages
286
The map has no description in custom game screen.

This will be addressed in the update.

When the War Turtles started appearing, the game began to lag quite heavily. I don't want to know what happens in multiplayer. After most of them and the Steam Tanks died the lag almost faded but then the Shandris archers came and after a while the game crashed.

Thanks - This seems to happen inconsistently, I thought I had resolved the issue. I'll dig more into it before updating.

A credits list 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.

I believe ALL resource authors are already credited in-map wherever their resources appear. For example, any upgrade or ability that uses an icon credits the author of that icon in its tooltip. It should be impossible for a user to be seeing a custom resource and not also be seeing the author credit at the same time.

All resource authors are also already credited at the top of this page.
 
Level 10
Joined
Apr 4, 2010
Messages
286
When the War Turtles started appearing, the game began to lag quite heavily. I don't want to know what happens in multiplayer. After most of them and the Steam Tanks died the lag almost faded but then the Shandris archers came and after a while the game crashed.

I'm having trouble locating the cause of this. I've checked my triggers for leaks, I've changed many triggers to fire less often, I've set it so enemies do not leave corpses - Nothing seems to have a significant impact on overall performance.

I suspected the lag might simply be caused by having too many units spawned at once, but I tested that by simply building nothing and letting the map flood with enemies, and did not experience any problems.

My best guess now is that it's caused by having too many missiles spawned at once - the result of the player building a wide spread of towers and then having mobs make it far enough that all of those towers are firing at once.

To be honest I'm not sure what to do about that. I could put a cap on the max number of towers a player can build (using food or some other finite resource), but that would have severe implications on gameplay.

This seems like an issue other tower defense maps would have run into. Is there a common solution to this problem? Could use suggestions.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
This seems like an issue other tower defense maps would have run into. Is there a common solution to this problem? Could use suggestions.
Try having the towers attack without their abilities. See if that causes the memory leak-lag-crash. You need to test most if not all possible causes. It might be something on the enemy, I don't know. I guess, there might be some variable flood or something, expiration timer for units and stuff?
If it is indeed because of many towers (although, I remember playing some TDs without encountering such issues; of course, they were not as complex as this in terms of tower abilities and so on), then limiting the number and working on a damage increase for upgrades could be a solution.
 
Level 10
Joined
Apr 4, 2010
Messages
286
1. The map has no description in custom game screen.

4. When the War Turtles started appearing, the game began to lag quite heavily. I don't want to know what happens in multiplayer. After most of them and the Steam Tanks died the lag almost faded but then the Shandris archers came and after a while the game crashed.

These problems should be addressed in the newest version (1.1). Please let me know if you're still experiencing significant performance problems in this version.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
(previous review: Clan TD)

1. I don't get the Enemy Forces: Wave 1 Icon. Why is it needed anyway? Besides that it doesn't change name/title into the current wave, you could just do it simply with a leader/multiboard.
2. How are you supposed to stop the dudes with Divine Shield?
3. Where are the lives stored, so you'd know how much you have left without counting? Never mind, I guess, since, you can see the gate HP.
4. Max Winter Storm's icon doesn't look passive like the other ability max level icons do. You can use this program to make it passive in case you don't have such a version.
5. For some reason the 5th Grand Admiral is basically immortal. His regeneration is off the charts. After reaching the middle of the corridor which took some good minutes, he was finally killed somehow :D But the 6th.... is just time waste. Luck rooting and freezing him cuts his regeneration power, well, until he almost reached the end and gained full HP in a matter of seconds... and defeat. Weird thing is, at this point, I had all upgrades and tower types and slots filled with towers that could reach the enemy.
6. Why no Thrall builder :(? You could even make a Chaos Grom (skin) secret when choosing random. Maybe even add Vol'jin and Rokhan?

This time it didn't crash but started lagging like heck between Paladin-Jaina waves.

I guess, I can approve this but it still needs tweaking.
 
Last edited:
Level 10
Joined
Apr 4, 2010
Messages
286
1. I don't get the Enemy Forces: Wave 1 Icon. Why is it needed anyway? Besides that it doesn't change name/title into the current wave, you could just do it simply with a leader/multiboard.
2. How are you supposed to stop the dudes with Divine Shield?
3. Where are the lives stored, so you'd know how much you have left without counting? Never mind, I guess, since, you can see the gate HP.
4. Max Winter Storm's icon doesn't look passive like the other ability max level icons do. You can use this program to make it passive in case you don't have such a version.
5. For some reason the 5th Grand Admiral is basically immortal. His regeneration is off the charts. After reaching the middle of the corridor which took some good minutes, he was finally killed somehow :D But the 6th.... is just time waste. Luck rooting and freezing him cuts his regeneration power, well, until he almost reached the end and gained full HP in a matter of seconds... and defeat. Weird thing is, at this point, I had all upgrades and tower types and slots filled with towers that could reach the enemy.
6. Why no Thrall builder :(? You could even make a Chaos Grom (skin) secret when choosing random. Maybe even add Vol'jin and Rokhan?

This time it didn't crash but started lagging like heck between Paladin-Jaina waves.

I guess, I can approve this but it still needs tweaking.

Thanks for the feedback (and the approve)! About your comments:

  1. The Enemy Forces tooltip should increment during each wave, and should contain basic information about the current wave enemies including special powers. The early waves don't have any special powers, but everything after wave 5 or so should. I will check whether this tooltip is updating correctly.
  2. Divine Shield should be the same as Wind Walk and Charge, with a 10 second duration and a 30 second cooldown. So there should be a 20 second window after the shield wears off when the units can be damaged before they are able to put the shield up again. I will check whether this is working correctly.
  3. You should have a tooltip on the right side of your builder's command card displaying your current rank and lives remaining. (It's the one that looks like a circle of stars.) I will check whether this tooltip is displaying correctly.
  4. I will check whether this is displaying correctly.
  5. The Grand Admiral is an endlessly respawning boss who gains additional armor, max health, and movement speed each time he is killed. He also has a life regeneration aura which heals a percentage of his max health every second. Similar to other previous waves that have this aura (all druids, priests, and Arthas) the regeneration rate scales based on the Admiral's max health, so each time you kill him he comes back harder. The purpose of this is to provide a definite end to the game - you WILL leak the boss eventually, it's just about how many you can kill before you do. (All of this should be explained in a tooltip that displays while the boss is active. I will check whether this tooltip is displaying correctly.)
  6. I am planning at least one future content patch which will add more builder skins, more towers, and at least one additional game mode. These aren't finished yet, so you'll have to stay tuned. =) I will point out that there are already several secret skins that can be randomed (Chaos Grom is one of them), so just because you haven't seen a skin doesn't mean it's not in there! You can load up the map in the editor if you're curious what builders are possible to be randomed, and again, I'm already planning to add more in the future.
  7. I'll check again to see if there is an additional leak I missed. If it's only affecting these waves it may be related to Divine Shield, since that's only used later on. Will investigate and get back to you.
Thanks again!
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
The Enemy Forces tooltip should increment during each wave, and should contain basic information about the current wave enemies including special powers. The early waves don't have any special powers, but everything after wave 5 or so should. I will check whether this tooltip is updating correctly.
The other stuff appears but the Wave number on the soldier icon remained 1.
You should have a tooltip on the right side of your builder's command card displaying your current rank and lives remaining. (It's the one that looks like a circle of stars.) I will check whether this tooltip is displaying correctly.
You are right.
You can use this program to make it passive in case you don't have such a version.
Sorry, forgot to link: Button Manager v1.8.2
The Grand Admiral is an endlessly respawning boss
Yeah, well, it's kind of bad to end in defeat :D
I'll check again to see if there is an additional leak I missed. If it's only affecting these waves it may be related to Divine Shield, since that's only used later on. Will investigate and get back to you.
I doubt it's the shield. I think it's the creature strength and the number of towers and their projectiles and abilities (+FX).
I have not played this in multiplayer.
 
Level 10
Joined
Apr 4, 2010
Messages
286
Patch 1.2 is released!

Patch changes:
  • Ten new builder skins have been added! Choose a random builder at the start of the map for a chance to use these new builders.
  • Activating Refund Tower will now refund all currently selected towers.
  • A new visual effect will now play when towers are refunded.
  • Defense type for Siege Engines and Steam Tanks changed from Fortified to Large.
  • The Grand Admiral now uses Mana Shield instead of Healing Aura.
  • Purge now temporarily blocks the healing effect of Mana Shield, rather than removing it completely.
  • The health regeneration rate of Healing Aura has been reduced from 5% of max health every second to 1%.
  • Starting gold in Horde mode has been reduced from 100 to 75 (per player).
  • Winter Storm’s damage aura now uses a slightly different visual effect, to better distinguish it from Frost Nova.
Bug fixes:
  • Drastically improved many triggers related to tower abilities and wave abilities. These improvement should virtually eliminate any remaining performance issues such as lagging or crashing.
  • Also fixed several additional memory leaks related to Phoenix, Thunderling, Spirit of the Wolf and Winter Storm.
  • Enemy Forces tooltip should now update correctly based on the current wave.
  • Winter Storm should now use the correct icon at max level.
  • Charge buff model should now appear at the correct height on enemy units.
  • Fixed a typo in the Hurricane Level 2 tooltip.
  • Fixed a typo in the Hurricane Level 8 tooltip.
  • Eruption’s duration should now correctly scale off of the current research level of Eruption, not that of Liquid Fire.
  • In Horde mode, all four gates in the center of the map should now correctly display a reduced health bar based on how many lives the players have collectively lost.
  • When the players lose in Horde mode, all four gates should now correctly be destroyed.
  • There should no longer be a short graphical hitch when constructing a building or completing research while there are many towers on the map.
  • It should no longer be possible for the builder’s hero level to surpass the current wave number.
Known issues:
  • The player’s ending rank will sometimes not be correctly displayed when losing due to leaking the Grand Admiral.
  • The tooltip for Soul Armor incorrectly states the player has killed 1 Grand Admiral when the player has actually killed 0 Grand Admirals.
 
Top