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ForsakenForest Survival 1.41 Public

[highlight]Special Thanks to:[/code]
Kevin MacLeod - Royalty Free Music
Leon, Ati, Mike and Tom - Testers

[highlight]Update Log[/code]
1.42 - Player 6 Farm income fixed and Blink Exploits prevented with additional path blocking.

The mod can also be found on here on Moddb
http://www.moddb.com/mods/forsaken-forest-survival

Players have survived a crash landing and must hold out the from the Forest Deamons in which they have awakened.

[highlight]Gameplay[/code]
Forsaken Forest Survival is a Multi-player Tower defense map in the which players are stranded waiting for an Airship to escape. The players must explore their surroundings, choose a location to build and use their survivors to construct Defenses to fend off waves of enemies for 40 minutes until finally the Rescuing Airship arrives. Players must then dare a run from the remains of their bases to the Escape ship to win the map.

[highlight]Key features[/code]
Freedom to build anywhere on the map
Upgradable Tower Defenses
2 Specialized Tech tree paths Siege and Arcane
3 Unique Heroes
Conditional AI
Progressively difficult randomized creature Waves
Scripted Boss Monster


Forsaken_Cover_1024_768.1.png



Forsaken_Buildings_Diagram.png



Forksaken_Monsters_Diagram.png


Keywords:
Survival, Forsaken, Forest, Build, Tower, Defence, Towers, Storm, Andy, StormAndy, jurassic, survival, river, hero
Contents

ForsakenForest Survival 1.41 Public (Map)

Reviews
17:50, 26th Jul 2013 Orcnet: map approved
Level 2
Joined
Jul 22, 2013
Messages
3
Thanks for the input Orcnet,

That's a problem, but the solution wouldn't be removing the blink ability but rather preventing the blink from reaching the top location. The blink was added due to frustration in all stages of the game trapping your survivor between both your own buildings and amongst your team mates. A possible solution would be to lower the blink distances and also use other means of blocking the players access to the creature table locations.

Also I don't see how your comment on the wave spawning timing can be helpful if you haven't sat down with 3-6 players and completed the map without exploiting the blink issue. The time at the beginning has been tweaked a lot to compensate how long it generally takes for a group of players to settle in grouped locations. I've actually received a lot of positive feedback on the timing and some saying the first couple of times around it was too fast.

If you'd care to elaborate why this is a bad idea I'm all ears but I can't throw out such a heavily tested decision on your word of it being bad. Please be more constructive with the feedback, I need reasons and suggestions to improve things.

The two issues I now am a aware of that need updating for the map is a trigger issue with Player 6's farm upkeep income and the Blink exploit.
 
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