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Ice Wars Defense v1.0



ICE WARS DEFENSE v1.0

beta versions
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Ice Wars Defense (3v3) is a map that fights Team Frozen and Team Freeze.
Each Teams have one Ice Fortress but needs the help of other units to survive.
You can get help from the Ice Chief and Taverns to fight.
The Farmer can help give you more gold and lumber.

Map is not locked and use concept if you like it but I won't fix bugs or anything because you edit it.

credits to blizzard and thw
link to icons

Changelog:
added upgrade to range units
added glaivethrower (invi)
added healer (invi)
units now attack the Ice Fortress even if it is resurrecting



Keywords:
ice wars, ice wars defese, td, tower defense
Contents

Ice Wars Defense v1.0 (Map)

Reviews
11:30, 13th Jun 2015 Shadow Fury: Map can be approved with its current rating of 2/5. "Simple map, good fun" However, please try to improve your map. An approval doesn't mean you should stop updating your map because you still lack quite a few...

Moderator

M

Moderator

11:30, 13th Jun 2015
Shadow Fury: Map can be approved with its current rating of 2/5. "Simple map, good fun"
However, please try to improve your map. An approval doesn't mean you should stop updating your map because you still lack quite a few things.

SCN: Moved back to pending.

09:00, 10th May 2015
Orcnet: No beta maps allowed, please read the map submission rules.

21:36, 27th May 2015
Shadow Fury: Map set to needs fix with a rating of 2/5. Check my review. Also, fix the author name, currently it's "Unknown". Go to Scenario ---> Map Description... ---> Author:

Please add a changelog where you mention all the updates you're doing to your map. I cannot know what you've fixed/updated if you do not do so. For now, this is resent back to needs fix.

Still no changelog...
 
Level 4
Joined
May 9, 2015
Messages
70
units now attack the Fortress and they don't back that far
units new: Healer and Glaivethrower you now get Upgrades
remove invi skills from Ice Chief
pls care if you make so farmers (but now need so many gold) you will not make units if you don't care
food is from middle shop

EDIT: some units are in the middle
 

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Last edited:

Ardenian

A

Ardenian

Map Submission Rules

Work in progress (WIP) maps are not allowed, the map needs to be a complete release.
ALPHA and BETA versions, "teasers/trailers", etc. can be posted in Map Development.
Furthermore, do not upload maps and use it as a request thread.
Nothing more to say.
I ask myself whether this is a troll, you should really read the submission rules before posting a resource.
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
TERRAIN

The terrain was neither good nor bad, just fine. You didn't use very efficiently the tiles since the bases are just made of snow. Why not using the other tiles to decorate them? However, you did a good job at using the tiles for the battleground. I cannot speak about flatness this time since the battleground is shallow water but I have something to say about the doodads. You've put some towers owned by Neutral Passive but I'd like to recommend replacing such things with environmental doodads of Icecrown or any other snow-themed doodads set. That will give a better atmosphere. Even a slight white fog and a snowy weather effect will give a greater impact so I'd suggest implementing them as well into your map.

GAMEPLAY

The concept of the map is pretty unique and lovely. The way you executed this idea was also great yet there a few issues I need to discuss. Speaking about gameplay, it was pretty enjoyable. Additionally, I must admit the way of harvesting resources was really strange but cool. A unit which kills other units to get the lumber wasn't a bad idea after all since the more of these units I get, the more lumber I get. Talking about the Ice Chief, I wonder why its 2nd skill has a missile which travels very slowly. I would've understood that if the enemy base was always visible but since I do not have a constant vision of the enemy fortress, I have to wait for my units to reach it then cast the stun. This would be really useless because when the missile will reach the fortress, my units will all be likely to be dead. Furthermore, it wasn't nice to see such simple skills. Some stuns, a heal and a disable aren't really innovative. Something like an ability which sends enemy units back to their base (instead of the stun) would be great.

OTHER ISSUES

One of the issues was that units a few times tended to return back to the base once they finished attacking, ruining totally my attacks. You can solve this by ordering units periodically to attack-move to the enemy base. In addition, it was not pleasant to see that the common units spawned by the bases (the lich on the motorbike) do not play a death animation. It can be confusing in large battles since I do not know which are still alive and which are not. I see that such units vanish after a few seconds but during battles, such a little time can be very critical. I suggest changing their model to something else.

OVERALL RESULT

To conclude, the map has potential but it just needs more polishing. I will give it 2/5 and set the map to needs fix.
 
Level 4
Joined
May 9, 2015
Messages
70
maybe AI wants to def the fortress but now I fix it some still go back but its all ok they kill faster now it is ok because if all attack once units die fast even if use cycolne.
new units added and change some things made upgrade only to range bec melee is strong and cheap.
no more invi because dont need anymore fight fortress better bec if unit back to base many will be together.

thank you for review
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
The AI is not smart enough to realize that he has to defend the fortress unless you command that by triggers.
The update actually brought some good things but now there is a serious problem. I already start with food 3/3, meaning that I cannot spawn any single unit until I don't research the food research.
I'll leave this pending, I don't want to set it a second time to needs fix. Just make sure that in the next update you fix most of the issues.
 

Ardenian

A

Ardenian

Review of Ice Wars Defense v1.0

Terrain

The terrain was nothing impressing, but it shows an average use of default frozen doodads and matches the map. You could use some more variations to make the passage between the two Ice Fortresses look more natural and less simulated.

Well, there is hardly more to say beside the points Shadow Fury already mentioned.

Gameplay

I was actually slightly surprised of the gameplay. Its player versus player factor is very high and a multi player match could be very intense.

The concept of having a unit killing mushrooms was unfamiliar, kind of unique, but not unseen.
It felt strange to have a random income, maybe add a straight income, so players can develop strategies and tactics to take down their enemies. Random factors tend to lead to unfairness due to having luck and not having any ( which can be intended, too, of course).

Very confusing was the lack of any detailed tooltip and information. No unit information, hardly spell descriptions, just the most necessary information and no quest log or initialization message to explain the game. Although it was usually obvious what the ability / item does, I would strongly recommend you to write more detailed tooltips.

Also, you could think of modifying the damage table. Castle Wars maps, like your map, usually live from having different attack and armor types. It offers great opportunities to develop tactics.

Basically, the sending of units was very simple. As tooltips were missing, I was just sending stuff I enjoyed to.
I would recommend you to add a more diversified amount of creep strength to add more expensive, but also more challenging creeps instead of many cheap creeps with hardly any difference.
Creep abilities ( like Evasion, Critical Strike, they don't even have to be custom ones necessarily) could be an great improvement, too.

Other things

Many of your triggers leak. Take a look on the Things that leak section, they offer opportunities how to remove the leak and avoid lag therefore.

Result

I vote for Awaiting Update
 
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