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Invader Defense

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「Invader Defense」

By akaka or krazykid

Gameplay
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I got the idea from the old school game called space invader. Use the left and right arrow keys to move and the down arrow key to shoot, Use the up arrow key to use special abilitys. Survive increasingly harder waves of monsters and buy upgrades to help you survive.

Screenshots
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These are the modes:
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Game screenshots:
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Features
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Arrow key movement!
Fast paced gameplay!
Leakless! gameplay!

Credits
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Tarrasque,killst4r,Fuzzyfury,alfredx_sotn,WILL THE ALMIGHTY,AlienAntFarm,jk2pach,Skipper,Mobilize
Mc !,CRAZYRUSSIAN,Apathetic,Pyritie,Judash

Changelog
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Version 1.00 - Uploaded

Keywords:
Arrow keys,Arcade,Fast pace,Warcraft 3,Invader Defense,Futuristic,Space,Survival
Contents

Invader Defense (Map)

Reviews
18:53, 13th Sep 2014 Orcnet: The game play is brightly nice and well executed, the use of arrow keys are well-implemented and I had no problems in targeting the enemy waves, the use of random events and useful triggers for the defense map is a...

Moderator

M

Moderator

18:53, 13th Sep 2014
Orcnet:

[img]http://www.hiveworkshop.com/forums/members/194715-albums6441-picture75028.png[/img]


The game play is brightly nice and well executed, the use of arrow keys are well-implemented and I had no problems in targeting the enemy waves, the use of random events and useful triggers for the defense map is a booster and gives in more play value.

I had no problem with the terrain since the view of my camera is stuck on a region and the map is more in the game play than terrain view.

In total, this map is recommended with players to test and have fun.
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
The idea of this map is good but its gameplay isn't. Here are some reasons:-

BAD POINTS:-
- The gameplay is pretty boring and repeatetive after some minutes. Same creeps every time, same bosses, nothing really exciting, slow-paced game (sadly I didn't find it fast-paced)
- I can stop the starting cameras by simply dragging the mouse
- Your "pause game" ability requires some fixes. I can still research things at the Drop Ship and if I was pressing the left/right arrow key, the Defender keeps moving until I release the button
- I don't really get why using an item to check if "Random Events" are on or no. You could have simply used the variable "Boolean". What really irritates me about this is that when I pause (not by the ability), the icon turns green as it doesn't have any DISBTN icon
- The Defender is selectable and you said in the map description that the selection is constant on the Drop Ship. I just need to select both of them to deceive your triggers. It's not only about you saying I should only be selecting the Drop Ship only, but also that I can use the Hyper Laser ability to hit enemies at my right or at my left and this shouldn't happen right? I should only be able to shoot the laser in front of me
- The arrow keys movement isn't smooth at all. When I am moving with the left/right key and I press the down arrow key to shoot, it shoots the laser. But the problem is that I am still pressing the left/right arrow key to move quickly the Defender to another location. Unluckily I need to repress the key again and this is pretty annoying after some time. And it's not over. Sometimes when the Defender is turning and I press the down arrow key, the laser is shot diagonally
- When a shooter hits me and I am not moving, the Defender automatically flees away, moving left or right while I don't want
- The terrain looks bad. One tile used only and an overspammed doodad which doesn't decorate the terrain well
- Having a look at your triggers, I've seen that there is one variable for all 4 Defenders of the 4 players. This can cause bugs when moving


SUGGESTIONS:-
- I would have liked each normal creep to have a special ability. For example, one creep requires two hits. The "Mutalisk" models you imported can have the special ability of digging underground to advance or to have a chance to dodge an attack by burrowing. Others can move very quickly or split into two when killed. Use your imagination because having different models of normal creeps that are totally equal to each other is a waste of filesize
- Disable user control when the cameras move and enable it when the dialog appears. That can be done from Cinematic category
- I've seen that when a player uses pause game, you don't order the Defender to stop and you cannot do so if you have one variable for all 4 Defenders otherwise you risk bugs. Therefore you have to create a Unit variable for the other 3 Defenders so that if a player wishes to release the right/left arrow key, you'll not risk bugs. But most important, you'll be able to order the Defender of the player who paused to stop immediately so that it doesn't keep moving. For the Drop Ship problem, create a building called "Resume Game", apply one for every player and let all researches need this building to be researched. Then, when a player pauses the game, this building is removed and all researches will say "Requires: Resume Game". When the player will resume the game, you recreate this building (better to do this with variables for the 4 players)
- I'd suggest letting the laser be shot from an invisible unit. To make it invisible, use Animation ---> Change Unit Vertex Colouring ---> 100% Transparency. Give it Invulnerable (Neutral), Locust and Hyper Laser so it cannot be damaged, selected and can shoot. Now the Defender can keep moving while shooting! You let this invisible unit move instantly in front of the Defender and use "Carrion Swarm". That will avoid shooting diagonally and will allow me to move all the time plus avoiding problems with me selecting the Defender
- Go to the Object Editor to the Defender. Find Stats - Can Flee and set it False
- Instead of an item, use a Boolean to check random events. If random events is on, then the Boolean is True, While if it is off, the Boolean is False. Use Set Variable to make it True or False. To check if it is True or False, use Boolean Comparison in Conditions
- Improve the terrain. Add more tiles like Grass and extra decorative doodads


OVERALL RESULT:-
To conclude, the map's idea is original but it needs a lot of refinements and enhancements. For now, 2/5 and AWAITING UPDATE!
 
Level 8
Joined
Sep 29, 2012
Messages
185
The idea of this map is good but its gameplay isn't. Here are some reasons:-

BAD POINTS:-
- The gameplay is pretty boring and repeatetive after some minutes. Same creeps every time, same bosses, nothing really exciting, slow-paced game (sadly I didn't find it fast-paced)
- I can stop the starting cameras by simply dragging the mouse
- Your "pause game" ability requires some fixes. I can still research things at the Drop Ship and if I was pressing the left/right arrow key, the Defender keeps moving until I release the button
- I don't really get why using an item to check if "Random Events" are on or no. You could have simply used the variable "Boolean". What really irritates me about this is that when I pause (not by the ability), the icon turns green as it doesn't have any DISBTN icon
- The Defender is selectable and you said in the map description that the selection is constant on the Drop Ship. I just need to select both of them to deceive your triggers. It's not only about you saying I should only be selecting the Drop Ship only, but also that I can use the Hyper Laser ability to hit enemies at my right or at my left and this shouldn't happen right? I should only be able to shoot the laser in front of me
- The arrow keys movement isn't smooth at all. When I am moving with the left/right key and I press the down arrow key to shoot, it shoots the laser. But the problem is that I am still pressing the left/right arrow key to move quickly the Defender to another location. Unluckily I need to repress the key again and this is pretty annoying after some time. And it's not over. Sometimes when the Defender is turning and I press the down arrow key, the laser is shot diagonally
- When a shooter hits me and I am not moving, the Defender automatically flees away, moving left or right while I don't want
- The terrain looks bad. One tile used only and an overspammed doodad which doesn't decorate the terrain well
- Having a look at your triggers, I've seen that there is one variable for all 4 Defenders of the 4 players. This can cause bugs when moving


SUGGESTIONS:-
- I would have liked each normal creep to have a special ability. For example, one creep requires two hits. The "Mutalisk" models you imported can have the special ability of digging underground to advance or to have a chance to dodge an attack by burrowing. Others can move very quickly or split into two when killed. Use your imagination because having different models of normal creeps that are totally equal to each other is a waste of filesize
- Disable user control when the cameras move and enable it when the dialog appears. That can be done from Cinematic category
- I've seen that when a player uses pause game, you don't order the Defender to stop and you cannot do so if you have one variable for all 4 Defenders otherwise you risk bugs. Therefore you have to create a Unit variable for the other 3 Defenders so that if a player wishes to release the right/left arrow key, you'll not risk bugs. But most important, you'll be able to order the Defender of the player who paused to stop immediately so that it doesn't keep moving. For the Drop Ship problem, create a building called "Resume Game", apply one for every player and let all researches need this building to be researched. Then, when a player pauses the game, this building is removed and all researches will say "Requires: Resume Game". When the player will resume the game, you recreate this building (better to do this with variables for the 4 players)
- I'd suggest letting the laser be shot from an invisible unit. To make it invisible, use Animation ---> Change Unit Vertex Colouring ---> 100% Transparency. Give it Invulnerable (Neutral), Locust and Hyper Laser so it cannot be damaged, selected and can shoot. Now the Defender can keep moving while shooting! You let this invisible unit move instantly in front of the Defender and use "Carrion Swarm". That will avoid shooting diagonally and will allow me to move all the time plus avoiding problems with me selecting the Defender
- Go to the Object Editor to the Defender. Find Stats - Can Flee and set it False
- Instead of an item, use a Boolean to check random events. If random events is on, then the Boolean is True, While if it is off, the Boolean is False. Use Set Variable to make it True or False. To check if it is True or False, use Boolean Comparison in Conditions
- Improve the terrain. Add more tiles like Grass and extra decorative doodads


OVERALL RESULT:-
To conclude, the map's idea is original but it needs a lot of refinements and enhancements. For now, 2/5 and AWAITING UPDATE!
I agree with you on everything but the terrain, too much terrain is very annoying to the eyes, and terrain is not at all important for a game like this.
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
I agree with you on everything but the terrain, too much terrain is very annoying to the eyes, and terrain is not at all important for a game like this.

That's a small issue compared to others. And you didn't get whay I mean by improving the terrain. I don't want you to spam the whole terrain with doodads. You can just put some at the sides and use one more tile because it definitely looks bad and that ruins the map
 
Different ways to play this would definitely improve it considering arrow keys are so bad on delay, hotkeys would fix it a bit since they're the only things faster then the mouse. I'd rather use the mouse or hotkeys then arrow keys unless its some sniper map which this isn't.

Glad you considered the terrain idea though, good luck.
 
I love the Atari game idea. Consider removing all the terrain and UI. See how I did it in Pac-Man. I wanted to make it look as much like the old game as possible. I would love to see a Space Invaders game that played like the original too. It would be fun.

I really like the music. The movement could be better. I don't like how the main character turns. It would be better if he just slid back and forth and could shoot while moving. It also did feel a little slow. Overall, I liked it. Its a great mini-game!
 
Level 8
Joined
Sep 29, 2012
Messages
185
I love the Atari game idea. Consider removing all the terrain and UI. See how I did it in Pac-Man. I wanted to make it look as much like the old game as possible. I would love to see a Space Invaders game that played like the original too. It would be fun.

I really like the music. The movement could be better. I don't like how the main character turns. It would be better if he just slid back and forth and could shoot while moving. It also did feel a little slow. Overall, I liked it. Its a great mini-game!

I tried to make it different from the sliding back n forth movement, if i get a chance ill see what i can do. idk how much im gonna improve this map.
 
I tried to make it different from the sliding back n forth movement, if i get a chance ill see what i can do. idk how much im gonna improve this map.

That's ok. You should leave this one how it is. It's a unique game and it works well. If you wanted to you could try to re-create Space Invaders like the original, but that was my thought and you should do whatever you enjoy. One thing that stopped me was trying to create those shields from the original that get slowly blasted away by the invaders. I suppose you could try to make them out of a pile of doodads but it would be tricky.
 
Level 8
Joined
Sep 29, 2012
Messages
185
That's ok. You should leave this one how it is. It's a unique game and it works well. If you wanted to you could try to re-create Space Invaders like the original, but that was my thought and you should do whatever you enjoy. One thing that stopped me was trying to create those shields from the original that get slowly blasted away by the invaders. I suppose you could try to make them out of a pile of doodads but it would be tricky.
Im happy with the current gameplay, i just got to improve some stuff like shadowfury said. but i will do it after i finish a new map. ;)
 
Level 4
Joined
Sep 13, 2011
Messages
43


Invader Defense review

"Well done, earthling..."

________________________
A nice mode copying a true classic - Space Invaders. There are some nice nice improvements, enemies and a few different game modes.
Quite a fun for a few minutes.



________________________
Art

This is the kind of map where terrain really doesn't matter so much. You could add some doodads or whatever around the area where you play, however, I don't think it's necessary.

However, still it's a bit strange - a dalaran wall (or city) wall, lawn and space invaders? Maybe you could make it look a bit more natural. (something like a surface of an unknown planet, space (using the transparent texture), or a futuristic city - let's say the Warcraft city tiles would do it, just those bushes and stones would look strange)

The units and the effects are really nice, I think it doesn't need more, I liked it.

+
Good models for the units, nice effects

-
The terrain looks strange



________________________
Game

It is surely a nice mode, however, it has lots of deffects. Possibly everything has already been mentioned in the great review by ShadowFury.

I would point out that it's actually a successful conversion of Warcraft to a different game. Successful - I mean, there aren't any bugs crashing the game.

It's got the stuff it needs - colorful projectils, explosions, improvements for the ship, some deffense towers and different kinds of invaders.

About the invaders - there are more kinds - along with the bosses, however, somehow not enough. There could more "sets" of enemies, so the game is still harder and harder (and not so repetitive).

The worst problem is definitely the movement. All the other stuff wouldn't worsen the gameplay so much - the movement does. It's unsmooth and sometimes it shoots when I'm turning. I think the best would be a floating space ship always facing the enemies - it would move smoothly by adding speed when the arrow key is pressed and slowing down when it's not. Of course, it shouldn't be too smooth - I mean the ship shouldn't slide there like on ice. And you would have to set a maximal speed (not too high - something you would reach after 0.5 or something like this).

And all the stuff from ShadowFury's review, that's really useful.

+
Single/multi-player, old school fun, a few nice features, modes

-
Bunch of bugs, little repetitive, unsmooth movement




________________________
Rating

3/5

You will surely get 4/5 from me if you fix the bugs and the movement.

 
Level 8
Joined
Sep 29, 2012
Messages
185


Invader Defense review

"Well done, earthling..."

________________________
A nice mode copying a true classic - Space Invaders. There are some nice nice improvements, enemies and a few different game modes.
Quite a fun for a few minutes.



________________________
Art

This is the kind of map where terrain really doesn't matter so much. You could add some doodads or whatever around the area where you play, however, I don't think it's necessary.

However, still it's a bit strange - a dalaran wall (or city) wall, lawn and space invaders? Maybe you could make it look a bit more natural. (something like a surface of an unknown planet, space (using the transparent texture), or a futuristic city - let's say the Warcraft city tiles would do it, just those bushes and stones would look strange)

The units and the effects are really nice, I think it doesn't need more, I liked it.

+
Good models for the units, nice effects

-
The terrain looks strange



________________________
Game

It is surely a nice mode, however, it has lots of deffects. Possibly everything has already been mentioned in the great review by ShadowFury.

I would point out that it's actually a successful conversion of Warcraft to a different game. Successful - I mean, there aren't any bugs crashing the game.

It's got the stuff it needs - colorful projectils, explosions, improvements for the ship, some deffense towers and different kinds of invaders.

About the invaders - there are more kinds - along with the bosses, however, somehow not enough. There could more "sets" of enemies, so the game is still harder and harder (and not so repetitive).

The worst problem is definitely the movement. All the other stuff wouldn't worsen the gameplay so much - the movement does. It's unsmooth and sometimes it shoots when I'm turning. I think the best would be a floating space ship always facing the enemies - it would move smoothly by adding speed when the arrow key is pressed and slowing down when it's not. Of course, it shouldn't be too smooth - I mean the ship shouldn't slide there like on ice. And you would have to set a maximal speed (not too high - something you would reach after 0.5 or something like this).

And all the stuff from ShadowFury's review, that's really useful.

+
Single/multi-player, old school fun, a few nice features, modes

-
Bunch of bugs, little repetitive, unsmooth movement




________________________
Rating

3/5

You will surely get 4/5 from me if you fix the bugs and the movement.

I will surely look into everything. im just busy on a new map that i think is going really good.
 
Hey man, just a suggestion - I'm assuming the filsize is 4.58mb bc of an audio file. Why not use a program, such as LamXP to downsize the file. If that's not the problem then, I'm sorry for wasting your time.

Also, I think the game needs a little more to it.

One last note, Isnt down for shoot and up for special ability a tad backwards? My instinct was to press up to shoot, not down. Just an opinion.

All in all, the game plays smoothley I cant see anything majorly flawed about it. 3/5

Edit: Wouldn't it be cool to implement something like, where if you let the enemy get to the bottom, it then turns towards your player to inflict some extra damage? And also couldn't you add a little more pazaz. I feel like your random event thing as it stands is a little lame. It'd be cooler if it affected something on the screen, like if it created a swarm of mutalisks that just randomly flew around the screen for ten seconds, or created a fire upon your walkway that you cant go past for 3 seconds.
 
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