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MTG TD II Final

This is a team tower defence in the Magic: The Gathering universe.

Choose one of 5 colors (White, Blue, Black, Red and Green) and defend your portal against incoming enemies. Each color has its own, unique set of towers and two powerful spells.

Features:
-MTG TD is a team-based TD at heart. To improve the team spirit lifes are shared with all players, you don't earn money per kill but per round, and builders can teleport all over the map in order to help other players. Each color has specific strength and weaknesses.
-All five colours of Magic: The Gathering are included, and everyone of the five players controls a single colour. Every color can build 11 towers and 10 special artifact towers are distributed among players.
-Each color can research two different powerful spells, based on MTG cards.
-40 waves
-Different attack- and armortypes. Enemies can have different special abilities like flying, evade, or regeneration.
-Waves appear in a semi-random armor, increasing replayability
-3 difficulties. 'Easy' is best for public games, whereas 'Hard' requires a serious amount of teamwork to pull off.

Careful: Playing with less than 5 players can be really tough. This is not the kind of TD you want to play alone. On easy mode, creeps don't spawn for a player who is missing/disconnected. Still beware though, as all other waves get slightly harder to compensate. On hard mode, you are on your own. ;)

Keywords:
MTG, MTG II, Tower Defense, Cooperative, 5 Player
Contents

MTG TD II Final (Map)

Reviews
Mini-Me: Nice looking TD with a solid gameplay. Recommended to mtg and td fans :). Aproved.

Moderator

M

Moderator

Mini-Me: Nice looking TD with a solid gameplay. Recommended to mtg and td fans :). Aproved.
 
Level 2
Joined
Jun 3, 2007
Messages
14
How can I change my preview picture for hiveworkshop.com? Currently it shows the minimap screen but not its regular preview pic. I checked the FAQ, but couldnt find something - sorry but I'm new to this. Thanks in advance. :)
 
Level 16
Joined
Oct 30, 2004
Messages
1,277
Got couple of suggestions:

-Add hot keys for towers
-Add a kick command, either to host or by vote
-if a player quits in middle of a wave, the enemy units should get removed for him
-Tell people what's the difference between the difficulty levels
 
Level 2
Joined
Jun 3, 2007
Messages
14
Thanks for approving and for your suggestions. :)
Hot keys and removing enemies after a player leaves are already on my to-do (last one obviously wont be available for hard mode) and will be hopefully included in a couple of versions. Kick command sounds good as well and will need a simple majority.
To display differences between the difficulty levels is something I havent thought of all the time, though its a useful thing for sure. I'll add that in the next version along with other things (like the occasional balance stuff).

Still, does noone know how to change the preview picture for hiveworkshop.com? The terrain (and thus the minimap) does look kinda crappy I guess and I plan to improve it some day, but that has like the lowest priority out of all. But I dont want people to hastily judge this map based on the minimap screen, because most of the effort I put into this map were for balancing and gameplay.
 
Level 16
Joined
Oct 30, 2004
Messages
1,277
Showing the 'real' minimap picture instead of the custom one is the site owners, ralles, decision. I've tryied to get it changed, but he doesnt seem to want to do that. We will all just have to live with that.
 
Level 2
Joined
Jun 3, 2007
Messages
14
Alright, b98 is out.

Changes:

Towers:
Marble Titan redesigned: Throw Rock ability added, damage reduced.
Anaba Shaman redesigned: Mana Link ability added, damage reduced (Edited: This seems to be bugged right now. I'll fix it in the next version).
Redwood Treefolk buffed: Slow ability improved.
Tidal Kraken buffed: Attack speed slightly increased.
Decreased cost of Two-Headed Dragon to 125 (from 200) and increased cost of Shard Phoenix to 200 (from 125), but adjusted power according to the new costs.
Two-Headed Dragon redesigned: Changed attack type to "spell" and it attacks two targets per attack now.
Shard Phoenix is now known as Skarrgan Firebird.

Creeps:
Enemies with evade (Phantom Warrior and Silent Assassin) now have 25% evade instead of 50%, but adjusted hitpoints accordingly.

Spells:
Frozen Solid removed. Blue has a new spell now, called Dehydration. It might need some tweaking though, but it will do it for the moment.
Tribal Unity nerfed: Now gives +12%/+25%/+38%/+50% instead of +15%/+30%/+45%/+60%.

Miscellaneous:
Added Hotkeys for towers.
Added -kick command.
Added basic explanation of difficulties.
Creeps get removed when a player leaves (easy mode only).


Comments, bug reports etc. are highly appreciated. :)
 
Level 2
Joined
Jun 3, 2007
Messages
14
Thanks to ralle for displaying the preview picture. :)

Changes for b98.1:

b98.1:
Towers:
Anaba Shaman should now work as intended.

Spells:
Pyroclasm buffed: Cooldown decreased by one.
Dehydration nerfed. The slow effect was oversized.
No mercy nerfed: In order to decrease number of creeps spawning by X, you have to lose X life now, not only 1 as before (doesn't make a difference for level 1 obviously).
Story Circle buffed slightly: Cooldown decreases temporarly by one with a chance of 10% per unused prevention shield. Cooldown decreases temporarly by two with a chance of 10%² per unused prevention shield.
Tribal Unity gets buffed back to its old strenght: +15%/+30%/+45%/+60%. I haven't thought enough about this when I nerfed it. Hopefully I fixed a glitch which occured when casting Tribal Unity as well.

Creeps:
Creeps which were considered "slow" are a little bit faster now.


Please report any bugs, balancing issues or even spelling/grammar mistakes you've found. Thanks. :)
 
Level 2
Joined
Jun 3, 2007
Messages
14
Not much to write this time:

b99:
Creeps:
Creeps appear in a semi-random order now (siege and legend levels remain the same)!

Towers:
Siege-gang Commander needs Two-headed Dragon now.

Spells:
Fixed a textbug concerning No Mercy.
 
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