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Star Wars Turret Defence v1.0

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Map description
Hello hiveworkshop (and please sorry for my English)! I'm a big star wars fan so I have created the map based on star wars universe. I am so glad to found so many SW maps on this site but still no tower defence. Let's fix it :) There are also many new star wars models. You can play it solo or with your friends (up to 4 players). And may the force be with you :)

Information

Minigames

Credits

Screenshots

Changelog

You control 2 astrodroids that can build different type of turrets. Each turret has 5 different levels (normal, good, improved, perfect, deadly). With each new level every turret increases attack speed, range, damage and also get new unique abilities. In the tech center you can unlock new types of turrets and research upgrades for them using the crystals (you get one after each wave). Boss with the army will appear every 6 waves. Sometimes Republic will send reinforcement to you.
After some bosses you will play a special minigames. In the first one you will control starfighter in asteroid field (control with arrows by the way :)). Your task is to destroy as many droids as you can and avoid asteroids. The second minigame will bring you to a small island, where you must avoid rancorn and catch fishes :) For each destroyed droid or catched fish you will get a point (each point restore generator for a 1%).
I want to thanks all of this hiveworkshop members for the great star wars models and icons:

olofmoleman,
The Panda,
Big Dub,
Captain_Rufar,
ket,
Anachron,
The_Silent,
The Leader,
PeeKay,
Fingolfin,
Rolo,
SataX,
Mechanical Man,
killst4r,
HerrDave,
Fingolfin,
JB_McKnight,
MiniMage,
inhuman89,
WILL THE ALMIGHTY,
GooS, Static,
Darkfang,
Hemske,
67chrome,
MC!,
Narandza,
Daffa the Mage

And of course big thanks to Republic Commando and Empire at War developers (for the great models) and John Williams (for the great music)

sxhoqs.jpg

eamffa.jpg

1ah5g.jpg

ivzsow.jpg

2z6uulk.jpg

91beqs.jpg

2mwc6bo.jpg
08 January 2019 - version 1.0
For any suggestions: [email protected]

Contents

Star Wars Turret Defence v1.0 (Map)

Reviews
deepstrasz
Hotkeys for turrets would be great. The station terrain is a bit monotonous. Maybe you should use the summon building ability instead of human building ability so that you would be able to build towers faster. Oh, but we have more than 1 builder...
Level 1
Joined
Jan 9, 2019
Messages
1
This is awesome. Here is some feedback and questions from playing ~10 games so far:


  • Currently no way to build near the center to catch leaks. Add blink or ramp for builders or another player at the orange spot?
  • Why do we start with two builders in different spots? It's confusing :)
  • How do you play the mini game?
  • After wave 4 the waves get much easier. Seems a little unbalanced
  • Game crashes every time at the boss level

If I can help with adding tips or anything like that to the game please let me know!

Thank you for your hard work!
 
Last edited:
Level 9
Joined
Jan 7, 2019
Messages
24
This is awesome. Here is some feedback and questions from playing ~10 games so far:


  • Currently no way to build near the center to catch leaks. Add blink or ramp for builders or another player at the orange spot?
  • Why do we start with two builders in different spots? It's confusing :)
  • How do you play the mini game?
  • After wave 4 the waves get much easier. Seems a little unbalanced
  • Game crashes every time at the boss level

If I can help with adding tips or anything like that to the game please let me know!

Thank you for your hard work!
Thank you, but it seems really strange with bosses, I played it about 10 times and no crashes... Which version of Warcraft do you have? Yeah, I'm working on the balance) kill the droid with your spells in first minigame and catch fishes in second one)
 
Level 6
Joined
Mar 25, 2018
Messages
210
1 odd for turbolazers to attack additional targets, given how turbolazers work and their usualy large impact radius
2 almost seems rocket turrets and turbo lazers should switch roles
- little knowledge of land to air or land to land missile attack/defense turrets in starwars (missles are mostly found on air/spacecraft)
3 turbolasers notorious for anti air as well as anti armor ground and their usual slow firing speed do to the amount of power needed to charge a shot
- laser turret concept works well since its the anti infantry turret
4 plasma turret concept seems odd same as missile turret
5 same goes for the ion turret
- ion weapons normally as i understand are use to disable droids, weaken shields, slow or stop vehicles and air/space craft
6 magnet generator seems more like an ion field concept or by the name perhaps is ment to be an anti turbolift system (turbolift tech is what allows the hovering of vehicles on the ground)
7 dont genosians have wings?
- wave counter would be nice to have
8 fighter mini game, i cant shoot asteroids to blow them up seems possible with them being this small, vulture droids to stupid not to fly into/through asteriods, i also wonder what gravity field is affect these asteroids to move to fast or move at all in the first place
9 generator at 106%, wonder where that extra power is going to?
- ready check system to start waves before timer expires please
-phase 1 clone troopers vs phase 2 stormtroopers feels so wrong
-speeder bikes move very very slow, for speeder bikes
-learned this earlier on but still to late for i cant remove/sell/delete towers, building on the blue/red icons are bad thats where the ai uints go
-vehicle waves dialogue pretty funny (AT-ST) knowing a turbolazer would shred these things normaly for as long as it lives
-ewoks? are we the bad guys now?
10 many many many ship/unit naming errors

game works, not lore friendly in many many ways
no crashes to report, using most recent (current) version of wc3 (as everyone should be)
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,801
  1. Hotkeys for turrets would be great.
  2. The station terrain is a bit monotonous.
  3. Maybe you should use the summon building ability instead of human building ability so that you would be able to build towers faster. Oh, but we have more than 1 builder.
  4. Would be nice to add in the scoreboard how many units a player did not kill and because of that the Shield Generator had to suffer.
  5. Would be nice to add Star Wars type sounds.
  6. Please credit everything you've used, music etc. Some models look as if ripped from Star Wars games.
  7. Would be good to write the specifics of every tower in their description (attack speed, damage etc.).
  8. Are units supposed to regenerate?
  9. I don't think the Rockets hotkey works. Also, this minigame is pretty tough to handle.
  10. Strategy wise you need the better towers. Upgrading the first ones, doesn't do any good in late game. Not sure where you're supposed to get the proper gold for proper defense. If the battleship mini game would be more often. Well, maybe in multiplayer everyone can contribute to the repairs.
  11. There's an issue with selecting the laser turret.
  12. Deadly Magnetic Generator's selection circle is unseen.
  13. When Vader came, one Dark Stormtrooper returned to the initial point but turned back towards the generator after reaching the starting point region.
  14. The fishing minigame is more luck based than skill oriented.
  15. Evil Ewok :( Anyways it's a pretty fragile unit lorewise to be so late in the game.
  16. Some models look weird so close together because they are big. Maybe, you should make those bosses instead.
  17. Maybe, a way to upgrade the allies (clones and stuff near the generator) too?
  18. Not sure this is quite fair. Every boss gives 100 gold when killed. But that's hardly enough to build or research something for the upcoming stronger and stronger forces. I have to say, I am not too experienced with tower defenses.
  19. Clone troopers have invisible weapons.
  20. Death Star's selection circle can't be seen and because the unit is so big, others like Star Destroyer get through it.
  21. What about some thrusters for R2D2 to be able to temporarily faster go to some places or fly or something when you need to quickly build a tower closer to the generator?
  22. I feel as if the minigames should not be one time only but more often.
Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

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ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description 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 too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
twojstaryjakcie
Daffa the Mage
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Level 9
Joined
Jan 7, 2019
Messages
24
  1. Hotkeys for turrets would be great.
  2. The station terrain is a bit monotonous.
  3. Maybe you should use the summon building ability instead of human building ability so that you would be able to build towers faster. Oh, but we have more than 1 builder.
  4. Would be nice to add in the scoreboard how many units a player did not kill and because of that the Shield Generator had to suffer.
  5. Would be nice to add Star Wars type sounds.
  6. Please credit everything you've used, music etc. Some models look as if ripped from Star Wars games.
  7. Would be good to write the specifics of every tower in their description (attack speed, damage etc.).
  8. Are units supposed to regenerate?
  9. I don't think the Rockets hotkey works. Also, this minigame is pretty tough to handle.
  10. Strategy wise you need the better towers. Upgrading the first ones, doesn't do any good in late game. Not sure where you're supposed to get the proper gold for proper defense. If the battleship mini game would be more often. Well, maybe in multiplayer everyone can contribute to the repairs.
  11. There's an issue with selecting the laser turret.
  12. Deadly Magnetic Generator's selection circle is unseen.
  13. When Vader came, one Dark Stormtrooper returned to the initial point but turned back towards the generator after reaching the starting point region.
  14. The fishing minigame is more luck based than skill oriented.
  15. Evil Ewok :( Anyways it's a pretty fragile unit lorewise to be so late in the game.
  16. Some models look weird so close together because they are big. Maybe, you should make those bosses instead.
  17. Maybe, a way to upgrade the allies (clones and stuff near the generator) too?
  18. Not sure this is quite fair. Every boss gives 100 gold when killed. But that's hardly enough to build or research something for the upcoming stronger and stronger forces. I have to say, I am not too experienced with tower defenses.
  19. Clone troopers have invisible weapons.
  20. Death Star's selection circle can't be seen and because the unit is so big, others like Star Destroyer get through it.
  21. What about some thrusters for R2D2 to be able to temporarily faster go to some places or fly or something when you need to quickly build a tower closer to the generator?
  22. I feel as if the minigames should not be one time only but more often.
Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules


M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description 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 too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
twojstaryjakcie
Daffa the Mage
https://www.hiveworkshop.com/forums/staff-contact.692/
Thank You very much for the review!) I will try to fix as much points as I can in next version, I'm working on sound effects by the way)
 
Level 5
Joined
Jul 27, 2017
Messages
73
hi, also some feedback from me.

About Star Wars Lore and mechanices: it has already been much stuff written. (one short thing about the "Star Destroyers", those are Venators. The empire used them in it's early days so you can use them but please changee the name)
Some "Roger, Roger" for the Battle Droids would be nice ^^

About the turrets (apart from lore stuff):
Turbo-Lasers are very strong in early game and i also used them in later game but i am unsure if they did much effect there.
Plasma-Tower: Probably the most important unit. They can attack air units when they are at least level 2. (I don't know if it is intended but for me it was very important that they could attack air units.
Laser-Towers: also strong since they can debuff enemies
Rocket-Towers: i used them in the first round but no more in the second one. Feels useless for me
Energy-Turret: for units without armor (e.g. ewoks) usefull but i did not build much of them
Magnet Generator: same as Rocket-Towers and way to expensive
Ion-Tower: a comic book guy would say something like "worst high end tower ever". I tried building them in the first round. In the second i did not used them but tested one at the final boss using cheats: it did not much damage. (25% to deal 260 damage to a Venator. Great isn't it)

Speaking about the final boss: My second round was successfull but i am sure that the final boss is unkillable (without cheating). It has too much hp and there is not enough damage.
Also the Health increases a bit too much when fighting the empire. And At-Ats and some other units are definetly not that fast. (or some units are just too fast, i am unsure about that)
Also i am missing Doku and Palps.

Events: Yes that are some events and it is nice to repair the generator but it is hard to play them since the control is a bit hard.

Upgrades: nothing to say. I think they are ok.

R2D2: it's not the typical way you command building untis in tower defense maps (at least not typical for the ones i played)

Clone-Troopers: There are some shooting boys who kill 1 or 2 units. (Replacing them with Storm-Troopers would be a funny gag)

a little bug: in singleplayer you can only play on the red position. I tried to start as blue just for fun and saw that there were also creeps spawning at the red position. If you have 4 people this is not important but it is a bit annoying for singleplayer.

Whole in one: The map has potential but better balancing and less mistakes concerning lore would be nice.
 
Level 13
Joined
Nov 4, 2006
Messages
1,239
i can agree with most of what Gauda said, with one exception

the Ion Tower may seem weak first, but the fully upgraded version is basically the only way to kill the final wave, as it deals damage based on HP percent. But that is also my biggest issue with it,
nearing the end, suddenly all other towers get useless, except maybe for their debuffs and the only way to deal damage is if you get lucky shots on the ion tower, this needs some rework for me.

some other small things:
- why not use the Techtree requirements in object editor instead of triggering the research? that way you would be able to see what towers do before researching them
- a bit more info on towers would be great, like show exact values maybe
- INCREASE R2D2 MOVEMENT SPEED!!!
- as said before, make it possible to build in the back to be able to help each other catch leaks
- would be nice for minigames to have a little more impact moneywise
- some things like terrain has already been mentioned
- Selling has been mentioned before, but i deem it important enough to say it again
- you should check your triggers for leaks and properly remove dummy units


TLDR: Nice concept, needs some small adjustments 3.5/5
 
Last edited:
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