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ST's War TD 1.3

//===============================================================
About The Author
//===============================================================
I'm a 3 1/2 year map making veteran, and I've spent about 20-30 hours on this project, and started it 12/29/09. I've mostly focused on RPG maps, (Survival RPG, Crusade RPG, ST's ORPG.) The former two can be found in hiveworkshop's database, the third can be found on other sites.


//===============================================================
ST's WAR TD
//===============================================================

A cooperative TD of North vs South. Build the best defense to prevent any mobs from reaching the war!

If any mob reaches the war ("a leak"), they will attempt to assault your town hall.

If your town hall dies, your team loses the game!

There are 50 levels of creeps of increasing difficulty. (Early levels are easier.)

If both teams survive all 50 levels, the game will judge the winning team on remaining HP. If the HP is the same, both teams win!

(May change in the future, open to suggestions)

However, to increase your gold and increase your odds of winning, you must train units to increase your income (gold given to you at the start of every next wave) these units will also do battle in the war in addition to any leaks!


There are 7 races to choose from!



//===============================================================
Suggested Gameplay:
//===============================================================

-Online play suggested, or multiple players via LAN.
-Even teams are also suggested.
-The best "action" happens when there is 8 total people playing.


//===============================================================
Extra Features:
//===============================================================
Music system (choose which song you want to play)
Difficulty system (everyone chooses how hard the game should be)
Time system (command to see elapsed time, also appears in the multi-board)
Multi-board (displays kills and income)
Sell system
MANY Different Game modes, and modifications!
//===============================================================
Updated to 1.03 (Haven't updated the map on Hive in months, you can go to www.clanorpg.tk for the other patch notes)
Update patch notes:
Game:

-Random Mode/ Picking random has been changed on the trigger side, internally it works, will need feedback.
-Overall creep difficulty has been increased by 12%.
-Undead now comes after Elf in the "Pick your race" to match up difficulties.
-Tinker's Tooltip Error Fixed
-Rider Tooltip re-written to make more sense for players reading it.
-Hoolow Point re-written to make more sense for players reading it.
-Corrupted Roots slightly re-written as well as added a space for non-stacking clarification
Income gained when someone leaves has increased to current level x 1.75, up from 1.5.
-Time between waves increased by 2 seconds.

Income Units Prices Changed:
(Spamming Wolves/Grunts is no longer viable outside of early game)

Grunt: Now gives 2 income Old: 4
Wolf: Now gives 1 income Old: 2
Mounted Warrior: Now gives 4 income Old: 5
Machete: Now gives 7 income Old: 8
Blood elf: Now gives 9 income Old: 10

Units:
Wolf Health decreased by 5
Mounted Warrior damage increased by 5

Items:
Fixed a bug that Dimensional Warp had the incorrect cooldown.
Dimensional Warp now has a 75 second cooldown.
Divine Armor now has an 8 second duration. Old: 7
Changed the tooltips of some items so that their restrictions make more sense.

Towers:
Double Barreled HVY MG damage reduced by 3
Double Barreled MG Tower damage reduced by 1
Corrupted Weed damage increased by 7.
Corrupted Weed range increased by 10.
Corrupted Weed price increased by 2 gold.
Contents

ST's War TD 1.3 (Map)

Reviews
15:22, 13th Aug 2010 ap0calypse: Approved
Level 9
Joined
Dec 8, 2009
Messages
654
-testing map, will review when im done =)-


edit: tested the map, after the first game, i dun wana play it anymore, because there are many points i dont like.

1. spirit wolf costs 10 lumber which gives 2 income and grunt costs 20 lumber which gives 4 income. what about the rest? i wouldnt want to summon a pirate for 100 lumber which only gives me 13 income. this makes everyone in my game spam summon only spirit wolf and grunt for income. it should be the other way around. pirate should give me 21~30 income, not 13 income.

2. it was pretty laggy. it had so much delay after playing for less than 10mins - a bad sign. fix that.

3. i only used gul'dan, but i hated it. the ultimate tower (warchief) was weaker than the warrior tower. the upgraded version of warrior tower wins the upgraded version of warchief. inbalance.

4. the loading screen didnt tell us much except common sense. it tells me i need to get a tower builder for me to build towers to start the game. so whats it trying to tell me? im stupid?

5. commands were messed up. i chatted with my friends and when the sub-commands came out, i accidentally said 'shit' and the no champions mode was selected. wow.

-edit 2-
6. theres another point i forgot. after selecting the difficulty, it doesnt tell me what is the current selected difficulty. it just continues playing.

overall, i give it a score of 2/5 because of so many errors and a vote for rejection. i dont see much good points here, even they are good points, they are essential for a td.
 
Last edited:
Level 1
Joined
Dec 21, 2009
Messages
5
I couldn't really try it, because whenever I host it, there's a desync. I'm always in game state #2 and the rest in game state #1.. I don't know why, this only happens very rarely to me, but everytime I host this, we get desynced.
 
Level 5
Joined
Jun 6, 2006
Messages
53
-testing map, will review when im done =)-


edit: tested the map, after the first game, i dun wana play it anymore, because there are many points i dont like.

1. spirit wolf costs 10 lumber which gives 2 income and grunt costs 20 lumber which gives 4 income. what about the rest? i wouldnt want to summon a pirate for 100 lumber which only gives me 13 income. this makes everyone in my game spam summon only spirit wolf and grunt for income. it should be the other way around. pirate should give me 21~30 income, not 13 income.

2. it was pretty laggy. it had so much delay after playing for less than 10mins - a bad sign. fix that.

3. i only used gul'dan, but i hated it. the ultimate tower (warchief) was weaker than the warrior tower. the upgraded version of warrior tower wins the upgraded version of warchief. inbalance.

4. the loading screen didnt tell us much except common sense. it tells me i need to get a tower builder for me to build towers to start the game. so whats it trying to tell me? im stupid?

5. commands were messed up. i chatted with my friends and when the sub-commands came out, i accidentally said 'shit' and the no champions mode was selected. wow.

-edit 2-
6. theres another point i forgot. after selecting the difficulty, it doesnt tell me what is the current selected difficulty. it just continues playing.

overall, i give it a score of 2/5 because of so many errors and a vote for rejection. i dont see much good points here, even they are good points, they are essential for a td.

Response: (By Numerical)

1.This is because your objective is -TO WIN THE WAR- more powerful units, means they will be more effective at beating the enemy. This is INTENTIONAL. It is NOT a bug and it is not an OVERSIGHT. Stronger enemies = more powerful pushes = better chances at winning.

2. I'm not sure what would be causing you the delay, I will look into it if there is something that is making you lag, it might have to do with the ordering of units, if this is the case I will fix it but it in no way makes the game unplayable, as many people are playing the game fine with over 100+ autohosted games. I'll still look into the movement triggers to see where and if there is an issue.

3.He is not weaker. You are completely mistaken. Firstly, if you use hedges to actually build a maze, you find that his range is MUCH larger than the warrior tower, therefore he ends up hitting more units, and he deals more damage in general. Secondly, and which is more important, is that his ultimate ability is designed to create units to fight in the war, which helps your TEAM PUSH. But maybe you didn't catch that, and winning the war = the primary objective of the game.

4.It also tells you important information about sending units (which most people don't notice in past versions before I made a loading screen) and that if you leak they will attack your teams town hall, which people did get at first because it's a unique TD. Maybe you felt insulted by the first step, but that was not my intention, and the loading screen is in fact informative and I've gotten purely positive results from the information labeled there for people who are new to the game.

5.This is an issue that I'm addressing in the next version, it's because it's using substrings and I need to make it more conditional.

6.It does in fact tell you what the difficulty is, you can see a game message displayed to everyone, it says "Difficulty: XXXX creeps have been modified by : number %" right after the difficulty is chosen. It's not a "generic" system where it picks the most picked difficulty, it uses zero sum and calculates the modifier. Read the parenthesis text in the dialog box to see what the modifier does when you pick that difficulty.

----

So out of your 6 points, #5 is an actual issue, and #2 -MIGHT- be an issue, that hasn't been reported out of the majority of the games I've tested.

Thank you for the feedback however, and if you could please respond I'd appreciate it.

----

Also: You say you don't like the game for a few of those points, well most of the points you said are gameplay-intentional. It's not a map for you and it's unfair to say you think it should be rejected because it has a gameplay mechanic that you dislike.

Edit #2: Also wanted to point out that I will be looking into the defensive-aspect of balancing, because that might be what you were originally looking at, but that's only half the picture, it's also how effective is the tower at being able to affect the war.

Edit #3: I looked over the orc towers and compared them to the others, and you were right -- there was a mistake with the attack speed of him, I've since fixed it =) Also I've changed the game modifications to exact matches instead of substrings, so next version will have that fixed as well!
 
Last edited:
Level 5
Joined
Jun 6, 2006
Messages
53
I couldn't really try it, because whenever I host it, there's a desync. I'm always in game state #2 and the rest in game state #1.. I don't know why, this only happens very rarely to me, but everytime I host this, we get desynced.

Are you hosting in a regular game without a third party program and are being desynced, or are you:

1.Hosting your own ghost bot

2.Playing on someone elses ghost bot

3. Hosting your own game

If 1: There might be a latency issue
If 2: Ghost isn't always perfect and occasionally people desync from games.
If 3: This shouldn't be happening, as there isn't a single local trigger in the entire map, so any desync's would have to be from something else.

Let me know which one it is! Thanks =)

I've also never had a desync issue or seen any out of the few hundred games with my ghost bot, or the few dozen times I've hosted without a third party program.
 
Level 9
Joined
Dec 8, 2009
Messages
654
Response: (By Numerical)

1.This is because your objective is -TO WIN THE WAR- more powerful units, means they will be more effective at beating the enemy. This is INTENTIONAL. It is NOT a bug and it is not an OVERSIGHT. Stronger enemies = more powerful pushes = better chances at winning.

if this is intentional, then u are just making your own td unpopular. it will make people spam those low dmg low hp creatures for income and thus lag the system. what u wanted was -to win the war- and by making higher costing creeps get more income does so as people compete to make more better creeps for income and destroy the opponents.

2. I'm not sure what would be causing you the delay, I will look into it if there is something that is making you lag, it might have to do with the ordering of units, if this is the case I will fix it but it in no way makes the game unplayable, as many people are playing the game fine with over 100+ autohosted games. I'll still look into the movement triggers to see where and if there is an issue.

it lags when the wave appear as too much spirit wolves and creeps appear at the same time.

3.He is not weaker. You are completely mistaken. Firstly, if you use hedges to actually build a maze, you find that his range is MUCH larger than the warrior tower, therefore he ends up hitting more units, and he deals more damage in general. Secondly, and which is more important, is that his ultimate ability is designed to create units to fight in the war, which helps your TEAM PUSH. But maybe you didn't catch that, and winning the war = the primary objective of the game.

lol, u dont need the warchief's ability to push, after u saved up enough money for the warchief, the leaks were stronger than those given by warchief. oh, i tried this game again with gul'dan and found out it IS weaker. the warrior just kills all units that entered my maze while warchief took a hell of a time to even kill them.

4.It also tells you important information about sending units (which most people don't notice in past versions before I made a loading screen) and that if you leak they will attack your teams town hall, which people did get at first because it's a unique TD. Maybe you felt insulted by the first step, but that was not my intention, and the loading screen is in fact informative and I've gotten purely positive results from the information labeled there for people who are new to the game.

well, many people played this kinds of td before and would know how to play even without the loading screen.

6.It does in fact tell you what the difficulty is, you can see a game message displayed to everyone, it says "Difficulty: XXXX creeps have been modified by : number %" right after the difficulty is chosen. It's not a "generic" system where it picks the most picked difficulty, it uses zero sum and calculates the modifier. Read the parenthesis text in the dialog box to see what the modifier does when you pick that difficulty.

played it again, im sure it doesnt, after picking difficulty, it went straight to game. also, include a text to tell people that the wave wil lstart on the 1st wave, i didnt have a clue.

So out of your 6 points, #5 is an actual issue, and #2 -MIGHT- be an issue, that hasn't been reported out of the majority of the games I've tested.

no, most of them were points to help u improve the game and the rest were real bugs.

Thank you for the feedback however, and if you could please respond I'd appreciate it.

ur welcome

----

Also: You say you don't like the game for a few of those points, well most of the points you said are gameplay-intentional. It's not a map for you and it's unfair to say you think it should be rejected because it has a gameplay mechanic that you dislike.

its not about the mechanics, it doesnt give me the fun-factor u see. i dont feel fun playing this game; i felt it was trying to kill me with lags and inappropriate texts and those stuff...

Edit #2: Also wanted to point out that I will be looking into the defensive-aspect of balancing, because that might be what you were originally looking at, but that's only half the picture, it's also how effective is the tower at being able to affect the war.

thats what makes a td fun. good balance, no bugs, fun filled waves...

Edit #3: I looked over the orc towers and compared them to the others, and you were right -- there was a mistake with the attack speed of him, I've since fixed it =) Also I've changed the game modifications to exact matches instead of substrings, so next version will have that fixed as well!

good luck then.
 
Level 5
Joined
Jun 6, 2006
Messages
53
Okay, I'll respond to each of your responses from 1 - 10:

1.You have a point here, especially when it ties into the lag of later in the game, and my original intention was to make something weak but super cost effective, so say if you were really hurting for money you could take the tradeoff of not doing much in the war but being able to at least not leak. Any suggestions for that? I totally see the point you have of increasing incentive and increasing money earned, so I guess maybe I'll rescale income earned, (like for example the cost penalty of sending stronger units isn't so detrimental, but still SLIGHTLY less cost effective than the first units) and add in a builder ability that allows you to increase your income without sending any units. (Which would be cheaper overall than any unit spawned.)

Comments on this idea? Or perhaps a different suggestion?

2.This may have to do with the way I set up the AI triggers for war units, and it might just be because I've made the ordering section too fast on the periodic timer, but at the same time rescaling units would help the issue as well.

3.Yeah, like you saw later in the post, I did fix his attack speed. Although leaks are your enemy, so anything the warchief will summon wont beat a leak head-on, (and of course, why should much of anything-- leaking is the worst thing you can do in a TD) But in an ideal situation where both teams aren't leaking, and the only thing factoring in the war are players using abilities and sending units, the added summons help. (Or at least help stall the opposing units)

4.True, the first step is for those who have never played a TD before, but the rest of the information can be helpful, especially the Warning information and the third step.

5.Hmm, you didn't see the message? I'm 100% sure it's there, and I can post the trigger as well as an in-game screenshot showing you how much things are modified by. It appears prior to the "Good luck" message, about 30 seconds before. In response to the first level: Did you read the timer in the top corner? It says "First Wave Begins:" <-- I figured this would be a good enough indicator.

6.Alrighty

7. Thanks for being polite =D

8.By inappropriate text you mean the loading screen right? Or was there something within the game that seemed out of place as well?

9. Thanks, and yeah I'm hard at work repatching the towers.

10.Thanks for your comments, I hope you stay around and give me some vital feedback! =D
 
Level 9
Joined
Dec 8, 2009
Messages
654
let me give you some good ideas for TD now...

Okay, I'll respond to each of your responses from 1 - 10:

1.You have a point here, especially when it ties into the lag of later in the game, and my original intention was to make something weak but super cost effective, so say if you were really hurting for money you could take the tradeoff of not doing much in the war but being able to at least not leak. Any suggestions for that? I totally see the point you have of increasing incentive and increasing money earned, so I guess maybe I'll rescale income earned, (like for example the cost penalty of sending stronger units isn't so detrimental, but still SLIGHTLY less cost effective than the first units) and add in a builder ability that allows you to increase your income without sending any units. (Which would be cheaper overall than any unit spawned.)

Comments on this idea? Or perhaps a different suggestion?

what u want to achieve in the game is to make strong enemies clash with strong enemies, so i will still stongly suggest to you that you have to give the stronger summons more income for weaker ones becuse i dont really see a point in a mass attack + lag war.

2.This may have to do with the way I set up the AI triggers for war units, and it might just be because I've made the ordering section too fast on the periodic timer, but at the same time rescaling units would help the issue as well.

making cheaper units having less income than stronger ones work as well.

3.Yeah, like you saw later in the post, I did fix his attack speed. Although leaks are your enemy, so anything the warchief will summon wont beat a leak head-on, (and of course, why should much of anything-- leaking is the worst thing you can do in a TD) But in an ideal situation where both teams aren't leaking, and the only thing factoring in the war are players using abilities and sending units, the added summons help. (Or at least help stall the opposing units)

people does not summon buildings for creeps, only creeps for buildings. this means i will only summon warchief only because he was the strongest tower, not because he had summons.

4.True, the first step is for those who have never played a TD before, but the rest of the information can be helpful, especially the Warning information and the third step.

less text on the loading screen and more pictures please.

5.Hmm, you didn't see the message? I'm 100% sure it's there, and I can post the trigger as well as an in-game screenshot showing you how much things are modified by. It appears prior to the "Good luck" message, about 30 seconds before. In response to the first level: Did you read the timer in the top corner? It says "First Wave Begins:" <-- I figured this would be a good enough indicator.

saw it, sorry.

6.Alrighty

7. Thanks for being polite =D

no comments :p

8.By inappropriate text you mean the loading screen right? Or was there something within the game that seemed out of place as well?

im sure i saw wrong spelling texts on the tooltips once...

9. Thanks, and yeah I'm hard at work repatching the towers.

add more variety, its quite boring, and try to increase the castle's hp as well, increase it by at least 5x, cos then u will be able too survive to wave 30 and summon more stronger creeps.

10.Thanks for your comments, I hope you stay around and give me some vital feedback! =D

i will =D
 
Level 5
Joined
Jun 6, 2006
Messages
53
If the map's community stays alive long enough I'll increase castle HP + add more tiers of summons, but I would first need to rebalance the existing gameplay of the creeps, like you said motivate people to send the WTF PWN creeps instead of the weak ones for money.
 
Level 17
Joined
Apr 3, 2010
Messages
1,101
I think most of the points have already been said. But oh well.
1. I like the map its quite fun, the idea of the mazer units upgradeable to hedges is kinda funny. The leak idea is also good. But i fear that leaks are stronger then the creeps im sending.
2. Could you find a way of making it less laggy with spam creeps.
I.e If you wanted you could have a choice of Senders. So you can specialize.
Incomer 150% income 50% unit str
Pusher 50% income 150 Unit str
Inbetween 100% Income 100% Unit str
Or somin or just have 2 senders one for income one for pushing so u dont have to spam
Or somin. Overall i liked it apart from the lag.
4/5
 
Level 2
Joined
Jul 13, 2009
Messages
22
Played twice last night versus a friend, and this map is pretty fun. It does need some better balance with the lumber prices for creeps, and maybe lower price for the guardian tower too. It seems to be hard to find the right balance between getting more income and spending lumber to get some gold, but I suppose you'll get the hang of it after a few matches.

P.S I played as human (Paladin) and undead, both seemed good though undead seemed to lack any good cheap tower specific to their race - the human one with 1200 range, stun and aoe dot was waaaay better than the banshee with a slow on long ass cooldown. Both the "hero" towers were awesome though, ressing mobs to fight (even though their damage is always 100, the hp they had was nice later on) and the extra gold/lumber on kills from human.

Overall good map with potential.
 
Level 2
Joined
Jul 13, 2009
Messages
22
Did you fix positioning of the guard towers (at town hall) to be equal? Only played one game with new version and didnt get to check that, but I remember one of the towers were placed better than the other one. And whats with those champions? Some times one of them have 2 auras + passive crit, while the other one might have 0 or just 1 aura and a crit. Really?

Oh and the Naga's siren tower pops the "spawned" message sometimes, but never spawn anything.
 
Level 4
Joined
Jan 19, 2012
Messages
124
sts map

what happened with ur maps? arent u going to finish st´s orpg? it is just one of my favorites and would really like to plya it on last phase please work on them just a bit!
 
Level 4
Joined
Jan 19, 2012
Messages
124
st´s orpg!!!

what happened with ur maps? arent u going to finish st´s orpg? it is just one of my favorites and would really like to plya it on last phase please work on them just a bit!!! please!! :)
 
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