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Tower Wars v6.53

Build towers to kill your enemies.

Micro intensive. FFA or Team Game. In-game remake.
(There is a survival mode also but its kinda meh, do not recommend)

How to play:
You have one builder who can build towers. (Towers construct in about a second.) You will use these towers to destroy enemy towers and kill enemy builders. When your builder dies, you lose.
Gold is gathered over time, but most of your gold will come from destroying enemy towers.

Here is a list of the towers and their cost/hotkeys.
Being quick is often the key to victory so use your hotkeys!
Shift-click-building is slow!

Tower / Cost / Hotkey / Bounty
Arrow Tower / 1 / F / 2 - The most basic tower. Stats are balanced.
Rock Tower / 2 / R / 3 - Stronger against buildings. Can uproot.
Sentry Tower / 3 / E / 4 - Fragile. For vision.
Sniper Tower / 4 / S / 5 - Fragile. Can shoot farther than it can see.
Invisible Tower / 3 / X / 4 - Fragile. Is invisible. Short range. Does a lot of damage.
Aura Tower / 7 / A / 8 - Buffs surrounding towers.
Shop / 20 / Q / 25 - Everything is extremely expensive.

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In game commands:

Red Commands:
-How to play [Runs tutorial text for noobies]
-FFA [Sets the game on FFA mode; Must be done before game]
-Teams [Sets the game on Team Mode; Must be done before game]
-Start [Starts the game with chosen game mode]
-Clear [Clears the map for an ingame remake; Must be done after game is over]
-End [Instantly ends the game for all players]
-Reset [Instantly resets the game at anytime]

Anyone Commands:
-Fail [Instantly forfeits for said player]
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Bugs:
Not really a bug, but the way I set up teams is that the game will select your teammates based on the pre-game lobby. So make sure the pre-game lobby teams are what you want if you plan on playing teams.

This map was made by me under the username: Wally.
Credits: For help with triggers - clantrivia.

Keywords:
Tower Wars, Micro
Contents

Tower Wars v6.53 (Map)

Reviews
10:56, 6th May 2015 Orcnet: At first I thought this game is going to rely on a maze running creeps while taking heavy damage on my invulnerable towers that nearly surrounds the map until they kill off the end point, and that completely changes...

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M

Moderator

10:56, 6th May 2015
Orcnet:

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


At first I thought this game is going to rely on a maze running creeps while taking heavy damage on my invulnerable towers that nearly surrounds the map until they kill off the end point, and that completely changes the course of TD maps like this one.

Somehow I like the concept and how you manage to give an execution for this genre, yet it could be great if you could establish more towers able to fit in surviving enemy towers and creeps. Since its all custom towers and no much units around I suggest you borrow some spells, skills, and abilities from default objects and use them for the towers, though it should be fully customized, not too much copy pasta.

The Survival option is too much, if you don't want it to your game then just remove it, or to put it this way, either dramatically reduce the status or characteristics of the enemy creeps of that game mode so that all players can survive at least a wave or round on the game.

Overall, map can be approved.
 
Level 32
Joined
Apr 2, 2013
Messages
3,953
Your map isn't deleted, it's just rejected. The reason it's rejected is not because the description isn't 10 paragraphs wrong, it's because yours isn't following the map submission rules. This isn't epic war where any type of map is allowed.

Please do read them next time you upload.
 
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Level 30
Joined
Jul 31, 2010
Messages
5,246
Perhaps we could at least view proper screen shots to see what's going on inside the game, and I am concerned on how you make versions of your map. Is Tower Wars v6.53 a first alpha release or its been a continues one?

Please make up a proper description, I can see you clearly showed how to play the game, but this does not fully aware the viewers of what level difficulty the game can bring, construction of towers and what they can be of purpose, game changers, any more features to be mentioned of, and later on some print screen shots of the said game and credit list must be in place. And lastly, changelogs: if the map got bugs, errors or something that was added or removed a note must be shown.

Here is a guideline that can help you along the way: http://www.hiveworkshop.com/forums/...s-456/map-description-making-good-bad-245849/, for now I'll set this back at "awaiting update".
 
Level 2
Joined
Apr 1, 2015
Messages
5
I made this map a long time ago. The rules say screens shot are recommended but that doesn't mean they are required. Besides, I have no way of taking of screen shot of in game action because no one would join the game even if I did host it.

I added versions to my maps mostly because I thought it was cool at the time. Only 2 or 3 versions of this map ever saw play time and to my knowledge the map itself has probably only been played a dozen or so times 8 years ago.

The in game credits list is mostly a joke. Its just a list of my friends user names and people who played my game with me and asked me if I would add their username to the list. I did all the work myself. There is a part in the credits thanking someone for helping me with triggers. All he did was explain to me how to create a trigger that would display a random tip every 45 seconds or so.

The map has no bugs I am aware of, but I did add something in the description under bugs since you asked.

I don't really know what a feature list is. I don't think this game has any features that I didn't already say in the description. I added a list of possible in-game commands.

I have said everything you need to know about playing the game to play it for the first time. The game is relatively simple. I am a firm believer in not telling someone new to the game how to play intricately. It both takes away from the fun of the game and overwhelms them. Tell them the fundamentals and let them discover strategies on their own. Discovering your own strategies and how to counter strategies on your own is part of what makes games fun. I would like to not influence the metagame with what I say. I also do not know what the optimal metagame would be because the map has not seen enough play to reveal an optimal strategy to me.

There is no change log because I never kept one. And it would be completely irrelevant anyways because everyone who would be playing this map would be playing for the first time so changes mean absolutely nothing to them anyways.

I guess you could consider this both the first and final release as I have no plans to continue working on the map. The map is in a state that I think could qualify as finished. If a game breaking bug[or strategy] were to be discovered I would try to fix it I guess, but I doubt that would happen.
 
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