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Unit TD 1.0.9

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First 1000 Seconds Of Gameplay:

3000+ Seconds Of Gameplay:

6000+ Seconds Of Gameplay:

This is no traditional tower defense. In this fast paced tower defense, your towers are random units that can be upgraded into higher level random units. Defend against the endless and increasingly difficult enemies.

Survive as long as you can and set high scores!

Update 1.0.1:
-Fixed a bug that allowed you to kill yourself.

Update 1.0.2:
-Fixed a bug that allowed you to build a tower on top of a creep and get it stuck.

Update 1.0.3:
-Small game balance changes.

Update 1.0.4
-Fixed Slow Aura
-Changed icon for income increase not to be the same as selling a unit.
-Fixed merged units being magic immune which prevented them from being bloodlusted, etc...

Update 1.0.5
-Nerfed Warden Immolation by 50%.
-Fixed infinite looping upgrade sound effect.
-You can now disable and enable auto-casting skills on any unit.

Update 1.0.6
-Fixed Web ability.
-Minor improvements to hotkeys and icon positioning.
-Added ability to fully upgrade any level unit to level 10 to save time from doing it one level at a time.

Update 1.0.7
-Fixed magic immune tool tip
-Fixed game breaking bug that didn't let you upgrade unit past level 8.

Update 1.0.8
-Minor late game balance changes.
-Raised Peasant and Gold max upgrade level to a level that no one will ever reach (most likely).

Update 1.0.9
-Increased boss difficulty
-Building new units during boss period is now disabled.

Contents

Unit TD 1.0.9 (Map)

Reviews
deepstrasz
You can block units (I did, the Dire Wolf) building a tower right on them near other towers trapping the unit between. The unit got moved but stopped moving. It's a nice Tower Defense map. Not a Survival genre one though. Approved. If you want...
Level 12
Joined
Jan 4, 2014
Messages
543
Hey, I tried your map with some friends.
It's fun and simple. The difficulty scales well at the start of the game.
I think the peasant/wood aspect of the game is a little slow, the wood generates so slowly and there isn't too much decision making to do with it.
I also think heroes are overpowered, maybe that's by design, but in one run I thought I could hold off getting a hero for a little while and i get destroyed, meanwhile in another run I got a hero pretty early and the game became really easy. There doesn't seem to be a middle ground. Spells like war stomp are just too strong.

Anyway I liked the game overall, I look forward to your improvements!
 
Level 8
Joined
Sep 29, 2012
Messages
185
Hey, I tried your map with some friends.
It's fun and simple. The difficulty scales well at the start of the game.
I think the peasant/wood aspect of the game is a little slow, the wood generates so slowly and there isn't too much decision making to do with it.
I also think heroes are overpowered, maybe that's by design, but in one run I thought I could hold off getting a hero for a little while and i get destroyed, meanwhile in another run I got a hero pretty early and the game became really easy. There doesn't seem to be a middle ground. Spells like war stomp are just too strong.

Anyway I liked the game overall, I look forward to your improvements!

Hey,

Thanks for trying it out!

I just did a run today and got to about 4800 seconds or 81 minutes. I realized I forgot to keep more low level ensnare/web units in my maze to trap air creeps, it was the air creeps that killed me.

But anyway, I wanted to make the start of the game easier especially for new players and that's why heroes seem over powered in the initial game experience, it's essentially a requirement to have a hero as early as possible to make it into late game. As you progress you'll realize that the game becomes about unit management and the game difficulty is very exponential, keeping units with war stomp and stun is essential, having tons of slow units and ensnare, especially since air units can be in the far left or right side of your maze and they can completely blind side you by being far from your strong units.

After extensive testing, I'm still happy with how this came out and I personally like the way the game plays. It poses a challenge and keeps you on your feet constantly forcing you to upgrade units and merge your level 10 units to create even stronger units which you can do infinitely. You'll lose if you let down your guard and that was the whole idea. The game was never meant to be complex by any means, it's simple. You keep track of your peasants and your gold income and the rest of the game is unit management. Peasant lumber is also very exponential, starts off really slow and later on you're getting hundreds of lumber every few seconds.

I did some small balance changes just now, I made the peasant speed upgrade a bit more effective. I also did some other balance changes for players that make it later into the game.

I don't see myself changing much of the structure of the game, I'm personally pretty happy with it. It's exactly what I wanted it to be when I started creating it. It's a game I can play myself and will lose and then figure out how to get further next time around as I've done a few times already. I'm curious to see what scores other players can get and how they can make their maze more controlled to stop creeps right in their tracks.

Although I can potentially add some new late game features but I'll have to think on that more. For now it's as is.
 
Last edited:
Level 1
Joined
Sep 5, 2019
Messages
5
I like the semplicity of the game, there are plenty other over-complicated maps. What can i say? The map is simple, fun, well made. You can just see when something is done with a well working brain, and this is one of those cases. Very nice.

P.S. your youtube link is broken ^_^
 
Level 8
Joined
Sep 29, 2012
Messages
185
I like the semplicity of the game, there are plenty other over-complicated maps. What can i say? The map is simple, fun, well made. You can just see when something is done with a well working brain, and this is one of those cases. Very nice.

P.S. your youtube link is broken ^_^

Thanks, I'm glad you like it! YouTube links working fine on my end.
 
Level 4
Joined
Jan 28, 2013
Messages
74
Hey, pretty cool map. I spent a few hours playing it and feel like it was a fun use of my time. It has a sort of mobile idle game-like feel but was a lot more engaging. My strategy was to mainly just spam the 25 gold towers and upgrade them 1-2 times looking for slows and stuns. Then just get a few Peasants and a Peasant Movement upgrade before getting a hero. Once I got the hero I tried to find one of each aura around it and then continue filling the lane with slows/stuns and working on my income. I was able to max my income and get many towers to Tier 10 and combine them to Level 4 Tier 10 towers. But eventually, the waves overcame me at 8,793 seconds. But, even if I didn't die then I was pretty much ready to afk after like 6,000 seconds I wanted more to do other than just matching Tier 10 units.

Pros:
  • Easy to understand and get into. A lot of maps can be complicated and overwhelming at first and this map felt really intuitive to jump into.

  • Progression for the first 30 minutes feels really solid, with decision making on when to invest in lumber production vs when to invest in gold income.

  • A lot of different tower models and abilities and such. I felt like even after an hour of playing I was still sometimes seeing units I hadn't seen before which was cool.
Suggestions:

  • The bosses are not challenging. As I was grinding through the game, the bosses were like an easy-mode time to invest in Peasants. The Boss Units are spell-immune but still get stopped by Ensnare so like 4-5 Ensare units in your maze and you can't really leak any boss and a few more than that and you can stall out the game and farm tons of extra free lumber. Not sure if it's intended like this, but overall trivializes the bosses.

  • The Boss Units are not memorable/Progression doesn't have memorable moments. Not really a critique on your gameplay loop, but I think it's really fun when there are recognizable challenges that you can relate your progress to. Whereas currently there is only the playtime to relate your past progress to instead of a specific boss or level. I think a mix of the random generation style and key unique encounters could help spice up the map and act as a way to reward people for making it to different points in the map. Cause after 45 minutes or so of just max upgrading and combining things it can get dull, and having an encounter that's unique to look forward to is sweet.

  • Tooltip for the Income upgrade doesn't mention that there are only 100 levels, so it can be misleading to people unaware and have them overproduce unnecessary Peasants.

  • Would like to see ways to interact with other players, maybe some sort of trade feature (not sure how to make it clean and quick to use) where you could request trading towers with someone so that you can get your pair for combining more easily, or get a specific status effect tower.

  • Something to do with your wood after you've gotten max income. I got max income and then the game lost a lot of things to do and I was mainly just upgrading things to max and combining them.

Anyway, thanks for making the map man. It was fun to play, I think I'd rate it 4/5 stars.
 

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deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,799
You can block units (I did, the Dire Wolf) building a tower right on them near other towers trapping the unit between. The unit got moved but stopped moving.

It's a nice Tower Defense map. Not a Survival genre one though.

Approved
.


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