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DtB Release v1.0

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VISIT THE WEBSITE defendthebasement.com


Defend the Basement:
Three to Five Player Cooperative Play
Hero Defense Type Game with Activated Creep Wave Levels
100% Teamwork Dependent
A Multitude of Innovative Spells and Items
Challenging and Dynamic Gameplay
Epic Boss Fights!



See this post for an alpha release of v1.1 - now with a save/load system!

A project that began in early 2009, and completed development in early 2011. All credit is due to it's author (Svenski). Other contributions can be found here.

Old Beta Thread here. Feel free to comment there.

Continued development support will be provided if you provide sufficient feedback!



Keywords:
defend, basement, svenski, defense, wow, warcraft, rpg, giant enemy crab, awesome, fun, gg, coop, cooperative, co-op, progressive, levels, level, insa
Contents

DtB Release v1.0 (Map)

Reviews
10:36, 17th Jun 2011 -Kobas-: Status: Approved
Level 9
Joined
Sep 18, 2010
Messages
585
I'm sure I've heard about this a few months ago, anyway downloading
the Description seems to be a bit short you might wanna add some part of the development description here too

Tested out with 2 players got pretty owned
Terrain is suiting, Spells are innovative though some amount of time will be needed to be spent on them to understand how to work as a team
we couldn't figure out where to get items in the 1st run(LoL that Lobster is the vendor)
It's a bit difficult that I can say
the Font, well it was a bit hard to read that I can't deny
I might post more if I get a chance to play it with 3+ people.
 
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Level 7
Joined
Apr 12, 2009
Messages
188
the Description seems to be a bit short you might wanna add some part of the development description here too

Tested out with 2 players got pretty owned...
It's a bit difficult that I can say...
I might post more if I get a chance to play it with 3+ people.

I appreciate the feedback MrStormyZ! Keep it coming if you decide to play again. I would add more to the description here but the website is pretty comprehensive and I put a lot of time into it, so if you want more info just click the giant DtB picture and check it out. The hero pages are especially useful.

As far as difficulty goes; yes this game was designed to be challenging even for myself and my friends. Once you figure out what your spells do and come up with a good hero comp, it will become much easier, especially with a little coordination and practice. The latter levels (11-16) are particularly difficult, so if you manage to get through any of those, be proud of your accomplishment :)

[EDIT]Also, I'd like to get the game approved and I'm not totally sure how that works anymore. Note that there is a Demo version up that was already approved, if that counts for anything. This can be found here. I didn't update the demo to the full version because it is a complete demo and a separate entity that I did not want to change/update.

[EDIT2]Also know that completing the game rewards you with some awesome stuff, so know that spending time figuring it out and trying hard to beat it is worthwhile.
 
Level 7
Joined
Apr 12, 2009
Messages
188
I think I'm going to BUMP once a month to try and get this map reviewed or at least approved.

Thanks.


[EDIT]I just had to post in the resource moderation section lol. Thanks Kobas for getting to this quickly for me.
 
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Level 1
Joined
Dec 7, 2009
Messages
1
I really liked the game. It was probably one of the first defences that me and my friends didnt manage to beat in the second or third try. Hell, we still didnt beat it.

Awesome map and fun to play.
 
Level 7
Joined
Apr 12, 2009
Messages
188
I really liked the game. It was probably one of the first defences that me and my friends didnt manage to beat in the second or third try. Hell, we still didnt beat it.

Awesome map and fun to play.

THANK YOU!!!! :ugly:

My friends and I still haven't had a good chance to test the final boss (level 16). I'm fairly confident it can be done but it will most likely be the hardest part of the game. Some of the latter levels, especially 13 and 14, are also very difficult, however completely do-able once you figure out a strategy.

Huge props to anybody who manages to pass level 16. Anybody who plays I'd love to see your replay files also, please save them and upload them to here so I can check for more future balance changes!


Regards,
~Svenski
 
Level 7
Joined
Apr 12, 2009
Messages
188
Thank you Kobas very much for the approval and the rating!

Allow me to reiterate that I really would like to see some replays or hear about difficulties or feedback about anything really. I'm interested in rolling a patch out sometime in the next couple months depending on feedback and if I can get a chance to play through the game myself again.

Also consider giving me feedback on how useful or not [rainbow]the website[/rainbow] is!

Regards,
Svenski
 
Level 1
Joined
May 8, 2011
Messages
5
The skills are are very nice , fun to play , but u need to put a second goal to attract players (a save /load for rank or something that makes u play again even u see u can't finish ) i tested with some friends but after they saw there's no save/load they start to ask for other survival with save. played only until the round u need a kill a rabbit boss with a grenade :)
 
Level 7
Joined
Apr 12, 2009
Messages
188
i tested with some friends but after they saw there's no save/load they start to ask for other survival with save.

Thanks for the feedback! I've rolled out the beginnings of patch 1.1 and the first on the to-do list is going to be a save/load system. I've actually had this idea for quite a while but I never really got around to it. It's a little complicated to add save/load to this game without spoiling it and without making the load-code extremely lengthy, but I've got some ideas. I've been itching to do some world editing lately...

Thanks again,
~Svenski
 
Level 1
Joined
Jun 27, 2011
Messages
1
Hi there,

Great game btw. me and 3 mates (nexus, khaos, hippgryph master and pat(druid)) got to the last level on normal . we killed everything except the giant forgotten one on the hill and the lv 16 boss. way too hard. the minion thats connected to the guy in the middle one hits everything even with khaos' and nexus' ult on khaos which is ~70% mitigation? and nexus at that point can heal for 2k+ and trees rejuv heals for 300+ per tick. he cant tank cos theres just too many monsters to try and hold aggro. Although the boss doesnt attack and has no natural hp regen theres no window of opportunity to deal any real damage. Also does that last boss drop the orange shards for the shop on the right hand side of the map? the boss on the hill seems impossible without those items.
 
Level 7
Joined
Apr 12, 2009
Messages
188
Status

Hello everybody,

Just thought I would throw a status update here so that you all know I'm still alive. I started working on a patch a number of months ago, but it has been on hold for some time now because I've been extremely busy at work.

I think about this game and how much I miss working on it all the time - so don't be afraid to leave me a comment, drop in a replay file, ask me questions, or give me criticism. Someday I'll get around to working in WC3 again.

Here are some of my notes for upcoming changes
--------------------------------
+ A save/load code. The concept here is to issue the players a save code unique to their group of players every few levels (the first after level 5, then after level 10, then after level 15). Once you receive your code, your group can start a new game later and the master player can load the code. This will set your group up with the same heroes you had before, the gold you earned, and the appropriate level settings. Your skill points will be unassigned and the neutrals you killed will be removed from the game, and their items will be dropped in the spawning area for you to divide and use.
The good thing about this scheme is that it doesn't spoil the game by allowing the players to "spam-save", but it grants additional flexibility upon loading your saved game (re-allocating purchased items and skill points). It also preserves the players' reason to start completely over with a new hero composition.

+ Reducing the difficulty of the final level 16 boss. I don't know how I'm going to do this yet - I think I will reduce the rate that the infernals fall from the sky, and possibly reduce the runspeed of the big melee mob.

+ Rename Jynx... not sure to what...

+ Alter the concept of Lexi and change her name.

 
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Level 7
Joined
Apr 12, 2009
Messages
188
Hi there,

Great game btw. me and 3 mates (nexus, khaos, hippgryph master and pat(druid)) got to the last level on normal . we killed everything except the giant forgotten one on the hill and the lv 16 boss. way too hard. the minion thats connected to the guy in the middle one hits everything even with khaos' and nexus' ult on khaos which is ~70% mitigation? and nexus at that point can heal for 2k+ and trees rejuv heals for 300+ per tick. he cant tank cos theres just too many monsters to try and hold aggro. Although the boss doesnt attack and has no natural hp regen theres no window of opportunity to deal any real damage. Also does that last boss drop the orange shards for the shop on the right hand side of the map? the boss on the hill seems impossible without those items.

I never responded to this.
Comabear - your progress impresses me. The last boss is really hard... even my friends and I haven't beaten it yet (although we haven't tried very many times). The key is to avoid being hit by the melee guy connected to the chain. The tank is supposed to hold aggro on that guy and kite him around. The healer has to keep everybody alive from all the little infernals dealing so much damage. The damage dealers have to kill the infernals and DPS down the boss. There's a little more to it than this, but I think you get the idea. And yes, the orange shards will drop if you kill him - and there is a reward for killing the boss on the hill. I realize that if you don't have many retries left at this point, it is really hard to beat the game. That's why I'm working on the save code system.

Status update:
I've completely finished my save code generator. It should only take a week or two to finish up the load system. Once that's done I want to test it a couple times and then I'll release patch 1.1. Could be a month or two out but at least I'm getting somewhere!

STATUS UPDATE!!!!
I HAVE COMPLETED THE LOADING SYSTEM! The save-code load-code system is now completely established. This system will be used as follows:

Before starting Level 1 or picking a hero, the Master Player can type -load [15 char. save code]
The game will then apply the level you were saved to, and reduce the heroes in the Tavern of the Gods down to the pool you were using from the game you got that save-code in.
It will also remove any of the neutral bosses you had killed when your save code was generated.
All items obtained during the levels you completed and all items dropped by the neutral bosses will be generated near the spawning location.
All earned gold with the exception of gold from killing blows will be distributed to each player evenly.

Upon loading a save code, your CGB will be set to zero. Your number of retries will be based on the difficulty you set at the beginning of your new game, and so will your CGPL (these things are not saved).

A save code will only be generated after completing levels 5, 10, and 15.

You can type -save to view your code at any time.

NOTE: You can only load a save code if you have the same players in the game as you did when you got the save code. It checks the player names for consistency... so if you wanted to cheat the system just make sure your friends all have the same player names as the people you got the save code with.


I hope this encourages some people to continue to play even after losing repeatedly. I think the system will be best used by players with competent skills completing lower levels under Hard Mode or Godlike mode, then loading up at level 10 or level 15 if the last few levels prove to be too difficult. You can try different stat distributions, item builds, trading heroes with your teammates, and new strategies each time you reload your game.

Best wishes everybody, and thanks for playing!

~Svenski
 
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Level 7
Joined
Apr 12, 2009
Messages
188
BUMP/Status/Alpha Release

Hey everybody.

Just wanted to throw up a status update. I've been slowly working on some major tooltip rewrites to try to improve up-front information in-game. I think most of the hero spell tooltips have as much info (or more) than what's currently on the website.

I don't think I'm ever going to get a chance to play/test the game again the way things are looking lately. Everybody and their mom is playing D3 now so I'm imagining WC3 is pretty much a dead game at this point.

BUT I still love WC3 and I still love how easy to use the WC3 World Editor is so I continue to tinker with this map.

Anyways, with the save/load system being complete, I really want to roll out the patch. I don't want to do it without testing it in a game so I'm going to hold out till I can convince one or two of my friends to help me out for a few minutes and test it. If there's anybody out there that wants the map file with the save/load code complete but not yet tried and tested, I've attached it to this post.

You can see the up-to-date change-log here.

Cheers,
~Svenski


Update January 19, 2013: Some interesting news - I've done more work on tooltips and I'm working on a way to allow 1 or 2 players to enjoy the game, rather than requiring 3. The idea is to add easy to use heroes that can be hired in addition to the one you choose. I've tested this system out on my own using two new heroes:
Soldier Defender - a tank substitute with armor and health regeneration passive skills, and an aggro aura that refreshes every 1.5 seconds in a 600 AOE.
Marine Defender - a DPS substitute with damage and splash attack passive skills and a high base attack speed.

I made it to level 14 using Patrick as the healer, some levels were too easy, some were too hard. Tough to balance the game for this style of play. I also don't know quite yet how I'm going to make a substitute healer/support hero. It's not like the solo player is going to want to micromanage healing.... I'll figure something out.
 

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Level 9
Joined
Feb 16, 2011
Messages
595
I tried this map out in single player mode And had two Very annoying problems this happened when I tried the infinite retries When I had that armor I Went to defend the gate from the beginning spot and I ALWAYS had to move backwards for range units to cross the gate They just wanted to fire at me from behind the gate and Did not move unless I went further away and I like the font that your map uses but unfortunately that font has a major downside when you're about to type the blinking indicator made me think it was an I all the time, I expect this to take awhile for me to get used to still terrain is good and it does not feel like much of a tower defense like it seemed like it would.
 
Level 3
Joined
Apr 16, 2018
Messages
69
After examined your site i found SEVERAL! heroes with blackest and darkest arts. And that damn bloody bastard Lifestealer..just LOVE IT!
In advance, for only having such incredibly heroes you got the overhigher rate but possible 5/5, even if i`m not sure if i like the game itself.
Now going to run this map, edit is ahead...


Edit:
1. just Bloodshed!=) with that splashes of blood just amazing but, on other hand because those splahes it cant be seen what`s happening, like where am i, who i`m currently fighting etc
2. very own op: no single player =( MAKE IT!
3. Text: eyes hurting texts, ohh, just repels from any reading, bearly hunt out numbers/stats and read them. I think it should be normal.
-stoped playing because of 2, no single..should i delete it?( and wait for soloing possible ver

And again, thank ye for one of the blackest and bloodiest heroes made!:mad:
 
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