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[Defense / Survival] (4) Protect the Tower

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Name: Protect the Tower
Genre: Defence
Players: Up to 4
Author: jrhetf4xb

How-to-play tips (if you don't like reading a lot):
- There's a simple AI to play with you if you feel lonely (just add computers on empty slots)
- Train a variety of units (obviously Sorceress-only is going to fail)
- Benefit from scrolls but don't overdo it -- you might run out of resources
- Don't be afraid if you lost a unit or two -- for instance, Footmen can be replaced easily
- Units with inventories drop carried items on death -- items won't be lost forever
- Skeletons are summoned units (scrolls w/ Dispel, hmm)
- Be prepared to train a lot of units against the bosses
(specific tip against the Firelord: run away once he casts Volcano, then approach him again)

Screenshots:
http://i48.tinypic.com/5kinte.png -- fighting first boss (has a pretty frost wyrm wheel that breathes frost)
http://i48.tinypic.com/2z7mubs.png -- versus level 11
http://i47.tinypic.com/20g0876.png -- fighting second boss without caring about his spells (bad idea)

Foreword:
Protect the Tower is an old map created by a mapping partner of mine and I around a year ago. Back then it was for 1 player only and people quickly lost interest in playing it (if there was any at all). That's why I decided to overhaul the whole concept and try something fresh and new.

Introduction:
As the name states, Protect the Tower is a defence where a tower has to be guarded from being destroyed by incoming masses of creeps. Since I really like the idea of introducing melee units into the gameplay, I have completely removed Hero usage (they will exist but only as enemy bosses) and have instead used, for instance, Footmen, Troll Headhunters, Druids of the Talon, etc. as playable units.
Each player has his own structure which can be upgraded to a barracks from one of the four melee races. This in turn allows for the production of units, which have to be used to defend the Tower. There is a limitation on unit production but the food cap adjusts as the game progresses. It is the player's choice to select an appropriate combination to defend against the enemy.
The Tower is relatively weak (low range, low damage) and fragile (~300 hp) but it can steal away bounty by landing the killing blow. So it's better that the waves be handled personally, otherwise no income would be presented. However, there is a compensation for this (future map versions will have it). The Tower also sells scrolls with buffs that can be of great assistance. They should be used wisely but sparingly!
All in all, a good balance has to be maintained between players' forces since enemies grow stronger over time and special units start spawning eventually. Defend wisely, otherwise face defeat!


Extended concepts:
- Determining which units to kill first is essential. For instance, a Necromancer can raise a skeleton from a dead corpse that can further damage an army.
- Scrolls might be needed most of the time to reduce damage dealt on an army.


Special events (yet to be considered):
There are special events that can be passed to grant greater support to the players. For instance, defeating a boss would transfer him by their side - extra damage and spells when things get out of hand!



NEED MORE CONCEPT!
And mainly feedback! Basically, I'd orientate the whole map around melee stuff but still have some custom elements like spells, items, etc. Also, I'd keep the game around 25-30 minutes at most -- don't want to stretch things too much considering the game's intensity and micro management.

If you'd like to test the map:
It takes roughly 15 mins to complete the map, 3 races are available.
There's also a simple AI if you feel lonely.

I'm willing to post an open-source for the interested.
Credits go to wc3c.net's script section.
 

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Level 25
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You can attach screenshots directly to your post, and use image tags.

Like this:
2uiargg.png


I haven't played the map yet; melee units don't interest me anymore. People typically like custom content, or at least new ideas/abilities for standard units.
 
Level 1
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Alright, check first post for open source.

@post 2
True, I've thought about adding custom spells to the units. I'll surely put something fresh next release, don't know what yet.
 
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Here's some tips:

  • Add a quests menu. This provides information for players. Headings can be like "Objective", "Credits", "Commands". You get the point.
  • I really dont like a game without some kind of story, or clear goal. I was set up near a tower and here comes some undead. Im a bit confused.
  • Add descriptions to the units. I only played the orc, but the units had very basic info like "supportive spellcaster". You did explain the role in 2 words, lol, but tell us what abilities they have, etc.

  • You did mention you want your game to be unique. However, I'm not really sure how you've achieved this. You should consider adding unique types of spells. Again, I only played orc, but all the units had the same abilities as a meele game which worked and were used the same way. Try manipulating the object manager more and even trigger some abilities to make them different, something new, yet still appropiate for that unit (e.g. priests uses holy, healing, etc.)

Game is shallow. There needs to be more content, because at the moment. It is repetitive, theres no rewarding experience and/or things to look forward too.
  • There should be upgrades for units. Introduce a research centre to the game or something.
  • There should be more items at "The Tower". Basic items like damage, armor and hp. Also consider unique types of items.
  • Anticipation. Consider adding boss rounds. "Warning. boss arrives in 20 seconds. Every 8th round is a boss. Throw something in which puts the players on their toes.
  • There is nothing to look forward to. Maybe if units could somehow learn new abilities. Not through researches, but maybe through their number of kills or something. An item could tally their kills. Maybe there is a blanked out ability (like when an ability requires an upgrade to use, rendering it unavailable) and the ability is unlocked after level 15 or something. I'm sure the players would be eagerly waiting for level 15 to try out their new skill.
 
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