WARNING :
This post is completely outdated, and the map has considerably evolved, and the current version I am working on is 1.8b. Please read the latest updates on the second page :
aMazing Balls TD 1.8 beta Updates
Thanks!
Hello dear Hive community !
My current project has at last reached near completion.
When I was a mapmaker on wc3campaigns back in 2004, I had to give up while my projects were not completed.
My most advanced map by then was called Cube Defense Balls Edition, a sequel from Cube Defense New Edition.
The release of Reforged, in spite of some disappointment, drew me back to my old love !!!
I decided to completely remake my old flagship that I could never complete.
It has a new name : aMazing Balls Tower Defense. Yes this TD is about balls rather than creeps trying to make you leak.
I have nearly worked days and nights ever since December, and the map is now nearly complete, but not quite yet !
I need people to test it and give me feedback about what is good and what is wrong with the map. I do appreciate criticism, especially when constructive. This will help me making the map as enjoyable as possible.
This map will surprise you. It is not Element TD, it is not YouTD, but I swear you've never seen anything like this before.
Features :
- Upgradeable Hero Builder that can freely auto Blink
- Blocking towers with an exclusive 'Build Wall" ability that does exactly what the name says - this greatly helps mazing
- a huge amount of damage and utility towers
- several custom models and textures (including Mythic and Nightmare's Ember Forge)
- All towers with the exception of blocking towers (for obvious reasons) have a Movement mode that allows you to place them somewhere else
- Multiboard
- Scrolling Text Panels for all players directly printed on the ground
- standard host and player controls
Current version : 1.3 beta
Sample screenshots
- All levels now only spawn 6 Balls. Level 46 and 47 spawn 4 Strong Balls (like mini-Giant without the spell immunity) and level 49 and 50 spawn 2 and 3 mini-Giant Balls respectively.
THIS IS TEMPORARY, I am CONSIDERING REDUCING THE NUMBER OF LEVELS TO 45 IN THE FUTURE INSTEAD !
- End triggers have been reworked and should no longer bug or de-sync or have display issues.
- all Balls, the Tamed Flying Balls and the Captured Balls now have a proper 3D Model with a new Texture and a "rolling" as walk animation - The animation does not apply to Flying Balls and the Tamed Flying Balls for obvious reasons. Would be funny if they rolled and if I added the wings in the model itself
- Removed an unexpected unbuildable tile on the bottom left of the square containing Player 1's 4th WayPoint. And in a corner of the main build area of player 3
- Bash, Critical Hits and Brutal Attacks now work on boss levels. Brutal Attacks have been slightly reduced in efficiency. Critical Hits now requires level 6 to research its first level.
- Fire Ball, Laredo Tornado, Nova of Frost and Thor's Hammer have been enhanced in damage (except Laredo Tornado of course) and stun or effect duration. Their ranges have been adapted to the range of the corresponding Hero Builder.
- Balls Hunters and better Balls Hunters no longer have Permanent Immolation or Resistant Skin, they were useless. They instead had been granted with Brutal Attacks, making them much more efficient
- Ultimate Defense/Cannon/Magic Towers, Ember Forge, Endgame Support Towers, Advanced Multishot Tower, Ultimate Anti-Air Tower and Tamed Flying Ball, as well as Pixies from the Nest Of Pixies now all have Brutal Attacks.
This will solve the endless time needed to kill balls on some levels, and impossible levels like level 40, especially with the addition of the following change.
- All utility towers have an extra intermediate upgrade, this makes their last upgrade more expensive, but more powerful.
the tower series concerned are : Poison, Freezing, Fire, Golem, Slowing, Anti-Air.
The models have been changed or switched to become more pleasant visually. I also created a custom model for Burning Fire Tower (based on the old 2D Ball model, but with a "sun" texture and the rotating rings from some @Mythic model (Starfall Empire))
- Dazing abilities have been tuned to make stun-locks less easy.
- Shocks, the stunning ability of the Damage Tower - Frostmourne that now works vs Giant Balls has been made a bit less over-effective
- All autocasting has been fixed. Go Back Home now applies an overhead "Go Back Home !" animated SFX on targeted flying balls. Flash Forward now applies a buff lasting 30s that prevents using the ability again immediately, thus also prevents chaining Flash Forward on Balls.
- Web is not set to autocast anymore right after the poison towers upgrades. A notice in red color has been added to warn players about the danger of Flying Balls attacking when the poison tower is inside the player's maze.
- Divinity has been tuned: Cost and Damage have been increased. But the Range is now 2500 instead of 3000. Elune's Disgrace Range has also been set to 2500, the damage interval to 2 seconds and the damage increased accordingly.
- Wealth Tower's price is now 2000€, but it has missile homing enabled, and rewards 5€ on each attack,
- Loading screen now only has one Tamed Flying Ball displayed with the new proper look, to make it look less "messy"
- All towers have had their Range fine-tuned, and a new home made "Range Indicator" has been implemented and displays around the main or last selected tower, looking like a rotating discontinuous circle with the player color, with a radius that matches the tower's acquisition range.
- As usual, many small bugs / tooltips have been fixed, and more optimizations have been made.
- Last minute change : I had to temporary give the new Burning Fire Tower model to the Fire Tower as the Lava Spawn model has event sounds that are quite invasive and painful. As I am not willing to edit it just to remove these sound events (the model would be much too big anyways), I will leave it that way until I find a better model.
I have made this map on my own.
There are a few exceptions though :
- I use the amazing Ember Forge model made by @Mythic and @~Nightmare :
Ember Forge & Ember Knight
- I also used some models from the beautiful Starfall Empire by @Mythic and @Spellbound :
Starfall Empire
As they allowed model editing, I have borrowed parts of : the stormbell onion model for the chest of my Damage Tower : StormBell model, the arms from the Shaper model for my Captured Ball model, the StormBell model for my Multi-shot Towers model, and the rotating rings from the Auricaster for the base of my Damage Tower : StormBell model and the base of my Burning Fire Tower model. I use a slightly more compressed version of the AtlanteanBTex.blp texture from the model pack.
I might use some more content from this resource in the future. I am really fond of the quality of these models.
- The unique "Vertical Slider" to control the camera distance (Zoom Out) is actually only using the knowledge about custom UI elements shared by @Tasyen. Without his help, it simply would not be there.
Besides resources used, I have used many tools, some commercial like Adobe Photoshop or Open-Source like The GIMP and Audacity. But I need to thank the authors of the wonderful tools I have found here on The Hive :
@Retera for his incredible Model Studio :
Retera Model Studio Reforged Hack
I simply would have not been able to make all my models with the other tools available as I a novice at model editing. Making model editing accessible - while being compatible with Reforged models lead me to improve my knowledge and even start some MDL editing.
A special thanks to @Shadow Daemon for his BLP Lab :
BLP Lab v0.5.0
It hasn't been updated for ages, but I still use it on a daily basis for my BLP Textures and Icons, as DDS format fails to be capable of sufficient compression for my needs.
Finally, thanks to all those who replied to my endless questions about Jass, vJass, Wurst or Lua, thank you, The Hive community !
About the current version :
NOTE : In spite of the fullHD loading screen and the new models and icons, the map is still only about 3Mb !!!
This version brings a few new features and id a first try to re-balance the game.
In the future, the number of Balls per level might raise back to 10 and the number of levels could be reduced to 45.
I am very satisfied with the current quality of the map.
There are still some things I want to improve and change before releasing the public version in the Map & Resources section of The Hive :
- Change the scripting language from Jass yo LUA (in the long term though)
- Find a better model for the *Fire Tower
- Fine-tune the whole series of Defense / Cannon / Magic towers now their last upgrade has been made more attractive thanks to Brutal Attacks
- Find ways to help beginners who never played the map, without boring the experienced players
- Adding Game Modes or a Side Game with the same thematic to bring even more fun.
- Giving defeated players the option to STAY as OBSERVERs
- A home made complete custom UI (I will need to gain enough knowledge before that)
- More camera controls with sliders (rotation ?)
- Make PRELOADING and Weather Effects work !
Thats it guys, I know the few who will try the map will be pleased to see that this is the only map of its kind, and that they will have a lot of fun with it
[/hr][/hr][/hr]
This post is completely outdated, and the map has considerably evolved, and the current version I am working on is 1.8b. Please read the latest updates on the second page :
aMazing Balls TD 1.8 beta Updates
Thanks!
Hello dear Hive community !
My current project has at last reached near completion.
When I was a mapmaker on wc3campaigns back in 2004, I had to give up while my projects were not completed.
My most advanced map by then was called Cube Defense Balls Edition, a sequel from Cube Defense New Edition.
The release of Reforged, in spite of some disappointment, drew me back to my old love !!!
I decided to completely remake my old flagship that I could never complete.
It has a new name : aMazing Balls Tower Defense. Yes this TD is about balls rather than creeps trying to make you leak.
I have nearly worked days and nights ever since December, and the map is now nearly complete, but not quite yet !
I need people to test it and give me feedback about what is good and what is wrong with the map. I do appreciate criticism, especially when constructive. This will help me making the map as enjoyable as possible.
This map will surprise you. It is not Element TD, it is not YouTD, but I swear you've never seen anything like this before.
Features :
- Upgradeable Hero Builder that can freely auto Blink
- Blocking towers with an exclusive 'Build Wall" ability that does exactly what the name says - this greatly helps mazing
- a huge amount of damage and utility towers
- several custom models and textures (including Mythic and Nightmare's Ember Forge)
- All towers with the exception of blocking towers (for obvious reasons) have a Movement mode that allows you to place them somewhere else
- Multiboard
- Scrolling Text Panels for all players directly printed on the ground
- standard host and player controls
Current version : 1.3 beta
Sample screenshots
- All levels now only spawn 6 Balls. Level 46 and 47 spawn 4 Strong Balls (like mini-Giant without the spell immunity) and level 49 and 50 spawn 2 and 3 mini-Giant Balls respectively.
THIS IS TEMPORARY, I am CONSIDERING REDUCING THE NUMBER OF LEVELS TO 45 IN THE FUTURE INSTEAD !
- End triggers have been reworked and should no longer bug or de-sync or have display issues.
- all Balls, the Tamed Flying Balls and the Captured Balls now have a proper 3D Model with a new Texture and a "rolling" as walk animation - The animation does not apply to Flying Balls and the Tamed Flying Balls for obvious reasons. Would be funny if they rolled and if I added the wings in the model itself
- Removed an unexpected unbuildable tile on the bottom left of the square containing Player 1's 4th WayPoint. And in a corner of the main build area of player 3
- Bash, Critical Hits and Brutal Attacks now work on boss levels. Brutal Attacks have been slightly reduced in efficiency. Critical Hits now requires level 6 to research its first level.
- Fire Ball, Laredo Tornado, Nova of Frost and Thor's Hammer have been enhanced in damage (except Laredo Tornado of course) and stun or effect duration. Their ranges have been adapted to the range of the corresponding Hero Builder.
- Balls Hunters and better Balls Hunters no longer have Permanent Immolation or Resistant Skin, they were useless. They instead had been granted with Brutal Attacks, making them much more efficient
- Ultimate Defense/Cannon/Magic Towers, Ember Forge, Endgame Support Towers, Advanced Multishot Tower, Ultimate Anti-Air Tower and Tamed Flying Ball, as well as Pixies from the Nest Of Pixies now all have Brutal Attacks.
This will solve the endless time needed to kill balls on some levels, and impossible levels like level 40, especially with the addition of the following change.
- All utility towers have an extra intermediate upgrade, this makes their last upgrade more expensive, but more powerful.
the tower series concerned are : Poison, Freezing, Fire, Golem, Slowing, Anti-Air.
The models have been changed or switched to become more pleasant visually. I also created a custom model for Burning Fire Tower (based on the old 2D Ball model, but with a "sun" texture and the rotating rings from some @Mythic model (Starfall Empire))
- Dazing abilities have been tuned to make stun-locks less easy.
- Shocks, the stunning ability of the Damage Tower - Frostmourne that now works vs Giant Balls has been made a bit less over-effective
- All autocasting has been fixed. Go Back Home now applies an overhead "Go Back Home !" animated SFX on targeted flying balls. Flash Forward now applies a buff lasting 30s that prevents using the ability again immediately, thus also prevents chaining Flash Forward on Balls.
- Web is not set to autocast anymore right after the poison towers upgrades. A notice in red color has been added to warn players about the danger of Flying Balls attacking when the poison tower is inside the player's maze.
- Divinity has been tuned: Cost and Damage have been increased. But the Range is now 2500 instead of 3000. Elune's Disgrace Range has also been set to 2500, the damage interval to 2 seconds and the damage increased accordingly.
- Wealth Tower's price is now 2000€, but it has missile homing enabled, and rewards 5€ on each attack,
- Loading screen now only has one Tamed Flying Ball displayed with the new proper look, to make it look less "messy"
- All towers have had their Range fine-tuned, and a new home made "Range Indicator" has been implemented and displays around the main or last selected tower, looking like a rotating discontinuous circle with the player color, with a radius that matches the tower's acquisition range.
- As usual, many small bugs / tooltips have been fixed, and more optimizations have been made.
- Last minute change : I had to temporary give the new Burning Fire Tower model to the Fire Tower as the Lava Spawn model has event sounds that are quite invasive and painful. As I am not willing to edit it just to remove these sound events (the model would be much too big anyways), I will leave it that way until I find a better model.
- Added a basic Custom loading screen and Custom UI from CrazyRussian
- converted scripts from Jass2 to basic vJass to take over control of globals, trigger and map initialization. using structs and further optimization is only a long term project.
- for performance reasons, all trigger actions have been moved to trigger conditions (returning false), all TriggerSleepAction calls have been replaced with timers
- for the same reasons, all For Group calls have been removed, the action are now in the Filter functions, except for the Global group of Ember Towers (victory animation loop).
- players will have their battlenet tag #nnnn automatically removed for game and multiboard clarity
- removed the Zoom Out fixed cinematic camera that prevented players to use mouse wheel and replaced it with a Vertical Slider control next to the portrait.
- improved terrain to prevent crashes when building on the map limits with the Build Blocking Towers Wall ability
- seriously improved Balls pathing to prevent hazardous behavior that happened too frequently.
- updated some custom abilities and their names to be more appropriate to the map context.
- optimized some models, changed some others, added a few home made ones for improved overall visuals.
- updated all old custom icons to fresh new ones with 128x128 resolution that perfectly cohabit visually with reforged icons. Some icons have brand new graphics too.
- fixed a huge amount of small bugs : multiboard, the tower height near cliffs, minor tooltip typos, auto-blink caster effect that was not showing, some towers walk speed when in Movement Mode, many wrong projectile launch setups... and too many more for an exhaustive list here.
- Towers now also auto-blink (using the ability icon is no longer compulsory).
- Magic Leash spell on Anti-Air towers don't autocast anymore.
- Golem towers have lost their Shock - stun AOE spell as it was a factor of imbalance, they now have a fine-tuned ability called "Dazing Attacks", quite similar to the Human Bash
- Fixed a few spells bugs, including Go Back Home and FlashForward autocast ranges.
- Removed Splash damage from most towers except cannon towers, added Splash damage to Hero Builders, with scaling number of targets.
- Increased Balls damage to help them destroy towers blocking path completely. Killed Towers are 100% refunded and Balls stop attacking when the blockage is gone.
- Changed number of Gargoylings and Butterflies summoned to 3 and 4, changed their damage accordingly.
- Added last upgrade for the Strange Towers, it is a Nest Of Pixies that summons a Squad of 5 Pixies with high damage.
- Added a Multishot Tower and its first upgrade, Advanced Multishot Tower, both can hit 3 and 5 targets at once, and use a home made custom laser projectile model.
- There is now a countdown timer of 20 seconds before the game automatically chooses difficulty settings in case the Host Player would hang or just take too much time.
- changed Ball spawn and leak Ball sfx, fine-tuned other sfxs
- created a new SFX system to display special effects and destroy them properly with an expiration timer. It allows me to chose the position, the size, the color, the facing angle and the duration of the special effect.
- created appropriate functions with timers to handle global and localized sound effects properly.
- fixed issues with the Victory and Defeat cameras, their potential desyncs, and also the display problems with the Defeat Dialog
- fixed give euros player control, fixed automatic Host change in case Host player is defeated
- Removed all pre-placed units that were supposed to preload models and abilities as PRELOADING doesn't seem to work at all with this method.
- Overall heavy code cleaning and performance optimization
- Fine tuned early and later levels difficulties
- Added "(SPELL IMMUNE)" to the "Giant every 8 levels" reminder displayed on the scrolling text panels.
- ramps are now unbuildable..
- mini-Giant Balls now have their proper name.
- Last level with normal Balls will be 47. As you know lev 48 is the last Giant Ball. From now on lev 49 and lev 50 will respectively spawn 3 and 5 mini-Giant Balls
- note : weather controls are still ingame, but i have yet to identify the hidden setting that prevents them from working as intended.
- converted scripts from Jass2 to basic vJass to take over control of globals, trigger and map initialization. using structs and further optimization is only a long term project.
- for performance reasons, all trigger actions have been moved to trigger conditions (returning false), all TriggerSleepAction calls have been replaced with timers
- for the same reasons, all For Group calls have been removed, the action are now in the Filter functions, except for the Global group of Ember Towers (victory animation loop).
- players will have their battlenet tag #nnnn automatically removed for game and multiboard clarity
- removed the Zoom Out fixed cinematic camera that prevented players to use mouse wheel and replaced it with a Vertical Slider control next to the portrait.
- improved terrain to prevent crashes when building on the map limits with the Build Blocking Towers Wall ability
- seriously improved Balls pathing to prevent hazardous behavior that happened too frequently.
- updated some custom abilities and their names to be more appropriate to the map context.
- optimized some models, changed some others, added a few home made ones for improved overall visuals.
- updated all old custom icons to fresh new ones with 128x128 resolution that perfectly cohabit visually with reforged icons. Some icons have brand new graphics too.
- fixed a huge amount of small bugs : multiboard, the tower height near cliffs, minor tooltip typos, auto-blink caster effect that was not showing, some towers walk speed when in Movement Mode, many wrong projectile launch setups... and too many more for an exhaustive list here.
- Towers now also auto-blink (using the ability icon is no longer compulsory).
- Magic Leash spell on Anti-Air towers don't autocast anymore.
- Golem towers have lost their Shock - stun AOE spell as it was a factor of imbalance, they now have a fine-tuned ability called "Dazing Attacks", quite similar to the Human Bash
- Fixed a few spells bugs, including Go Back Home and FlashForward autocast ranges.
- Removed Splash damage from most towers except cannon towers, added Splash damage to Hero Builders, with scaling number of targets.
- Increased Balls damage to help them destroy towers blocking path completely. Killed Towers are 100% refunded and Balls stop attacking when the blockage is gone.
- Changed number of Gargoylings and Butterflies summoned to 3 and 4, changed their damage accordingly.
- Added last upgrade for the Strange Towers, it is a Nest Of Pixies that summons a Squad of 5 Pixies with high damage.
- Added a Multishot Tower and its first upgrade, Advanced Multishot Tower, both can hit 3 and 5 targets at once, and use a home made custom laser projectile model.
- There is now a countdown timer of 20 seconds before the game automatically chooses difficulty settings in case the Host Player would hang or just take too much time.
- changed Ball spawn and leak Ball sfx, fine-tuned other sfxs
- created a new SFX system to display special effects and destroy them properly with an expiration timer. It allows me to chose the position, the size, the color, the facing angle and the duration of the special effect.
- created appropriate functions with timers to handle global and localized sound effects properly.
- fixed issues with the Victory and Defeat cameras, their potential desyncs, and also the display problems with the Defeat Dialog
- fixed give euros player control, fixed automatic Host change in case Host player is defeated
- Removed all pre-placed units that were supposed to preload models and abilities as PRELOADING doesn't seem to work at all with this method.
- Overall heavy code cleaning and performance optimization
- Fine tuned early and later levels difficulties
- Added "(SPELL IMMUNE)" to the "Giant every 8 levels" reminder displayed on the scrolling text panels.
- ramps are now unbuildable..
- mini-Giant Balls now have their proper name.
- Last level with normal Balls will be 47. As you know lev 48 is the last Giant Ball. From now on lev 49 and lev 50 will respectively spawn 3 and 5 mini-Giant Balls
- note : weather controls are still ingame, but i have yet to identify the hidden setting that prevents them from working as intended.
I have made this map on my own.
There are a few exceptions though :
- I use the amazing Ember Forge model made by @Mythic and @~Nightmare :
Ember Forge & Ember Knight
- I also used some models from the beautiful Starfall Empire by @Mythic and @Spellbound :
Starfall Empire
As they allowed model editing, I have borrowed parts of : the stormbell onion model for the chest of my Damage Tower : StormBell model, the arms from the Shaper model for my Captured Ball model, the StormBell model for my Multi-shot Towers model, and the rotating rings from the Auricaster for the base of my Damage Tower : StormBell model and the base of my Burning Fire Tower model. I use a slightly more compressed version of the AtlanteanBTex.blp texture from the model pack.
I might use some more content from this resource in the future. I am really fond of the quality of these models.
- The unique "Vertical Slider" to control the camera distance (Zoom Out) is actually only using the knowledge about custom UI elements shared by @Tasyen. Without his help, it simply would not be there.
Besides resources used, I have used many tools, some commercial like Adobe Photoshop or Open-Source like The GIMP and Audacity. But I need to thank the authors of the wonderful tools I have found here on The Hive :
@Retera for his incredible Model Studio :
Retera Model Studio Reforged Hack
I simply would have not been able to make all my models with the other tools available as I a novice at model editing. Making model editing accessible - while being compatible with Reforged models lead me to improve my knowledge and even start some MDL editing.
A special thanks to @Shadow Daemon for his BLP Lab :
BLP Lab v0.5.0
It hasn't been updated for ages, but I still use it on a daily basis for my BLP Textures and Icons, as DDS format fails to be capable of sufficient compression for my needs.
Finally, thanks to all those who replied to my endless questions about Jass, vJass, Wurst or Lua, thank you, The Hive community !
About the current version :
NOTE : In spite of the fullHD loading screen and the new models and icons, the map is still only about 3Mb !!!
This version brings a few new features and id a first try to re-balance the game.
In the future, the number of Balls per level might raise back to 10 and the number of levels could be reduced to 45.
I am very satisfied with the current quality of the map.
There are still some things I want to improve and change before releasing the public version in the Map & Resources section of The Hive :
- Change the scripting language from Jass yo LUA (in the long term though)
- Find a better model for the *Fire Tower
- Fine-tune the whole series of Defense / Cannon / Magic towers now their last upgrade has been made more attractive thanks to Brutal Attacks
- Find ways to help beginners who never played the map, without boring the experienced players
- Adding Game Modes or a Side Game with the same thematic to bring even more fun.
- Giving defeated players the option to STAY as OBSERVERs
- A home made complete custom UI (I will need to gain enough knowledge before that)
- More camera controls with sliders (rotation ?)
- Make PRELOADING and Weather Effects work !
Thats it guys, I know the few who will try the map will be pleased to see that this is the only map of its kind, and that they will have a lot of fun with it
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