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Attack on the Villager

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
「Attack on the Villager」

By asermaser

Gameplay
[tr]
Attack on the Villager is a TD-based game.
Your and your friends [if you are playing online.] is that you gonna try keep the Villager safe until the last round of the game. And in meanwhile you are also gonna build to take out the Throk's army before they can escape. Think you can manage to build in 2 different places and actualy make the Villager to survive and get a wife? Hope so!
This game can be completed by 1-3 players, so it means that you can do it solo if you want to.
There are a little Gold Hunter that is harvesting gold by killing Gold for you. For each Gold the Hunter kills you recive 10 gold for killing it. The Hunter is controll-able but it aint so much to controll when he attacks automaticly.

Now i write about how many Tower & waves it is.

Throk units [Brown] got an amount of; 40 Waves.
Attacker units [Red] got an amount of; 60 Waves.
There are; 3 Aura Towers, each aura tower can be upgraded to 2.
There are; 43 Towers.
1 Villager.
3 Gold.
1 Gold Slayer.
4 Bosses.
1 Builder.

Also looks like its a huge game to play on Bnet! In the past 2 days with some small updates it have been played about 60-70 times, and got critics around 4.5/5. So its quiet good does the players says.

Use different Towers to complete different waves you got a command that you can see when Air and Boss waves it by writing: -waves in-game.

Total Gameplay time: 20 minuts and 40 seconds. 20.40

Screenshots
[tr]
227524-albums6507-picture81835.jpg


Credits
[tr]
To all the Models i have used.
The Credits will be added very soon!
Just need some time to find every one.

Changelog
[tr]
Update 1

Added 2 extra Tormented tower & 1 extra Air Tower.
Added 7 more levels for throkk army ft, with a last boss.
Added 10 more levels for Attacker on the Villager.

Update 2

Added 1 Single Attack Tower.
Maked Wave 34 for Throkk army to run quite fast. [Only for that wave.]
Reduced the Bosses for Throkk, so their movement is slower.
Reworked the Selling ability, so the Towers dont die, they now being removed, and added a new remove buff on it to.
Removed when a unit enters the last (END) Region. So they dont die anymore, only being removed.
Reduced units being spawnd from 36-39 Their were 3 units in each spawn, now are they only 2.
Also at the end spawn i removed the Red falling thing that came from the air. Its have been replaced with a Gravestone.
Added 2 Double as many units in; 4 & 12.
Added 1 more Slow & Speed Aura Upgrades, There will comme soon for the Weakening to.
Bounty has been added to Brown [Throkk army.] So every waves is it bounty for higher level you get, then higher cash do you get. There is also bounty for the Bosses.
I have also Removed the Gold Harvester for each team, and reworked the Players leaves the game.
Map Description Generator 「Dutyofrs 」

Keywords:
TD, Tower, Defence, Tower Defence, Help, DUTY OF RS, asermaser, Villager, Survive, Ultimate, Combat
Contents

Attack on the Villager (Map)

Reviews
22:14, 12th Mar 2014 Hell_Master: See eubz's suggestions: And as for my own, it's just your everyday TD map and I would suggest doing hat eubz said to you as suggestions and also consider making this much better in cases of displaying wave texts...

Moderator

M

Moderator

22:14, 12th Mar 2014
Hell_Master: See eubz's suggestions:

eubz;2497605 said:
review
The Review
1. I have played your map and saw its triggers. You have many location leaks specially in the wave and spawn triggers.
2. The terrain can still be polished.
3. During the gameplay, a sound catches my attention, it say's that our ally is under attack or something like that. And to my surprise, someone is harvesting golds. Instead of doing this just set bounty on to player 12 brown and remove that annoying harvester.
4. During the selling of the tower, the death animation of the tower is very much obvious. If you kill the tower, get its position, put it in the variable, create SFX, do some more stuff then remove dying unit from the game so the death animation is not obvious.
5. As the creeps enter the last region where they are suppose to diminish the life you set, the death animation of these creeps are also obvious. The same solution can be done. After you kill the unit via trigger remove it in the game after some stuff you set.
6. If possible, don't use waits.

Some more
1. You can still improve your description.

needs fix: 1.23/5

And as for my own, it's just your everyday TD map and I would suggest doing hat eubz said to you as suggestions and also consider making this much better in cases of displaying wave texts, descriptions and texts. Make them much more neat, organized and etc.

You might want to add some unique stuffs in here as well like featuring other gameplay types into this such that of a mix gameplay. For now, needs fix or Awaiting Update.
 
Level 25
Joined
May 11, 2007
Messages
4,650
There are several leaks in the map. You should fix those.
In the leaver trigger, why do you have a wait here:
Code:
 in the Unit Group - Pick every unit in TempGroup and do (Actions)
    Loop - Actions
        Wait 1.00 seconds
        Unit - Remove (Picked unit) from the game
?
If two people left very close to each other, the 2nd player would override the tempggroup with his units, keeping some of the 1th players units to still be in the game.
 
review
The Review
1. I have played your map and saw its triggers. You have many location leaks specially in the wave and spawn triggers.
2. The terrain can still be polished.
3. During the gameplay, a sound catches my attention, it say's that our ally is under attack or something like that. And to my surprise, someone is harvesting golds. Instead of doing this just set bounty on to player 12 brown and remove that annoying harvester.
4. During the selling of the tower, the death animation of the tower is very much obvious. If you kill the tower, get its position, put it in the variable, create SFX, do some more stuff then remove dying unit from the game so the death animation is not obvious.
5. As the creeps enter the last region where they are suppose to diminish the life you set, the death animation of these creeps are also obvious. The same solution can be done. After you kill the unit via trigger remove it in the game after some stuff you set.
6. If possible, don't use waits.

Some more
1. You can still improve your description.

needs fix: 1.23/5
 
There are several leaks in the map. You should fix those.
In the leaver trigger, why do you have a wait here:
Code:
 in the Unit Group - Pick every unit in TempGroup and do (Actions)
    Loop - Actions
        Wait 1.00 seconds
        Unit - Remove (Picked unit) from the game
?
If two people left very close to each other, the 2nd player would override the tempggroup with his units, keeping some of the 1th players units to still be in the game.


Code:
 in the Unit Group - Pick every unit in TempGroup and do (Actions)
    Loop - Actions
Unit - Add a 1.00 second Generic expiration timer to (Picked unit)
That would fix your problem.
 
Level 12
Joined
Mar 30, 2013
Messages
664
2. How do i polish it?
3. We'll if its annoying you i cant do anything about it. And im not gonna set on bounty for 12 nor remove the harvester.
5. It is ment that sort of the falling down magic thing at the end that if units get into it he dies? What do you suggest? that he will be removed from the game and not dying or something? Everyone will think *What a f*ack, where did he go?*
6. i need to use waits. stupid question.

Will improve the description later.

And try it on bnet if you havent ok?
Its more a bnet game than a solo...
 
2. How do i polish it?
3. We'll if its annoying you i cant do anything about it. And im not gonna set on bounty for 12 nor remove the harvester.
5. It is ment that sort of the falling down magic thing at the end that if units get into it he dies? What do you suggest? that he will be removed from the game and not dying or something? Everyone will think *What a f*ack, where did he go?*
6. i need to use waits. stupid question.

Will improve the description later.

And try it on bnet if you havent ok?
Its more a bnet game than a solo...
-Using waits causes problem and one of the problem of using it has already been presented by the first post.
-As for the harvester, a new player will be thinking that one of this ally has been attacked and he will look for it and what he will see is only the gold harvester with the weird occurrences of spawning golds just in front of the harvester.
-As for the selling of the tower, the sfx will become the effect why the tower is gone.
-As for the creeps disappearance, you can also add some effects so that anyone who sees would think something beyond the special effect you have added.
NOTE: Please, do some changes with this map.
 
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