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Bean's TD

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Level 17
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Mr_Bean987 presents

a.aaa-Mr-Bean-is-awsome..jpg


2677451.png


Introduction

This project is largely inspired by Peacehagen's tower defense called "Crysal Defense". He never finished it and said "copy whatever you want, I will prob not finish it anyway", giving me permission to use concepts from it in my project. Full credits to to Peacehagen for his ideas used in Crystal Defense, which I will discuss below.

My project, Bean's TD, is still heavily in development. I thought I would post in Project Development so that I can get opionions on various concepts, as well as ideas on things such as races, towers and bosses.

Map Layout

This is an overhead shot of the entire map so far:


overviewd.jpg


screenpq.jpg

Mechanics and Systems

Each player plays individually, competing to see who can survive the longest. Players are placed from left to right, starting at the top. This means Player 1 will be in the top left and Player 6 will be in the bottom right.

Creeps spawn randomly from one of 3 portals (glowing green portals in the above image) and will take a random path to the teleporter. Whenever a creep reaches a crossroads in the pathway, it decides which path to take further. It will not backtrack (go back the way it came) nor will it move back towards the portals. There is a complex system behind this, ensuring each creep takes a different path, creating a different game each time.

Creeps' life also increase by a percentage each level, ensuring increasing difficulty. Their life will be scaled up by different percentages, depending on the difficulty level chosen.

Your builder is a hero, but it cannot attack. It has 3 different abilities that it can learn, namely Increase Income, Increase Magic and Increase Technology. Learning an ability increases your stats in that area, making your builder more powerful. Increasing Income gives you more gold after each round. Increasing Magic unlocks spells for your builder and increasing Technology unlocks new towers and upgrades.

Available Races

I am still thinking of new races to include. These races are nowhere near complete and are just ideas I have. Races I have so far:

- Human
- Night Elf
- Orc
- Undead
- Commoners

Each race will specialise in something different. For example, Human towers deal average damage and have average cooldown and range. Night Elf has higher damage, but longer cooldowns. Undead focus more on spells, slowing the creeps and dealing-damage-over-time. The specialisations are not definite yet, and I still need ideas for each race.

Current Towers

No.Level 1Level 2Level 3
1Archer
Damage: 10 - 15
Range: 650
Cooldown: 1.5
Special: None
Ranger
Damage: 20 - 30
Range: 650
Cooldown: 1.3
Special: None
Marksman
Damage: 30 - 50
Range: 650
Cooldown: 1.1
Special: None
2Glaive Thrower
Damage: 30 - 30
Range: 400
Cooldown: 3
Special: None
Glaive Launcher
Damage: 50 - 50
Range: 400
Cooldown: 2.8
Special: None
Glaive Master
Damage: 75 - 75
Range: 400
Cooldown: 2.6
Special: None

The Development Team


Creator
Mr_Bean987
Idea Generators
BloodElf300

People Needed

If you are interesting in helping with the project, please let me know! You can either send me a private message or reply to this topic. I am looking for:

- Terrainers
- Idea generators:

  • Races and towers
  • Creeps and bosses
  • Builder abilities
- Testers (when it's finally ready)

Credits

- A huge thanks to Peacehagen for allowing me to use some of his concepts :thumbs_up:
- CoolText.com for the heading.
 
Last edited:
Level 11
Joined
Aug 11, 2009
Messages
594
I have a suggestion for you if you are going to use unit models for the towers :) maybe you are already thinking of this but I'll write it down anyway ^^

Make the towers like in Legion TD - this means that you can only build towers between the creep waves, and the towers are only dummys which shows damage and abilities. Once a creep wave begins, you pick all towers owned by the player and hides them and removes collision (maybe even change them to neutral passive so they dont attack). Then based on the tower hidden you create a unit at its place and order it to hold position so it does not move. To make sure players dont make the unit move change the owner of all units to a computer player slot.
Ofcourse you would need a custom gold system, but that is easy since you have given each player their own area to build in. Just make creep that dies in a specific area give X gold to the player that builds in that area.

Doing like this will improve the visual part alot, since towers dont follow the creeps when attacking, they will just face 270 degrees all the time, which looks pretty bad when not attacking a creep in that facing.

Ofcourse this will make the ability part harder for you. Unless you know a way to make players be able to use abilities for the units without being able to move them (which is possible, thinking of the King in Legion TD).

Just a thought I had for you :) do what you want with it :p
 
Level 14
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Oct 6, 2008
Messages
759
I hope you like reading


Race:

Depth dwellers

Towers:

Common:


Splasher turret - a short range tower with basic damage and a 5% chance to shock the target for 0.5 seconds.
Upgrades : Improve damage and shock %.
Model used : Water elemental or a mage mur'gul.


Jellyfish turet - a modeate range tower with magic damage. Each 5 attacks the next target hit (the 6th attack) will get burned by its poison for <amount> damage.
Upgrades : Improves attack speed, damage and burn damage.
Model used: Jellyfish located in the hive models.


Air Cobra - a moderate range tower capable of dealing massive damage against air targets. Active ability (auto-casted) : Each 4th air unit killed by the Air Cobra will award 50% more gold but disable the turret for 1 second.
Upgrades: Improves attack speed, damage and gold bonus by 5%.
Model used: Coatl


Sky Terror (upgrades from Air Cobra) - a low range, low speed tower capable of dealing critical strikes to air units and ensnaring targets that get critically hit for 2 seconds. Crit percentage 20%
Upgrades: Improves attack speed, range and crit %. Does not increase damage.
Model used : Larger Coatl


Medium:


Depths Lord - a mage tower dealing 1 damage with high attack speed and being able to use 4 spells:
1. Tidal Wave - 200 range AOE shockwave dealing X damage. 5% chance of activating uphon attacking. 3 sec cd.
2. Water infusion - 200 range AOE buff giving 10% increased attack speed to nearby towers for 10 sec. 5% chance of activating uphon attacking. 15 sec cd.
3. Chilling blizzard - 100 AOE blizzard dealing damage and slowing movement speed of units hit by 25%. 5% chance of activating uphon attacking. 10 sec cd.
4. Frost Bolt - Deals X damage to the target slowing its movement speed by 40% for 2 seconds. 15% chance of activating uphon attacking. 1 sec cd.
Upgrades: improves % chance of procs.
Model used: Depth Lord


Sea Witch - A swift tower capable of dealing increased damage the more times she hits the same target. Very usefull against bosses.
Upgrades : increase range and attack speed.
Model used: Naga sea witch


Electric Turtle - A slow and steady the Electric turtle deals siege splash damage and it's very effective against lightly armored units. Has a 5% chance on attack to enter frenzy mode giving 400% attack speed for 2 seconds.
Upgrades: Increase damage and splash area.
Model used: Turtle with electric balls for projetiles


Water Behemonth (upgrades from Electric Turtle) - A huge turtle being able to eat enemies alive. Has a 30% chance to devour an enemy unit digesting it for 3 seconds. For that duration attack speed is increased by 300%. Devour cooldown : 20 seconds. (Autocasted) Cannot be used on bosses.
Upgrades - Increase the damage, devour duration and % bonus attack speed.
Model : Red Turtle


Advanced:


King Snake - A naga royal myrmidon. Deals splash damage and is very effective Has the abbility to enrage nearby turrets giving them 20% bonus attack damage for 10 secs. 15% chance to activate uphon dealing damage. 20 sec cd.
King Snake's damage source changes depending on the level in progress. For light units he will deal siege damage, for heavy units he will deal magic damage, for air units he will deal bonus damage to air.
Upgrades : Increases damage, attack speed, attack range, roar duration by 0.5 sec.


Lord Aquatos - A water elemental that deals low damage but can be upgraded with various auras. Each lord can only support 2 auras at a time.
- Attack speed (friendly)
- Negative armor reduction (enemy)
- Negative movement speed (enemy)
- Health degeneration over time (enemy)
Upgrades : aura range increase


God of water - A mystical creature dealing epic chaos damage with low attack speed and large AOE range. Every 60 attacks the God of Water will create a copy of himself. The copy deals 50% damage and is controllable and being able to move across the map. The copy lasts 60 seconds and uphon death will explode for X damage.
Upgrades : Increase damage
Upgrades 2: Gives the copies the abbility to detonate manually dealing more damage the more duration it has remaining of its life.
 
Level 17
Joined
Feb 11, 2011
Messages
1,860
@Peacehagen: Thanks for the idea. I don't think I will make all the towers like that, mainly because of the lane structure. Perhaps you can buy soldiers that work like the towers in Legion TD? Like you place them between each round and when the round starts they turn in to soldiers that you can control. What do you think? :p

@Lordkoon: Wow, those are awesome ideas! Thanks man, much appreciated!
 
Level 14
Joined
Oct 6, 2008
Messages
759
Thanks!

@Lordkoon:


Does this mean it has a 5% chance per attack to stun the target for 0.5 seconds?

Yes. And I forgot to mention it shoud be boss-immune or reduced % chance. Or base it from purge spell.

Towers gain experience :
Most towers can gain experience when landing a killing blow to an enemy. More experienced towers gain more bonuses to damage and speed/splash/bounce/stuns. You can make this with integers I think. Or make all towers of each type have a experience bar made in a multiboard. Every time one of them levels up - all towers of that type level up. That would make a variety of choices on which tower to mass produce.
 
Level 11
Joined
Aug 11, 2009
Messages
594
What i meant was not to make them move like in legion td but only be able to face the creeps they are attacking. So they Will still act as towers, but as units holding position they Will always look at the creep they are attacking (which structures cant).

So it was purely à visual idea which does not affect your gameplay at all :)
 



Level 1

Name: Night Stalker
Model: Spirit of Vegeance
Damage: 15-20
Range: 500
Cooldown: 1.7
Abilities: None
Level 2

Name: Shadow Walker
Model: Night Elf Assassin
Damage: 27-37
Range: 550
Cooldown: 1.5
Abilities: None
Level 3

Name: Shadow Master
Model: Avatar of Vegeance
Damage: 40-55
Range: 600
Cooldown: 1.5
Abilities: None



Level 1

Name: Nature Spirit
Model: Wisp
Damage: 10-15
Range: 700
Cooldown: 1.4
Abilities: None
Level 2

Name: Nature Ghost
Model: http://www.hiveworkshop.com/forums/models-530/poltergeist-64369/?prev=search%3Dghost%26d%3Dlist%26r%3D20%26t%3D1
Damage: 25-30
Range: 750
Cooldown: 1.2
Abilities: None
Level 3

Name: Nature Keeper
Model: Ghost Keeper of the Grove
Damage: 35-45
Range: 800
Cooldown: 1.00
Abilities: None



Level 1

Name: Sentinel
Model: Sentry
Damage: 12-18
Range: 400
Cooldown: 1.6
Abilities: None
Level 2

Name: Elite Sentinel
Model: http://www.hiveworkshop.com/forums/...ntress-147718/?prev=search=sentry&d=list&r=20
Damage: 23-35
Range: 500
Cooldown: 1.5
Abilities: Critical Strike
Level 3

Name: Warden
Model: Warden
Damage: 45-65
Range: 600
Cooldown: 1.4
Abilities: Critical Strike, Envenomed Weapons



Level 1

Name: Herbalist
Model: Druid of the Talon
Damage: 20-24
Range: 600
Cooldown: 1.5
Abilities: None
Level 2

Name: Druid
Model: Furion
Damage: 27-34
Range: 600
Cooldown: 1.4
Abilities: Entagling Roots
Level 3

Name: Archdruid
Model: Malfurion (no stag)
Damage: 38-48
Range: 650
Cooldown: 1.3
Abilities: Entagling Roots, Force of Nature



Level 1

Name: Lesser Golem
Model: Stone Golem
Damage: 25-40
Range: 450
Cooldown: 1.8
Abilities: None
Level 2

Name: Elder Golem
Model: Mountain Giant
Damage: 55-75
Range: 500
Cooldown: 1.7
Abilities: War Stomp
Level 3

Name: Ancient Golem
Model: Ancient of Wonders
Damage: 80-95
Range: 550
Cooldown: 1.5
Abilities: War Stomp, Hurl Boulder



Level 1

Name: Ent Sorcerer
Model: Ancient of Wind
Damage: 20-30
Range: 600
Cooldown: 1.6
Abilities: None
Level 2

Name: Ent Druid
Model: Ancient of Lore
Damage: 35-50
Range: 650
Cooldown: 1.5
Abilities:
Root Field - Grows entagling roots in a target area for x sec.
Level 3

Name: Ent Sage
Model: Tree of Life
Damage: 55-80
Range: 700
Cooldown: 1.4
Abilities:
Root Field - Grows entagling roots in a target area for x sec.
Summon Ents - Summons x ents in a target area



Level 1

Name: Ent
Model: Treant
Damage: 20-30
Range: 500
Cooldown: 1.5
Abilities: None
Level 2

Name: Ent Protector
Model: Ancient Protector
Damage: 45-65
Range: 500
Cooldown: 1.5
Abilities: None
Level 3

Name: Ent Champion
Model: Ancient of Wonders
Damage: 70-90
Range: 500
Cooldown: 1.5
Abilities: None









Name: Dark Troll
Model: Dark Troll
Speed: 300
HP: 300
MP: 0
Defense: 1
Abilities: None

Name: Dark Troll Necromancer
Model: Dark Troll Priest
Speed: 350
HP: 475
MP: 200
Defense: 2
Abilities: Shadow Aura - Increases neabry friendly units' defense by x.

Name: Dark Troll Gladiator
Model: Dark Troll Trapper
Speed: 400
HP: 600
MP: 0
Defense: 4
Abilities: None



Name: Bearman
Model: Furbolg
Speed: 280
HP: 500
MP: 0
Defense: 2
Abilities: None

Name: Bearman Herbalist
Model: Furbolg Shaman
Speed: 350
HP: 670
MP: 350
Defense: 4
Abilities: Speed Aura - Increases neabry frendly units' speed by x%.

Name: Bearman Trapper
Model: Furbolg Tracker
Speed: 400
HP: 750
MP: 0
Defense: 5
Abilities: None

Name: Bearman Bloodshaman
Model: Furbolg Ursa Warrior
Speed: 480
HP: 900
MP: 500
Defense: 7
Abilities: Bloodlust Aura - Increases neabry friendly units defense by x, life by x and speed by x%.




Name: Spider
Model: Spider
Speed: 400
HP: 200
MP: 0
Defense: 0
Abilities: None

Name: Poisonous Spider
Model: Forest Spider
Speed: 450
HP: 350
MP: 0
Defense: 2
Abilities: None

Name: Dark Spider
Model: Black Spider
Speed: 500
HP: 500
MP: 0
Defense: 3
Abilities: None

Name: Elder Spider
Model: Spitting Spider
Speed: 600
HP: 640
MP: 0
Defense: 5
Abilities: None



 
Last edited:



Level 1

Name: Frogman Fighter
Model: Mur'gul Cliffrunner
Damage: 12-15
Range: 500
Cooldown: 1.5
Abilities: None
Level 2

Name: Frogman Nightcrawler
Model: Mur'gul Marauder
Damage: 21-28
Range: 500
Cooldown: 1.4
Abilities: None
Level 3

Name: Frogman Chieftain
Model: Avatar of Vegeance
Damage: 34-44
Range: 550
Cooldown: 1.2
Abilities: Command Aura



Level 1

Name: Frogman Caster
Model: Mur'gul Snarecaster
Damage: 15-24
Range: 600
Cooldown: 1.5
Abilities: None
Level 2

Name: Frogman Bloodshaman
Model: http://www.hiveworkshop.com/forums/...er-blp-189384/?prev=search=murloc&d=list&r=20
Damage: 28-38
Range: 700
Cooldown: 1.3
Abilities: Drain Life
Level 3

Name: Frogman Voodooist
Model: http://www.hiveworkshop.com/forums/...ater-49864/?prev=search=mur%20gul&d=list&r=20
Damage: 42-58
Range: 800
Cooldown: 1.1
Abilities: Drain Life, Voodoo Curse - Curses a target unit, target will lose x hp per sec until dies



Level 1

Name: Mermaid
Model: Naga Siren
Damage: 17-27
Range: 500
Cooldown: 1.7
Abilities: None
Level 2

Name: Mermaid Sorceress
Model: Naga Summoner
Damage: 34-44
Range: 550
Cooldown: 1.5
Abilities: Slow, Sea Bolt
Level 3

Name: Mermaid Enchantress
Model: http://www.hiveworkshop.com/forums/models-530/nagaenchantress-47743/?prev=search=naga&d=list&r=20
Damage: 48-68
Range: 650
Cooldown: 1.3
Abilities: Slow, Sea Bolt, Crushing Wave



Level 1

Name: Seaborn Guardian
Model: Naga Myrmidon
Damage: 25-30
Range: 400
Cooldown: 1.9
Abilities: None
Level 2

Name: Seaborn Gladiator
Model: Naga Royal Guard
Damage: 35-55
Range: 450
Cooldown: 1.7
Abilities: Shockwave
Level 3

Name: Seaborn Champion
Model: http://www.hiveworkshop.com/forums/models-530/naga-royal-guard-195511/?prev=search=naga&d=list&r=20
Damage: 57-77
Range: 500
Cooldown: 1.5
Abilities: Shockwave, Tidal Wave(stronger crushing wave)



Level 1

Name: Sea Ogre
Model: Sea Giant
Damage: 30-38
Range: 400
Cooldown: 1.8
Abilities: None
Level 2

Name: Elder Sea Ogre
Model: Sea Giant Hunter
Damage: 50-70
Range: 450
Cooldown: 1.6
Abilities: None
Level 3

Name: Sea Ogre Smasher
Model: http://www.hiveworkshop.com/forums/models-530/mutant-naga-brute-48872/?prev=search=naga&d=list&r=20
Damage: 75-90
Range: 500
Cooldown: 1.4
Abilities: Smash - Deals x damage and stuns a target enemy



Level 1

Name: Sea Turtle
Model: Sea Turtle Hatching
Damage: 15-20
Range: 500
Cooldown: 1.6
Abilities: None
Level 2

Name: Elder Sea Turtle
Model: Giant Sea Turtle
Damage: 25-35
Range: 600
Cooldown: 1.5
Abilities: None
Level 3

Name: Ancient Sea Turtle
Model: Dragon Turtle
Damage: 45-65
Range: 700
Cooldown: 1.4
Abilities: None



Level 1

Name: Mermaid Marksman
Model: Naga Sea Witch
Damage: 22-32
Range: 500
Cooldown: 1.4
Abilities: None
Level 2

Name: Mermaid Tridentyr
Model: http://www.hiveworkshop.com/forums/models-530/naga-tridentyr-188780/?prev=search=naga&d=list&r=20
Damage: 37-47
Range: 500
Cooldown: 1.4
Abilities: Throw Trident
Level 3

Name: Medusa
Model: http://www.hiveworkshop.com/forums/models-530/naga-medusa-190715/?prev=search=naga&d=list&r=20
Damage: 55-75
Range: 500
Cooldown: 1.4
Abilities: Throw Trident, Finger of Death




 



Level 1

Name: Centaur Spearthrower
Model: Dryad
Damage: 17-22
Range: 600
Cooldown: 1.6
Abilities: None
Level 2

Name: Centaur Ranger
Model: http://www.hiveworkshop.com/forums/models-530/centaur-103826/?prev=search=centaur&d=list&r=20
Damage: 26-31
Range: 650
Cooldown: 1.5
Abilities: Envenomed Weapons
Level 3

Name: Centaur Ranger General
Model: http://www.hiveworkshop.com/forums/models-530/centaurarcher-121926/?prev=search=centaur&d=list&r=20
Damage: 38-50
Range: 700
Cooldown: 1.3
Abilities: Envenomed Weapons, Trueshot Aura



Level 1

Name: Centaur Keeper
Model: Keeper of the Grove
Damage: 20-35
Range: 550
Cooldown: 1.7
Abilities: None
Level 2

Name: Centaur Guardian
Model: http://www.hiveworkshop.com/forums/models-530/guardian-153626/?prev=search=centaur&d=list&r=20
Damage: 40-45
Range: 600
Cooldown: 1.5
Abilities: None
Level 3

Name: Centaur Holy Guardian
Model: http://www.hiveworkshop.com/forums/skins-552/holykeeper-60954/?prev=search=keeper&d=list&r=20
Damage: 55-75
Range: 750
Cooldown: 1.4
Abilities: None



Level 1

Name: Centaur Warrior
Model: Centaur
Damage: 15-25
Range: 400
Cooldown: 1.8
Abilities: None
Level 2

Name: Centaur Brute
Model: Centaur Khan
Damage: 27-34
Range: 450
Cooldown: 1.7
Abilities: None
Level 3

Name: Centaur Chieftain
Model: http://www.hiveworkshop.com/forums/...d-blp-165897/?prev=search=centaur&d=list&r=20
Damage: 48-58
Range: 650
Cooldown: 1.3
Abilities: Slow, Sea Bolt, Crushing Wave



Level 1

Name: Centaur Duke
Model: Magnataur Warrior
Damage: 35-45
Range: 400
Cooldown: 2.00
Abilities: None
Level 2

Name: Centaur Lord
Model: Magnataur Reaver
Damage: 55-65
Range: 450
Cooldown: 1.8
Abilities: None
Level 3

Name: Centaur Khan
Model: Magnataur Destroyer
Damage: 75-95
Range: 500
Cooldown: 1.6
Abilities: None




 
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