1. Are you planning to upload your awesome map to Hive? Please review the rules here.
    Dismiss Notice
  2. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  3. The 15th Mini-Mapping Contest came to an end. The Secrets of Warcraft 3 are soon to be revealed! Come and vote in the public poll for your favorite maps.
    Dismiss Notice
  4. The 12th incarnation of the Music Contest is LIVE! The theme is Synthwave. Knight Rider needs a song to listen to on his journey. You should definitely have some fun with this theme!
    Dismiss Notice
  5. Join other hivers in a friendly concept-art contest. The contestants have to create a genie coming out of its container. We wish you the best of luck!
    Dismiss Notice
  6. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Beat Down TD v0.62.9

Submitted by Lazerus
This bundle is marked as approved. It works and satisfies the submission rules.
Beat Down TD

by Lazerus
A Battle type TD. Be the last one standing in a race to win. Build close to the spawn to send more or build at your Crystal Shard as defense. The more you kill, the more you send.


There is a Crystal Shard that you will be protecting from your spawn and the units being sent to you from your opponents. You start by killing one grey unit. That unit-type is then sent to all the players on the map but you. After killing 4 grey units you move to the next round sending that round to the other players and getting +1 income. The person in first place having the most grey units killed, receives a Beat Down Hammer. The wielder of the Beat Down Hammer sends two more units then everyone else. The wielder also has an aura that gives his spawn +15% speed increase making it harder for the wielder to kill but easier to clear levels.


Tower List: (adapted from Lazerus TD)
Normal tower - Normal damage 700 range 8 upgrades.
Spear Tower - Pierce Damage 700 range 8 upgrades.
Arcane - Magic Damage 800 range 8 upgrades.
Cannon - Seige Damage with Splash, 800 range 6 upgrades.
Ice Cube - Frost Slow Normal Damage Splash, slow speed and low damage. 4 upgrades.
Poison - Slow Killing Poison with pierce damage. 700 range 5 upgrades.
Fire Blaster - Magic Splash. High damage 300 range 5 upgrades.
Trent - Faster Siege Small Splash. 800 range 5 upgrades.
Rapid Fire - Normal damage. Really fast attack 700 range 4 upgrades.
Multi-Shot - Pierce damage up to 8 targets. 700 range 4 upgrades.
Skull Cannon - Siege Full Damage Splash to 300 area. 800 Range 4 upgrades.
Chaos - 100% to all armor types with Huge damage and 800 range.

Screen Shots:
You can see a grey unit here caring a Red Flag
[​IMG]
Custom Armor Values Tip
[​IMG]
Having the Hammer
[​IMG]




Change Log:

---2/1/11 - Beat Down TD v0.52.2
Fixed the block glitch.
Balanced some towers, nerfed Normal... Again. Buffed Cannon a little.
Decreased bounty because the income is plenty.
Fixed a glitch that takes the hammer away from players 5-8.
Added all the tips to the F9.
Some towers attacking eachother, fixed.
Fixed some -commands that were not working for 3, 5, 8.
Checked all the new tool-tips for armor.
---2/2/11 - Beat Down TD v0.53.6
Added an info icon for when you get the Hammer.
Added 8 Leader Boards that show current round, next 2 rounds armor type, amount, HP, and Damage for each player slot.
Did some terrain work.
Wrote a Debug sys to check if you have any grey units spawning, and if you don't it sends you one, of that round.
A lot more unit balancing.
Changed towers to be invulnerable.
---2/3/11 - Beat Down TD v0.54.1
Added a new tower called Colossal. It is an up from the Chaos Tower. 5000g gives you 1999 DPS Chaos with 669 Range.
Nerfed Chaos back to 1.0 CD.
Towers back to 1337 HP because it made the block trigger not work.
1 less armor for all fort rounds.
Added a secret.
Multi-Shot buff. Lvl one from 8x15 to 8x18 and lvl 4 went from 8x250 to 8x290.
Multi-Shot, you can sell it now.
Fixed Zombies.
Added more block triggering: When you block it sends the blocked unit back to your spawn zone, now it gives them full hp and if you get more than 50 units at your spawn zone they start blowing up.
---2/4/11 - Beat Down TD v.0.54.7
Added Swap Tower, for 5g swap your tower with any tower.
Fixed some blocking trouble.
Removed some lingering units from losers or leavers.
Some board Glitches with "Quit" or shard HP.
Round 20 turns tips off for a player who reaches.
All dash commands now clear your screen and turn tips off until they fade.
Added -help , it will clear your screen, give you 3 main tips.
Some balance for towers to the new dam/arm table.
Will be working on shard skills. As you can see I have already re-created the unit as a hero.
Found out Skull cannons were "on the black market for" Laz TD prices.
---2/5/11 - Beat Down TD v.0.54.8
A Swap Tower Glitch with Teal Yellow and Pink fixed.
More Fort balance. (such a nasty beater)
Found Menial Cannon doing 300 splash.
Added a "b" to all builder towers as they are different than upgraded towers.
Tip 12 said turn tips ff.
Made Hammer wielders send 2 units. hope this will help TIP the chaotic scales.
---2/7/11 - Beat Down TD v.054.8
Found 'the' Fort Imbalance.
Added a Damage Test for the winner.
A tool tip for hovering Light armor.
Tool tip for hovering Boss (hero) armor fixed.
Found that block blink was only setting units to up to 5000 HP. Fixed to give full HP for blocking.
Shard Names

Pellucid
Limpid
Luncent
Transpicuous
Lucid
Borealis
Aurora
Clarion
Luminousv
Glacier
Algidity
Effulgent
Lambent
Ague
Refulgent
Fulgent
Lustrous
Iceberg
Diamond
Quartz
Chunk
Frostbite
Algor
Gelid
Chelmaphilic
Brumal
Siberia
Snowflake
Horripilation
Ectotherm
Frigidity
Hoarfrost
Jack Frost
Algefacient

---2/9/11 - Beat Down TD v.0.60.2
Changed the Rapid Fire tower to be Siege and the Skull Cannon to be Normal.
Made Ice Cube stronger.
Poison stronger.
Glitches.
A text that tells if a player clears a Boss round.
---2/11/11 - Beat Down TD v.0.61
More tower balance.
Terrain change for an attempt to make '1 space extra' a thing of the past.
Value displayed in lumber. As you gain income or bounty, it adds up in your lumber as a Total Value. If you are defeated, your value is displayed to all as is the winners.




Keywords:
tower defense solo battle war survivor
Contents

Beat Down TD v0.62.9 (Map)

Reviews
Moderator
16:17, 7th Sep 2011 Vengeancekael: Status: Approved Add a custom preview image: To add a preview image, resize the image to 256x256 or 128x128 using gimp and save it as .tga. Import the image and change its path to 'war3mapPreview.tga'. Put...
  1. 16:17, 7th Sep 2011
    Vengeancekael: Status: Approved

    Add a custom preview image:
    To add a preview image, resize the image to 256x256 or 128x128 using gimp and save it as .tga. Import the image and change its path to 'war3mapPreview.tga'.

    Put the changelog in
    PHP:
    [hidden=]TEXT[/hidden]
    tags.
     
  2. ksStr

    ksStr

    Joined:
    Jul 30, 2010
    Messages:
    189
    Resources:
    7
    Maps:
    7
    Resources:
    7
    Thumbs up, new idea which combines line tower war's layout & Rabbit vs Sheep's spawning system
    Ya! I noticed it, so, better descriptions please =D :goblin_yeah:
    Ya²! I noticed something else, there's a face on each lane @@

    Attention
    OMG...I encountered bugs while playing with my friend
    Situation: I was blocking the creeps but my friend got the punishment(Tower destroyed)


    replay
    View attachment LastReplay.w3g
     
    Last edited: Feb 1, 2011
  3. Lazerus

    Lazerus

    Joined:
    Apr 17, 2009
    Messages:
    28
    Resources:
    3
    Maps:
    3
    Resources:
    3
    Wow that's a good glitch find. Somehow your frost tower got killed and spawned at the top of 11's base. The units up there are not given the order to move yet and so were attacking that frost tower. Because it was in his area it blew up way too many of his maze blocks. It is made to blow up 2 random blocks. Anyway great find. Thank you very much.

    EDIT: I recreated it with blue, blues poison tower ported up to his spawn. After also looking at your replay again and noticing it was His tower that moved.

    EDIT 2: Found it, shouldn't happen again. By the way your blocking did not cause his glitch to happen, I think the wc engine messed up. His unit attacked his own unit, do not know how but a simple check should do the trick.
    Thanks Again!

    EDIT 3: Apology to WC. The engine works good. The trigger below has been updated but will not be posted to reduce cheating.

    The OLD block trigger.
    Code (Text):
    Dont Block Attk 1
        Events
            Unit - A unit Is attacked
        Conditions
            (Owner of (Attacked unit)) Equal to Player 1 (Red)
            (Unit-type of (Attacked unit)) Not equal to Crystal Shard
        Actions
            Unit - Order (Attacking unit) to Stop
            Set DBP2[1] = (Position of (Attacked unit))
            Set DBP[1] = (Position of (Attacking unit))
            Special Effect - Create a special effect at DBP2[1] using Abilities\Spells\Orc\ReinforcedTrollBurrow\ReinforcedTrollBurrowTarget.mdl
            Special Effect - Destroy (Last created special effect)
            Special Effect - Create a special effect at DBP[1] using Abilities\Spells\Human\Flare\FlareCaster.mdl
            Special Effect - Destroy (Last created special effect)
            Game - Display to (Player group((Owner of (Attacked unit)))) for 1.00 seconds the text: |c00ffff00Blocking?...
            Set DBPMB[1] = (Units owned by (Owner of (Attacked unit)) of type Maze Block)
            Set DBIC[1] = (DBIC[1] + 1)
            Unit Group - Pick every unit in DBPMB[1] and do (Actions)
                Loop - Actions
                    Set DBI[1] = (DBI[1] + 1)
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        If - Conditions
                            DBIC[1] Greater than or equal to 3
                            DBI[1] Greater than or equal to 1
                            DBB[1] Equal to True
                        Then - Actions
                            Game - Display to (Player group((Owner of (Attacked unit)))) for 1.00 seconds the text: |c00ffff00!|r|c00a0...
                            Set DBB[1] = False
                            Set DBT[1] = (Random unit from DBPMB[1])
                            Unit - Remove DBT[1] from the game
                            Set DBT[1] = (Random unit from DBPMB[1])
                            Unit - Remove DBT[1] from the game
                            Set spichyfeec = (Position of DBT[1])
                            Special Effect - Create a special effect at spichyfeec using Abilities\Spells\Other\Doom\DoomDeath.mdl
                            Special Effect - Destroy (Last created special effect)
                            Set RMG[1] = (Units in HALF 1 <gen> owned by Player 9 (Gray))
                            Unit Group - Order RMG[1] to Move To EP[1]
                            Set RMLB[1] = (Units in HALF 1 <gen> owned by Player 10 (Light Blue))
                            Unit Group - Order RMLB[1] to Move To EP[1]
                            Custom script:   call RemoveLocation (udg_spichyfeec)
                            Set DBIC[1] = 0
                        Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                If - Conditions
                    DBIC[1] Greater than or equal to 3
                    DBI[1] Equal to 0
                    DBB[1] Equal to True
                Then - Actions
                    Set DBB[1] = False
                    Game - Display to (Player group((Owner of (Attacked unit)))) for 1.00 seconds the text: |c00ffff00!|r|c00a0...
                    Set DBPMB[1] = (Units owned by (Owner of (Attacked unit)) matching ((((Attacked unit) is A structure) Equal to True) and ((Unit-type of (Attacked unit)) Not equal to Crystal Shard)))
                    Set DBT[1] = (Random unit from DBPMB[1])
                    Unit - Remove DBT[1] from the game
                    Set spichyfeec = (Position of DBT[1])
                    Special Effect - Create a special effect at spichyfeec using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
                    Special Effect - Destroy (Last created special effect)
                    Set RMG[1] = (Units in HALF 1 <gen> owned by Player 9 (Gray))
                    Unit Group - Order RMG[1] to Move To EP[1]
                    Set RMLB[1] = (Units in HALF 1 <gen> owned by Player 10 (Light Blue))
                    Unit Group - Order RMLB[1] to Move To EP[1]
                    Custom script:   call RemoveLocation (udg_spichyfeec)
                    Set DBIC[1] = 0
                Else - Actions
            Set DBI[1] = 0
            Set DBB[1] = True
            Unit - Move (Attacking unit) instantly to SP[1]

    The NEW block trigger.
    Code (Text):
    Dont Block Attk 1
        Events
            Unit - A unit Is attacked
        Conditions
            (Owner of (Attacked unit)) Equal to Player 1 (Red)
            (Unit-type of (Attacked unit)) Not equal to Crystal Shard
            Or - Any (Conditions) are true
                Conditions
                    (Owner of (Attacking unit)) Equal to Player 9 (Gray)
                    (Owner of (Attacking unit)) Equal to Player 10 (Light Blue)
        Actions
            Unit - Order (Attacking unit) to Stop
            Set DBP2[1] = (Position of (Attacked unit))
            Set DBP[1] = (Position of (Attacking unit))
            Special Effect - Create a special effect at DBP2[1] using Abilities\Spells\Orc\ReinforcedTrollBurrow\ReinforcedTrollBurrowTarget.mdl
            Special Effect - Destroy (Last created special effect)
            Special Effect - Create a special effect at DBP[1] using Abilities\Spells\Human\Flare\FlareCaster.mdl
            Special Effect - Destroy (Last created special effect)
            Game - Display to (Player group((Owner of (Attacked unit)))) for 1.00 seconds the text: |c00ffff00Blocking?...
            Set DBPMB[1] = (Units owned by (Owner of (Attacked unit)) of type Maze Block)
            Set DBIC[1] = (DBIC[1] + 1)
            Unit Group - Pick every unit in DBPMB[1] and do (Actions)
                Loop - Actions
                    Set DBI[1] = (DBI[1] + 1)
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        If - Conditions
                            DBIC[1] Greater than or equal to 3
                            DBI[1] Greater than or equal to 1
                            DBB[1] Equal to True
                        Then - Actions
                            Game - Display to (Player group((Owner of (Attacked unit)))) for 1.00 seconds the text: |c00ffff00!|r|c00a0...
                            Set DBB[1] = False
                            Set DBT[1] = (Random unit from DBPMB[1])
                            Unit - Remove DBT[1] from the game
                            Set DBT[1] = (Random unit from DBPMB[1])
                            Unit - Remove DBT[1] from the game
                            Set spichyfeec = (Position of DBT[1])
                            Special Effect - Create a special effect at spichyfeec using Abilities\Spells\Other\Doom\DoomDeath.mdl
                            Special Effect - Destroy (Last created special effect)
                            Set RMG[1] = (Units in HALF 1 <gen> owned by Player 9 (Gray))
                            Unit Group - Order RMG[1] to Move To EP[1]
                            Set RMLB[1] = (Units in HALF 1 <gen> owned by Player 10 (Light Blue))
                            Unit Group - Order RMLB[1] to Move To EP[1]
                            Custom script:   call RemoveLocation (udg_spichyfeec)
                            Set DBIC[1] = 0
                        Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                If - Conditions
                    DBIC[1] Greater than or equal to 3
                    DBI[1] Equal to 0
                    DBB[1] Equal to True
                Then - Actions
                    Set DBB[1] = False
                    Game - Display to (Player group((Owner of (Attacked unit)))) for 1.00 seconds the text: |c00ffff00!|r|c00a0...
                    Set DBPMB[1] = (Units owned by (Owner of (Attacked unit)) matching ((((Attacked unit) is A structure) Equal to True) and ((Unit-type of (Attacked unit)) Not equal to Crystal Shard)))
                    Set DBT[1] = (Random unit from DBPMB[1])
                    Unit - Remove DBT[1] from the game
                    Set spichyfeec = (Position of DBT[1])
                    Special Effect - Create a special effect at spichyfeec using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
                    Special Effect - Destroy (Last created special effect)
                    Set RMG[1] = (Units in HALF 1 <gen> owned by Player 9 (Gray))
                    Unit Group - Order RMG[1] to Move To EP[1]
                    Set RMLB[1] = (Units in HALF 1 <gen> owned by Player 10 (Light Blue))
                    Unit Group - Order RMLB[1] to Move To EP[1]
                    Custom script:   call RemoveLocation (udg_spichyfeec)
                    Set DBIC[1] = 0
                Else - Actions
            Set DBI[1] = 0
            Set DBB[1] = True
            Unit - Move (Attacking unit) instantly to SP[1]





    v@oldmilk - Oh yes I did. At one point I was calling it Lazerus Solo TD but it has changed so much balance wise it became a new game all together. I had in my description at one point that I had done that, better put it back.
     
    Last edited: Feb 8, 2011
  4. oldmilk

    oldmilk

    Joined:
    Jan 29, 2010
    Messages:
    109
    Resources:
    0
    Resources:
    0
    I noticed you took the towers from Lazerus TD and put them here.
     
  5. Magnet199

    Magnet199

    Joined:
    Feb 11, 2010
    Messages:
    205
    Resources:
    1
    Maps:
    1
    Resources:
    1
    looks nice, testing soon :)
     
  6. -BLOOD_BATH-

    -BLOOD_BATH-

    Joined:
    Nov 23, 2010
    Messages:
    128
    Resources:
    0
    Resources:
    0
    Looks nice, I like it, especially the idea.
    Idea: Very creative 5/5
    Terrain:Awesome 5/5
    Description: Very nice, neat, tell players what to do 5/5
    Gameplay: What to say for the gameplay? Well, I think it is good, but not too much good. I get bored cause of not many towers, too bit 4/5
    Bug: Oh yeah, the latest bug is fixed. So far i've not seen bugs 5/5
    Suggestions:
    -More towers, or even players can select variety of different builders/races?
    -Oh yes, there are Crystal Shard's name that is...well... Witch Tit?
    -Some events? Like meteors fall from the sky, damaging player's towers
    Hope next version will be better! :grin:
    Good luck in your project! :plol:
     
  7. Lazerus

    Lazerus

    Joined:
    Apr 17, 2009
    Messages:
    28
    Resources:
    3
    Maps:
    3
    Resources:
    3
    Thanks -BLOOD BATH-

    I hope to have all new towers for ver 1.0, replacing all the Lazerus TD towers.
    This new ver .54.7 has some new stuff and is working really nicely.

    I took Witch Tit out.
     
    Last edited: Feb 8, 2011
  8. ksStr

    ksStr

    Joined:
    Jul 30, 2010
    Messages:
    189
    Resources:
    7
    Maps:
    7
    Resources:
    7
    Okay, I've got some new issues
    -Skull Tower is hitting my own tower, I can't imagine what if i built 3-4 of them
    Anyway, these towers have super-regen, but still, I strongly recommend you fix this @_@
    -This game takes very long to end(until someone gets bugged blocking...)
    -My tower's attack speed get slowed(treant) sometime, I don't know the causes as there is no status displayed
    -Im hitting my own tower with another tower, but the attacking tower gets destroyed, why put this trigger?....
    -BLOCKING issue again, my opponent isn't blocking & neither I am, but my tower gets destroyed...awll=.= (happened at last few minutes)

    Watch the replay =]
    Rep
    View attachment BeatDownBugs.w3g
     
  9. Lazerus

    Lazerus

    Joined:
    Apr 17, 2009
    Messages:
    28
    Resources:
    3
    Maps:
    3
    Resources:
    3
    @ksStr

    Well that replay is for version 52.1

    Can you play a newer version and note my change log.

    Thanks for helping though.
     
  10. LoOpiNg

    LoOpiNg

    Joined:
    Feb 12, 2011
    Messages:
    1
    Resources:
    0
    Resources:
    0
    just wanted to say that i have been looking for a good td with player interaction and this one is quite good. if u tune it a bit more with some tower balancing and a few more features, it certainly belongs to one of the better td maps out there.

    is there a reason why the crystal shard has such a huge damage range (luck factor involved)?
     
  11. Lazerus

    Lazerus

    Joined:
    Apr 17, 2009
    Messages:
    28
    Resources:
    3
    Maps:
    3
    Resources:
    3
    Thanks LoOpiNg and yes the luck thing is true.
     
  12. GolemWarrior

    GolemWarrior

    Joined:
    May 15, 2010
    Messages:
    69
    Resources:
    0
    Resources:
    0
    Thanks for telling me about this map! Its really fun and I noticed that you put the same towers from Lazerus TD, which was also a blast too :D
     
  13. Vehster

    Vehster

    Joined:
    Apr 11, 2011
    Messages:
    156
    Resources:
    0
    Resources:
    0
    Official Basic Review of V3H -


    Terrain 0/10 - Just another TD
    Concept & Idea 2/10 - Above*
    Triggers 4/10 - Need work.
    Object Data 3/10 - More towers could be useful as well try to make it unique?
    Overall Map Data 4/10 - Imports would be nice.
    Estimated effort spent into this 4/10 - As above you copied from your other map...
    Playability & Improveable 3/10 - Add an Ai option to enable singleplayer.

    Overall Mark - 20/70 =(

    Any questions about the review, just ask and I will answer.

    Suggestions -
    Put your changelog in hidden tags.
    Fix and improve description.
    More data in all categories...

    *IMPORTANT* ; Once updated the review will change, make sure to notify me when you update it. (mainly because my review could be unfair currently since TD's should be reviewed differently however I do not know if your still working on this.)
     
    Last edited: Jul 9, 2011
  14. Lazerus

    Lazerus

    Joined:
    Apr 17, 2009
    Messages:
    28
    Resources:
    3
    Maps:
    3
    Resources:
    3
    Thanks for the review...
     
  15. InfernalTater

    InfernalTater

    Joined:
    Jul 12, 2008
    Messages:
    2,957
    Resources:
    36
    Models:
    32
    Icons:
    2
    Packs:
    1
    Tutorials:
    1
    Resources:
    36
    Vehster, I believe that many points in your review above were not necessary. Plenty of decent maps would be getting his poor overall rating of the equivalent of a 1.4/5 with those categories. Most of what he rated it poorly on: Terrain, Lack of Imports, "Estimated Effort", and "lack of AI" are things that have very little significance in TD maps. In fact, I'd say about 99% of TD maps have none of the above, except sometimes effort, but you can't really judge somebody's hard work based on how much work you think they put into it. Sure, all of those things can be neat to have, but they don't really matter that much.

    I say this is about a 3/5, on par with other FFA TD's out there, but nothing groundbreaking either.

    Lazerus, I can only hope that you don't rage here as much as you did in-game when I'd tested it a couple of years ago and told you what I thought.
     
  16. Lazerus

    Lazerus

    Joined:
    Apr 17, 2009
    Messages:
    28
    Resources:
    3
    Maps:
    3
    Resources:
    3
    I have grown quit a bit as a player in the last 5 years so yes thanks for the better review and I won't rage lol. I lost all my work but I am pretty sure this version is pretty clean. Thanks everyone for playing. I do want to mention that the terrain is unique for TD terrain, that's all I wanted with that. About the imports, most of my maps are loaded with imports but people leave on a slow dl in the B.net lobby so my intention was the fastest load time I could possibly get. Please excuse my description still haven't worked on that..