Forest Defense 0.21g

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~ Forest Defense ~


Overview

Forest Defense is a very challenging, fast paced, non-stop action, tower defense/survival map.
I have developed and refined it for many years now and I think it's ready for publication on the hive.
While being very hard, it's also very short - the final wave begins after 15 minutes, though most rounds end before that.
The terrain features 2 arenas. One for 1-4 players, and a bigger one for 5-8 players.
The map adapts dynamically to the current player count, still, it is recommended to play with either 4 or 8 players for the best results.


Info


- The difficulty is intended to be high. It might seem unbeatable, but with proper micro and tower compositions it can be done.
- There are supposed to be no breaks. This can make rebuilding destroyed towers hard, but not impossible.
- The use of items and therefore lumber is crucial.
- Please report any issues you encounter. Make sure to include as much info as possible (screenshot)
- Model credits: Grassie - HappyTauren, HeroGlow - assasin_lord. Others custom made


Changelog

0.21g
  • Reworked the lumber redistribute event to occur instantly, which should improve predictability.
  • Restored intro narration
  • Reworked final boss (no more crashes)
  • Some balance
  • Upstream updates from Wurst and dependencies
0.20r
  • This update features a lot of rebalancing to make late game obtainable and the 5+ arena more fun
  • Acolyte special now spawns units in front of itself and has reduced range. Also spawning has been more randomized
  • Buffed the fallen down troopers, as this mainly happens late game
  • Stun traps' lumber cost has been reduced to 5
  • Final boss and infernal HP have been nerfed
  • All enemy units now have a timed life of 5 minutes to prevent stacking and getting stuck
  • Fix respawn protection for revived builders
  • Builder selector is now automatically selected and camera centered, to prevent confusion in case it got deselected
  • Slightly increased fat builder movespeed, slightly decreased the elven builder movespeed
  • Reinforcements now no longer have collision and thus don't block builders
  • Boss spawn sounds have been fixed
  • Coin and lumber spawns have been adjusted to spawn less overall, but more in lategame than before
  • Healbacktower now gains some HP on each upgrade
  • Magic trease healing range has been slightly increased
  • Updated to latest stdlib, replaced DamageMod with DamageEvent
0.19r
  • Amazing new final boss with custom abilities by kari!
  • Reduced Acolyte zombie spam
  • Improved intro
  • Increased coin and lumber drops in late game
  • Improved performance
0.19o
  • Troopers now fall down and continue fighting when the TrooperTower dies
  • The fourth boss no longer gets stuck in midair and is overall more dynamic
  • Fixed critical error from healback missiles near end of game
  • Now using active icon for destroy spell
  • Nerfed infernal boss a bit
0.19e
  • rebalance infernal boss and later waves
  • slightly adjust terrain of small area
  • fixed more bugs related to builders dying and not reviving
  • balanced healback tower
  • revamped last boss
0.18w
  • New Tower: "Healback Tower"
  • Flamethrower has been changed to reduce fps impact
  • New catapult special missile visual
  • Living wall attack range decreased
  • Glaive damage slightly reduced
  • Improve creep spawn balance and terrain fidelity on big arena
  • Prevent builders from permanently dying yet showing alive on multiboard
  • Some reference leaks have been fixed that caused fps issues on low end machines
0.18s
  • Adjust rocket visuals
  • Fix final win message
  • Slightly buff archer attacks
0.18r
  • Removed unused imports
  • Use colored nametags for selection
0.18o
  • =Fixes=
  • Supercharge item no longer changes repair auto-cast state.
  • Lumber dispersion is now disabled when there is only one player left
  • Fix builders not getting selected after pick
  • Readded original start sound effects
  • Stop final wave timer when builders have lost
  • =Changes=
  • Builders now don't lose their items and controlgroup upon death anymore and are revived at the caster's position
  • Slightly reduced restock delay of all consumable items
  • Slightly increase effectiveness of reinforcements early and late game
  • Slightly increased jump distance and decreased jump speed for fourth boss
  • Reduced selection scale for some creeps
  • Creeps now spawn slightly random on each side instead of a fixed point
0.18n
  • Initial Release on THW

Previews
Contents

Forest Defense 0.21g (Map)

Reviews
deepstrasz
Credit authors of custom imported material. 1. Creature rank icon looks like a green square. Either there's no icon or it shows as disabled which means there was no DISBTN imported. 2. Playing solo gives you greedisgood-like resources. 3. There's...
Level 14
Joined
Sep 17, 2009
Messages
1,297
Probably the best TD i have tried recently, good job 10/10!

I love that this game just pumps action in your face, while deconstructing the tower defense format with interesting new mechanics.
A big upside that you can play this with any number of players, because the resources are balanced, but its not so hard to get to the ideal number of 4 players, so we usually have a good game.

Thanks for uploading it!
 
Level 7
Joined
Jun 13, 2012
Messages
345
on my 15 play through i think end boss is a bit too hard. Maybe we didn't save wood for help call but still..

Also i think when your worker uses tha blue hammer to speed up his repairing. His auto repair changes to manual. Not sure thou ;p

Over all ye the game is good.

---
EDit:

Also the speed the items replenish in the shop is kinda too slow. Forcing player to play perfectly in order to make everything flow.Which kinda kills the fun in the game when there is no much flexibility in how you are playing.

So maybe increase the speed or make it unlimited. Just a suggestion.
 
Last edited:

Cokemonkey11

Code Moderator
Level 24
Joined
May 9, 2006
Messages
3,367
This has become one of my favorite maps over the last hundred or so times I've tried it.

I really appreciate that it manages to feel like nearly pure wc3 mechanics and yet the gameplay is very mature and balanced while being a unique experience.

I think this map is hard to learn and hard to master, yet playing with first-timers is actually a treat. It's cool seeing players that do well on their first time like it and to teach them the meta.

> Also i think when your worker uses tha blue hammer to speed up his repairing. His auto repair changes to manual.

I think this is right.
 

Frotty

Code Moderator
Level 18
Joined
Jan 1, 2009
Messages
1,495
Thanks @kari0003 and @Cokemonkey11 for the kind words.

on my 15 play through i think end boss is a bit too hard. Maybe we didn't save wood for help call but still..

Also i think when your worker uses tha blue hammer to speed up his repairing. His auto repair changes to manual. Not sure thou ;p

Over all ye the game is good.

---
EDit:

Also the speed the items replenish in the shop is kinda too slow. Forcing player to play perfectly in order to make everything flow.Which kinda kills the fun in the game when there is no much flexibility in how you are playing.

So maybe increase the speed or make it unlimited. Just a suggestion.

Hey, thanks for the nice feedback and bug report. Supercharge and others are fixed in the next version which I want to upload today.
We have beaten the final wave as 4 once - it required a flamethrower on each lane and many stun totems...Apart from it being hard, the more important issue is it being boring right now :^) .

Seriously though, something to maybe consider would be maybe only having two lanes be active in single player, but is just less hectic than having to handle all 4 on your own.

That's actually not a bad idea I suppose - though this map isn't intended to be played solo ;) I will see what I can do.
 
Level 7
Joined
Jun 13, 2012
Messages
345
I just read the new changelog you've posted. Are you sure that dead workers/peasents should be revived at casters position? I mean what if he barricaded himself with towers and walls and he just revived few dead players. Would suck for them too to be stuck with him.

Just a thought ;p
 

deepstrasz

Map Reviewer
Level 51
Joined
Jun 4, 2009
Messages
15,363
Credit authors of custom imported material.

1. Creature rank icon looks like a green square. Either there's no icon or it shows as disabled which means there was no DISBTN imported.
2. Playing solo gives you greedisgood-like resources.
3. There's just not quite enough space to build towers around the shop in singleplayer.
4. You can easily trap your peasant between towers.
5. Everything happens so fast.
6. Maybe some info in the Quest Log?
7. Airstrike's hotkey isn't mentioned. I guess it's R.

All in all, it's not a bad map but chaotic.

Awaiting Update.

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Frotty

Code Moderator
Level 18
Joined
Jan 1, 2009
Messages
1,495
Hi, thanks for review.
Though kinda sad to see that you only tested singleplayer(?). So I would gladly invite you to join us in a game.

Credit authors of custom imported material.
Oh I thought the "show used resources" function now covers this part.
Well I have added HT and lord into the credits and removed the unused models.

1. Creature rank icon looks like a green square. Either there's no icon or it shows as disabled which means there was no DISBTN imported.
Can you specify "creature rank?" I don't see any green icons on the enemy units.
2. Playing solo gives you greedisgood-like resources.
No, only if you're named "WorldEdit" and it also then says "test mode" ingame https://i.imgur.com/LELGs7V.png
3. There's just not quite enough space to build towers around the shop in singleplayer.
Elaborate? As I wrote in the map description, single player is possible, but nowhere near the recommended playercount (see rec. players 2-8 and descr.).
Still - in SP and MP, there is enough space. In Fdef tower upgrades are much more powerful than spamming low tier.
It is actually a problem that new players build to far outside to have space, but then cannot be helped nor help other players efficiently.

4. You can easily trap your peasant between towers.
Well of course, just like in most other maps where you have a builder? I consider it part of the challenge to micro-manage your worker efficiently.
5. Everything happens so fast.
Well that's the point and I hope the descriptions advertises this properly.
6. Maybe some info in the Quest Log?
Yes, that sounds good. I just feat since as it's a little frantic in pace, people either won't look or get distracted by looking there.
7. Airstrike's hotkey isn't mentioned. I guess it's R.
Okay, will fix that.
 

deepstrasz

Map Reviewer
Level 51
Joined
Jun 4, 2009
Messages
15,363
Can you specify "creature rank?" I don't see any green icons on the enemy units.
On the unit who's model is a banshee. I'm talking about the spellcaster rank, you know like Priests, Necromancers etc. have to be able to use all their spells.
No, only if you're named "WorldEdit" and it also then says "test mode" ingame
Haha. Well, I haven't changed that name since the editor uses it :D

Changes made,
Approved.
 
Level 1
Joined
Mar 2, 2018
Messages
1
When we reach 00:00, we thought there would be a final boss as there were no any notification of winning.
Therefore, we waited for ard 5 minutes and nothing happened. we took so long to realize that we've completed the game.
I think there should be some notification after players complete the game.
 
Level 2
Joined
Dec 31, 2017
Messages
8
I like the intensity of the this maps, something that is really rare for tower defenses which usually suffers from passivity during the rounds.
 

Frotty

Code Moderator
Level 18
Joined
Jan 1, 2009
Messages
1,495
When we reach 00:00, we thought there would be a final boss as there were no any notification of winning.
Therefore, we waited for ard 5 minutes and nothing happened. we took so long to realize that we've completed the game.
I think there should be some notification after players complete the game.
Hi, this shouldn't happen :D There is supposed to come a boss, though I'm not sure if it was broken in the version uploaded to hive.
I updated the map to latest version now, in which the boss is confirmed to work!

I like the intensity of the this maps, something that is really rare for tower defenses which usually suffers from passivity during the rounds.
Cheers :)
 
Level 7
Joined
May 28, 2009
Messages
78
Really loved this map. Played it serveral rounds with a friends, but we quit since it was too stressfull.
Here my pros and cons:
+ Creative Towers, enemies, items.
+ lovely presentation and terrain.
+ Cool concept
- I almost got an heart attack playing it (I would appreciacte an 'easy mode' that is a little bit slower)
- Terrain is very confusing, since it is very bumpy. This is annoying especially since tower placement is very important here and there is no time to plan carefully.

Overall, a really cool project! I hope you keep updating this :)
4/5
 
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