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[Tower Defense] Frostfall

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cooltext162433403911725.jpg


Information:
Frostfall is going to be a story driven Tower Defense campaign(bet you didn't see that coming huh?) with multiple unique towers,races,items,upgrades enemies,builders and locations.The main plot is focused on demonic slaves sent to exterminate all living things on the icy continent of Arctos.This action forces all it's inhabitants to stand together in order to save themselves as well as their homes


Features:
I have barely started,though here is what I am aiming for

  • More than 5 different races
  • More than 8 maps(cinematics,prelude and interlude excluded)
  • Over 50 different towers
  • 3 Different builders for each race
  • Over 30 upgrades


Screenshots


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More info coming soon
For those interested,here is the link to a very early alpha of the first map:http://www.hiveworkshop.com/forums/pastebin.php?id=f5dg70
I would appreciate it if someone would be willing to check for leaks every now and then.Special credits will be given,as well as +rep
Credits so far:
Alpha Testers
Tickles
Wrath Bringer

Resources
Direfury
Fingolfin
 
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Level 21
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My builder got stuck between a tower and a tree after only building the first tower in the early alpha map. Maybe make the builder fly and put air pathing blockers around the lanes?

I really like the concept of doing something different for a campaign. I know there are still a lot of tower defense fans around, so this should be fun for a lot of people. I also like the frosty theme you have going, but I hope the terrain will be very appealing to look at being single player. I'm very curious to see how the story will tie the different tower defenses together.
 
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My builder got stuck between a tower and a tree after only building the first tower in the early alpha map. Maybe make the builder fly and put air pathing blockers around the lanes?
Thank you for the bug report and suggestion.I will deal with it immediately.

but I hope the terrain will be very appealing to look at being single player.
Yes,that is the benefit of it being single player.I can go nuts with customization and visuals

Thank you for the feedback!
 
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Looks Amazing

Can't wait for the full version

Thanks!

Ok guys,I've done quite a bit of work on the alpha.Could you test it for me and tell me if you encounter any bugs or maybe give any suggestions?Thanks in advance :D

~I'm always open for feedback
 
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Thank you for the feedback,it should be fixed now

Here is the changelog so far everybody:

Changelog
29/01/2016:Made the builder fly instead of walking
Replaced the dull northrend trees with some nice quality custom ones
30/01/2016:Added a new wave
Fixed the Blink hotkey
Made the duration between waves a bit longer
Added a new tower
Fixed Basic Brute Frost Tower's icon
Fixed Advanced Frost Tower
31/01/2016:Added more doodads for decoration
Added a bit more height variety to the terrain
Added another wave
Added two towers
Fixed Advanced Frost Tower's tooltip
Fixed Basic Frost Tower upgrade
Fixed units getting stuck
 
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You sure?I tested it and I only got a short freeze before wave 6,but that's due to the large amount of creeps being spawned.Anyway,I will look further into the matter tomorrow morning
 
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I also felt slight freezes after each wave, but 6 was obviously more intense. Creeps were moving strangely and not centered in the wider area and easily bypassing where I built (especially on the wyvern round completely bypassing my anti air). Towers should either have a bit more range, lanes should be smaller, or creeps should move more centered down the lanes. I eventually got their movements down after a couple of retries, but it's really frustrating the first couple of times.

I like the variety of towers to choose from and upgrade into. When gold started to skyrocket, I was able to test them all out and see which worked better and where they were more effective without having to stress about the difficulty being too hard while I was testing in easy mode. I haven't tried to harder modes yet, because I was dreading it being tougher with the current lack of reach of the towers. Oh, and it flows a lot smoother with the builder now being an air unit.
 
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I feel immensely conned after playing this.
- As other have pointed out, performance at the start of every wave is really bad.
- Units can spawn outside the path

Now the main thing I felt after playing this (besides the map being very little to do what was advertised) was that it is very obtuse. You have no idea where the creep paths are, no noticeable entry and exit points, nothing on the mini-map to suggest as such. Combine that with constantly spawning enemies, awkward tower pathing and the very wide expanses of nothing and you cant help but feel lost. Thankfully the map is very easy and it doesn't really matter where and what you build.
However, when you combine those two elements together, the map just comes across as very uninteresting.

Unless Iv'e fallen for a very elaborate joke.
If so; then well played sir.
 
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While playing, during the later waves (6 until 9) it's freezing sometimes, and there is always a unit stopping in the center (unless being attacked). And how on earth did I just get -1 life?

Suggestions:
- Work on improving performance
- Narrow the path to make everything easier
- As Kino said, mark the entrance(s) and exit(s), or distinguish them.
 
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