- Joined
- Apr 8, 2010
- Messages
- 4
GeyserTD
This is a multy-mode TD, with no mode it's a normal TD, atm only -cw mode is implemented, maze mode will be implemented later.
The map got 4 level of difficoult, resizeable teams and many modes.
Team Sizes: 2,4,8 players
Difficoult Level:
-Easy (+20% resources and +10% damage taken)
-Normal
-Hard (-10% resources and -10 damage taken)
-Insane (-15% resources and -15% damage taken)
((Damage reduction is granted by mana shield, so ANY damage will be reduced.))
Modes:
-mt [Allow you to move towers between waves (in -cw mode allways)]
-nb [Provides you an additional builder at level 5]
-cw [Creeps spanws non-stop! The life of creeps is increased gradually, anyway each level spans 60 of them]
-mtd [Maze mode! not avviable yet]
Map trees and terrains type spawn randomly.
Creeps type spawn randomly.
Creeps have their life and movement speed increased each level.
The game: you have to build towers for kills creeps before they reach the LifeWell that is protected by a shield, the shield got 1000 energy points, any enemies that reach it will die, inflicting damage equal to its percentage life.
You can choose the race before game starts, as happens in melee games
Races screenshots:
if a builder have a build order queued, but you can't effort this order, the order will loop due to the blink-to-move mechanism (simply give another order to the builder to break the loop).
sometimes for some reason tower with chance on hit spell stop to auto attack creeps.
if u move the rally poin of a Base Trap, the trap will be moved at the rally point (fixed!).
EndlessWinter: the cast often stop on his own when actived by autocast trigger... (fixed!)
Loading screen is white (not yet added XD)(added!)
Istant move to Base Trap uses 2x2 terrain (fixed!).
Reported bug:
<I'll edit this whith the bug that you will find, to avoid multyreport>
Removed the lonely tauren forgotten here after a map test ><.
Human: Sorceress, Rifleman
Night Elf: Warden spell mechanism reworked
—New Creep Path!—
L3: I've used a new method for setting up creep path (no more regions used!) please report any path bug or creep stuck.
Enhanced Creep Pathing System, anti-stuck spell added to workers (none should ever need to use it, but it's better to add it anyway).
Creep pathing system ultimated! No more creep stuck.
Warden:
No longer attacks (read below).
Sorceress:
The new, expensive human tower; she got a quiet good damage and medium attack speed, she can also cast Levitate.
Rifleman:
A new human unit, sigle attack target with good damage but slow speed.
Spell: 'Head Shot'.
Keeper of the Grove:
The new, expensive elf tower, it can caast Entangling Roots (not standard one, read below) and learn Earth Fury.
Sorceress:
Gold cost decreased, cooldown on levitate increased.
Can now learn Enchanted LightBolts
Linker:
Can now learn Serpent Ward.
Levitate:
Make the target to lavitate (the effect will be breaked quiet abruptly, causing damage on impact).
Ghostly Strike:
it's no longer a chance on hit, now it's an autocasted spell.
(I've changed this to add some stuff that fits better my original concept of the Warden, I've also enjoyed my first try to make a recycle system based on awways)
Head Shot:
A long range ability that inflict heavy damage.
3 sec cast, 15sec cooldown, 1750 range.
Entangling Roots:
for preventing laming, it will not root the target on the spot, instead it will be slowed down progressivly.
Inflict 531 initial damage and arround 225 damage over 5 sec.
Autocast may override automatically the effect, so I've opted for an high initial damage.
Earth Fury:
Train cost: 49g/6w
Inflict 1137 damage to a target, the target is banished just a while before that for 6 sec, 15% movement slow effect.
Serpent Ward:
1 Charge.
Cost: 49g/4w
Summons 6 wards that attack the enemies in range.
The wards are permanent, incontrollable and follow the caster.
Enchanted LightBolts:
casts 5 bolts of light on nearby targets, causing 279 damage to each and stunning them for a very short time.
I've planned to reduce attack speed of 22g towers (linker, chimaera and such) to improve map merformance (0.15—>0.5) damage will be scaled properly.
Blink system enhanced!
It's now faster on build orders and blink spell is no loger used (it uses channel, so the icon can be hide).
Added a spell for turning on/off this system, workers got this spell.
Warning!!! New Blink system works for elven worker only... I'll fix it as soon as possible. (fixed!)
———
Added some screenshots, more coming.
This is a multy-mode TD, with no mode it's a normal TD, atm only -cw mode is implemented, maze mode will be implemented later.
The map got 4 level of difficoult, resizeable teams and many modes.
Team Sizes: 2,4,8 players
Difficoult Level:
-Easy (+20% resources and +10% damage taken)
-Normal
-Hard (-10% resources and -10 damage taken)
-Insane (-15% resources and -15% damage taken)
((Damage reduction is granted by mana shield, so ANY damage will be reduced.))
Modes:
-mt [Allow you to move towers between waves (in -cw mode allways)]
-nb [Provides you an additional builder at level 5]
-cw [Creeps spanws non-stop! The life of creeps is increased gradually, anyway each level spans 60 of them]
-mtd [Maze mode! not avviable yet]
Map trees and terrains type spawn randomly.
Creeps type spawn randomly.
Creeps have their life and movement speed increased each level.
The game: you have to build towers for kills creeps before they reach the LifeWell that is protected by a shield, the shield got 1000 energy points, any enemies that reach it will die, inflicting damage equal to its percentage life.
You can choose the race before game starts, as happens in melee games
Races screenshots:
if a builder have a build order queued, but you can't effort this order, the order will loop due to the blink-to-move mechanism (simply give another order to the builder to break the loop).
sometimes for some reason tower with chance on hit spell stop to auto attack creeps.
if u move the rally poin of a Base Trap, the trap will be moved at the rally point (fixed!).
EndlessWinter: the cast often stop on his own when actived by autocast trigger... (fixed!)
Loading screen is white (not yet added XD)(added!)
Istant move to Base Trap uses 2x2 terrain (fixed!).
Reported bug:
<I'll edit this whith the bug that you will find, to avoid multyreport>
Removed the lonely tauren forgotten here after a map test ><.
Human: Sorceress, Rifleman
Night Elf: Warden spell mechanism reworked
—New Creep Path!—
L3: I've used a new method for setting up creep path (no more regions used!) please report any path bug or creep stuck.
Enhanced Creep Pathing System, anti-stuck spell added to workers (none should ever need to use it, but it's better to add it anyway).
Creep pathing system ultimated! No more creep stuck.
Warden:
No longer attacks (read below).
Sorceress:
The new, expensive human tower; she got a quiet good damage and medium attack speed, she can also cast Levitate.
Rifleman:
A new human unit, sigle attack target with good damage but slow speed.
Spell: 'Head Shot'.
Keeper of the Grove:
The new, expensive elf tower, it can caast Entangling Roots (not standard one, read below) and learn Earth Fury.
Sorceress:
Gold cost decreased, cooldown on levitate increased.
Can now learn Enchanted LightBolts
Linker:
Can now learn Serpent Ward.
Levitate:
Make the target to lavitate (the effect will be breaked quiet abruptly, causing damage on impact).
Ghostly Strike:
it's no longer a chance on hit, now it's an autocasted spell.
(I've changed this to add some stuff that fits better my original concept of the Warden, I've also enjoyed my first try to make a recycle system based on awways)
Head Shot:
A long range ability that inflict heavy damage.
3 sec cast, 15sec cooldown, 1750 range.
Entangling Roots:
for preventing laming, it will not root the target on the spot, instead it will be slowed down progressivly.
Inflict 531 initial damage and arround 225 damage over 5 sec.
Autocast may override automatically the effect, so I've opted for an high initial damage.
Earth Fury:
Train cost: 49g/6w
Inflict 1137 damage to a target, the target is banished just a while before that for 6 sec, 15% movement slow effect.
Serpent Ward:
1 Charge.
Cost: 49g/4w
Summons 6 wards that attack the enemies in range.
The wards are permanent, incontrollable and follow the caster.
Enchanted LightBolts:
casts 5 bolts of light on nearby targets, causing 279 damage to each and stunning them for a very short time.
I've planned to reduce attack speed of 22g towers (linker, chimaera and such) to improve map merformance (0.15—>0.5) damage will be scaled properly.
Blink system enhanced!
It's now faster on build orders and blink spell is no loger used (it uses channel, so the icon can be hide).
Added a spell for turning on/off this system, workers got this spell.
Warning!!! New Blink system works for elven worker only... I'll fix it as soon as possible. (fixed!)
for Tools:
-Vexorian
-Shadow Daemon
-TheProphet
-Vexorian
-Shadow Daemon
-TheProphet
———
Added some screenshots, more coming.
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