- Joined
- Mar 31, 2004
- Messages
- 860
Project: Produce a balanced and efficient Line Tower Wars map with additional functionality.
Tower types
Single target (spear)
Splash (fire)
Slow (frost)
Damage-over-time (poison)
Chain attack (lightning)
Item bonuses
Damage
Stun
Aura
Merchant
PrologueI'm a sucker for some of the simpler maps. There's a certain knack to them and most B.netters can bare to wait the few seconds it takes to get a game up and running.
However, there seems to be some major deficiencies in this map type. As far as I've seen there is no major developer producing a stable, balanced map. There's just loads of noob-edit versions with bugs, cheats and terrible flaws.
I'm seriously considering starting up my own take on this map type and maintaining a stable version with some new features and concepts.
I decided to make this thread to gauge how much interest people have in playing this map type. Also, anyone is welcome to share their experiences on such maps, any suggestions or whether you'd be interested in me taking on this project!
What is a LTW map?Players should perform two main activities during a game: produce a defence to prevent enemy units reaching their end point within a lane and summoning their own forces to travel enemy lanes. A player loses lives when enemy summons are not stopped and gains lives when their summons reach the end of an enemy lane.
Each unit summoned adds a varying increment to a player's periodic income and each enemy unit killed gives a one-time bounty of gold. To maintain a strong income and defence, a player must balance spending gold on summons and towers.
The immediate improvements to be included
Improved triggers. Existing map triggering is horribly inefficient and leaky. Though I'm making the map from scratch, this should prevent a lot of the lag problems other maps have.
Game types. Team play is fun! All maps I've seen are either single or team, no choice within a single map.
Accomodation for problems. If a player's ally leaves or drops, they will be compensated sufficiently to maintain a fair chance of winning.
Summoning limits. To prevent spamming of summons (such as mass low level units once a player has a higher income), every summon will have a food cost.
New additions include
Items and inventoriesA new functionality for all towers is an inventry for items to be added for improved tower effects. Some players prefer quality over quantity. Items will allow customisation and advanced ability for individual towers.Invading unitsNot all summons will be harmless pincushions. Players will be able to summon special units on occasion, such as attacking heroes. Since players can control their own summons within an enemy lane, managing the abilities of an invader can increase the efficiency of offensive ventures.Dungeon themeHuman towers vs sheep gets old real fast. This map will use a dungeon theme by default, with rarer unit models and effects. Players of Dungeon Keeper will appreciate some of the units, sounds and concepts involved!Multiple spawn systems
Players can employ several different means of summoning armies into enemy lanes. Manual summons generate income per cast, but detract attention from your defences or offensive lane management. A mass summon option is available, allowing a player to purchase bulk summons with one click, funds permitting.
A series of automated spawns are availble for players. They are spawned every turn but do not generate income - because they are free. Automatic spawns can be up upgraded and evolved through research.
Single target (spear)
Splash (fire)
Slow (frost)
Damage-over-time (poison)
Chain attack (lightning)
Item bonuses
Damage
Stun
Aura
Merchant
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