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LTW - Evolution v1.68

This is the newest version of my Line Tower Wars - Evolution map.
It is an alround LTW with an awesome performance due to the complete usage of vJass code.
The first player can choose from several game modes at the beginning of a game which influences the whole gameplay afterwards and is so able to customize his own game.




-noattacker [-ns]
-noair [-na]
-gold x
-life x
-tower x
-food x
-alltechs [-at]
-fastmode [-fm]
-streamincome [-si]
-hardgame [-hg]
-nolimits [-nl]
-randomspawn [-rs]
-randomtech [-rt]
-terrainsnow [-ts]
-nosinglert [-nt]
-nomagic [-nm]
-enablecmd [-ec]
-pro



-swapon / -swapoff / -son / -soff
-clear / -clr / -cls / -c
-income / -inc / -i
-lifes / -l
-randomelement / -randomsingletech / -re / -rst
-hintsoff / -hoff





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  • This LTW contains many modes from which the host can choose from and which influences the gameplay greatly.
    It is fully coded in performant vJass with useful Systems and not with bad GUI codes.
    There is not a single bug. (v1.29)
    The builder got helpful spells which he can use to win the game.
    The balance is much better than in other LTW's. (opinions of players in b.net)
    All tooltips and hotkeys are working and well made. (QWER hotkeys)
    The game interface got slight improvements.
    The game development is running and im ready for new stuff. =)
    No cooldown for sending creeps. (very experimental!)




  • -Hopefully fixed a bug that creeps got stuck with many frost attack towers.
    -Players now can't train units in the first 15 seconds after game start.
    -Fast Mode now sets timer to 10 seconds instead of 5 seconds. (It is now less fast)
    -Upper Tower- and Foodlimitation set to 150 from 200.
    -Lower Tower- and Foodlimitation set to 50 from 0 and 10.
    -Hardgame no longer provides armor-, movementspeed- and attack- bonus to creeps.
    -Earthquake: decreased AOE to 300 from 400.
    -Earthquake: increased damage percentage to 60% from 50%.
    -Earthquake: increased mana costs to 300 from 275.
    -Downtime: decreased duration to 3.5 seconds from 4.5 seconds (falsely was 5 seconds!).
    -Lust: decreased duration to 4.5 seconds from 8 seconds.
    -Lightning Strike: decreased cooldown to 15 seconds from 20 seconds.
    -Dizzi Spell: no longer kills magic immune creeps.
    -Mountain Giant: decreased hitpoints to 84k from 91k.
    -Mountain Giant: set attackratio to 1 attack/sec from 0.33 attacks/sec.
    -Mountain Giant: decreased attack damage from 200 to 60.
    -Gryphon Rider: decreased hitpoints to 32k from 33k.
    -Owlbear: increased hitpoints to 55.5k from 53.5k.
    -Frost-Wyrm: removed 30% evasion ability.
    -Frost-Wyrm: increased hitpoints to 230k from 190k.
    -Hellbeast: decreased hitpoints to 40k from 45k.
    -Troll Berseker: decreased hitpoints to 1.7k from 1.8k.
    -Shade: decreased hitpoints to 85 from 95.
    -Draenei: increased hitpoints to 265 from 240.
    -Mud Golem: increased hitpoints to 225 from 210.
    -Phoenix: set attack ratio to 1 attack/sec from 0.33 attacks/sec.
    -Phoenix: decreased attack damage to 7 from 20.
    -Phoenix: decreased hitpoints to 5800 from 6300.


  • -Fixed a bug that the pathing block detection system did not work.
    -Complete terrain overhaul - also fixed a bug that upper-lanes were slightly shorter than lower-lanes.
    -Added a slight special effect at the spawning area.
    -Creep barracs are now equally large.
    -Dark Scorpion: increased attack damage to 100 from 95.
    -Shadow Scorpion: increased attack damage to 270 from 245.
    -Promode now decreases income gain by 10% instead of 15%.
    -Frost Bringer: decreased splash AOE to 100 from 200.
    -Frost Bringer: increased attack damage to 140 from 90.
    -Blizzard Warrior: decreased splash AOE to 100 from 150.
    -Blizzard Warrior: increased attack damage to 40 from 35.
    -Holy Archer: decreased splash AOE to 125 from 200.
    -Blazing Archer: decreased splash AOE to 125 from 150.
    -Blazing Paladin: decreased splash AOE to 125 from 150.
    -Lavarock: decreased AOE to 225 from 250.
    -Greater Lavarock: decreased AOE to 250 from 300.
    -Abomination: increased hitpoints to 85000 from 80000.
    -Sheep: decreased initial delay to 0 seconds from 55 seconds.
    -Wolf: decreased initial delay to 50 seconds from 60 seconds.
    -Acolyte: increased initial delay to 70 seconds from 60 seconds.


  • - Fixed a major bug that all player slots were set to activ, even the inactiv ones.
    - Visually changed the tech base again to its old style.
    - Recoded the maps code slightly.
    - Decreased the hitpoints of Troll Berserker from 1900 to 1800.
    - All boss creeps now give 3 times the bounty gold of their income. (Because they are only one creep instead of three units!)
    - Set the initial available timer from Sheep from 10 seconds to 55 seconds.
    - Set the initial available timer from Wolf and Sekelton to 55 seconds.
    -> These changes should create a time phase where players are able to build towers before the first units can be send. (Was requested)


  • - Selling a tower is now instant.
    - Added a visual effect to tower sell.
    - Some minor code optimizations.
    - Removed casting animation time of builders.
    - There is visually now only one Tech Base for every player.
    - Added a new name to pro-builders.


  • - Fixed a bug that Frost Attack didn't slow the attacked unit.
    - Systematized the names of all missile, siege, glaive and splash towers.
    - Basic Towers now deal 5% damage to high-end creeps instead of 0%.
    - Improved the tower block detection system.
    - Some minor code optimizations.


  • -decreased frost slow duration from 3 seconds to 2 seconds.
    -players no longer are able to controle their sent creeps. (avoids exploits)
    -added a new game mode: -enablecmd [-ec] to enable creep controle again.


  • -fixed a tower regeneration bug caused by changings in v1.61


  • -reduced hitpoints of all tower by factor 5.
    -reduced attack damage of all attacking units by factor 5.
    -fixed a few exploit bugs with the random element command.
    -reduced attack damage of Blazing Paladin by 5.
    -reduced attack damage of Blazing Archer by 5.
    -slightly improved the F9-Log in some sections.


  • -rebalanced Wraith, Banshee, Dragonspawn, Siege Engin
    -"April April" message in victory removed.
    -added hints for "-re" and "-rst" in loadingscreen, builder hints and in techbase.
    -Implemented Commands help log.
    -added new mode: -food xy to set a constant food limit for creeps.
    -changed and added promode-builder names.


  • -racial builder choose.
    -neuer pro builder name: "Mr. Imba"
    -Collission of Felhound.
    -Fix Ghost Essence tooltip.
    -promode user bekommt keine hints.
    -spieler können auch über cmd ein zufallelement aussuchen. "-re" oder "-rst"
    -Partnership mit Gnet entfernen - anderweiter erweitern.
    -Rebalanced Ghost.
    -Rebalanced Troll.
    -Rebalanced Wraith.
    -Rebalanced Banshee.
    -Rebalanced Brutal Ghoul.
    -Rebalanced Gryphon Rider.
    -Rebalance Mountain Giant.
    -Ultimate Ballista Tower: +5 dmg
    -Ultimate Bombard Tower: -15 dmg (225)
    -Bombard Tower: -1 dmg (34)
    -Cannon Tower: -1 dmg (7)


  • -Mode messages: increased duration from 30 to 45 seconds.
    -Fixed error message color when building a blocking tower.
    -Changed the sold message color from green to standart gold.
    -Attacking units no longer increase income.
    -Abomination: fixed gold gain.
    -Rebalanced some units because of the missing cooldown for units.
    -Executioner Tower: -2 dmg
    -Ultra Executioner Tower: -25 dmg
    -Bombard Tower: -4 dmg
    -Ultimate Bombard Tower: -15 dmg
    -Ultra Bombard Tower: -50 dmg
    -Volcano: +5 dmg
    -Living Water: -10 dmg
    -Fixed a bug that invisible units could not get slowed by towers and headwind.
    -Set gold malus from promode from -20% to -15%.
    -Added 3 new funny names to the pro builder.
    -Increased duration of the promode message from 10 to 15 seconds.


  • -removed creep train cooldown and limit. (very experimental!)


  • -Loadingscreen: Gamemodes/Commands "are" -> remove
    -Lightning Strike: add message
    -Promode: added
    -Ghostly Essence: effect lasts until unit dies. (evasion)
    -Ghostly Essence: mana 300 -> 325
    -Bombard Tower: -3 dmg
    -Ultra Bombard Tower: -25 dmg
    -Ultimate Mangler: +10 dmg
    -Firelord: missiles faster, +30 dmg
    -Greater Lavarocktower: compare to Paladin
    -Draenei: decrease costs, rebalance
    -New command: -gameinfo [-gi]
    -Sharp Tower: AIS 120/min, 2 dmg
    -Bloody Tower: AIS 120/min, 5 dmg
    -Guard Tower: +1 dmg (8 dmg)
    -Blazing Paladin: -25 AOE
    -Blazing Archer: -2 dmg, -25 AOE
    -Blazing Archer: less dmg
    -Fixed a bug that Elemental Mage aura had 400 instead of 350 AOE.
    -Remove Kill Blocker Sys
    -Switch Teleport Button and Hotkey
    -Fixed tooltip of Dark Scorpion: (Attackspeed 80/min -> Attackspeed 120/min)
    -Plague King: -50 AOE
    -Plaguebringer: -5 dmg
    -Lavaspawn: +15 dmg
    -Hurricane Elemental: -5 dmg


  • -Added "-go" for "-rdy".
    -Fixed the downtime message.
    -Added Ghost Essence as a new spell which replaces Earthquake in -ns mode.
    -Troll and Wraith balanced.
    -Fixed a bug that you were able to deactivate hints while they were already deactivated.



  • -Rebalanced some tier2 units.
    -Improved Rot Golem a little bit.
    -Fixed a bug that caused anti-hint message to be displayed to all players.
    -Improved the dizzy spell message.
    -Fixed the See Invis buttonposition.



  • -Fixed a bug that caused hint message to be displayed to all players.
    -Fixed release date in victory message.
    -Rebalanced tier1 units completely.



  • -Added hints to the game.
    -Headwind now stacks with frost slow attack of some towers.
    -Fixed all buttons of abilities at 3/2
    -Remade damage system:
    ->Towers now deal the same damage to all units.
    ->Frost Wyrms, Mathogs and Hell Skeletons now takes only damage from ultimate elemental towers.
    -Messages are now displayed to all players when several spells are used.
    -Added SpEeDygonsales to the credits.
    -Added -life [-l] cmd to the loadingscreen.
    -Fixed a display bug with "-lifes". (Most Income -> Most Lifes)
    -Made an overall towerbalance.
    -Made all attacks in the game fixed to a certain value!
    -Mathog: decreased life by 15k.
    -Improved evasion but reduced the hp of evasion units.
    -Set text of stolen lifes from 5 to 4 seconds.
    -Fixed a bug that you could not know if a player left or lost when 1v1.
    -Renamed shrines to tier.



  • -Some buff tooltips reworked.
    -"-rs" bugged.
    -Removed some unneeded constants Frost Attack trigger.
    -Release date of the victory message fixed.



  • -Builder spells new arrangement.
    -Added "-lifes"/"-l" as a new command.
    -Multiboardbug because of leaver in the gamestart hopefully fixed.
    -Magic's evtl balancen.
    -Improved & balanced Dark Tower. (added Poison Attack)
    -Ice Slow buggy -> frost slow stopped the creeps all the time.
    -Ice no longer slows the attackspeed of creeps.
    -Added the forum adress to the victory message.
    -Reduced AOE of Blizzard Warrior and Frost Bringer.
    -Spell Immune units now correctly don't get slowed due to ice.
    -"-rs" system for rand improvement. (anti fatal error)
    -Ultimate Spawn: "-na" mode -> Mathog as ultimate spawn.
    -Elemental Mage soundset.
    -Void Walker soundset.
    -Ultimativ -> Ultimate
    -Skeletons knockbacked each other away.
    -Lifesteal message: duration decrease.
    -Reduced cd of Lightning Strike.
    -Improved Attack Range from Blessed Water.
    -Rebalance Cold Tower
    -Slightly rebalance Trolls
    -Added Magic Immunity to Wendigos and balanced them due to their new effect.
    -Earthquake range zu kurz.
    -Improved the Dummyunit.
    ->Improved some spells and other triggers or systems due to the new Dummyunit settings.



  • -Creeps in "-na" or in "-ns" mode now get replaced by other units instead of removed.
    -Spells now work with var arrays instead of function calls. (minor performance improvement)
    -Creeps now spawn directly at the next opponents base.
    -Fixed the buggy multiboard icons after player left the game in "-rt" mode.
    -F9-log: Modes - "-nomagic" / "-nm" added.
    -Rebalanced Blazing Archer: AOE(200->175), Damage(-10)
    -Rebalance Blazing Paladin: AOE(200->175), Damage(Min: -5 // Max: -10)
    -Rebalance Elemental Mage: Damage(+25), Hitpoints(-500)
    -Add Naylonfaden to the F9-Log credits.
    -Lightning Strike: Mana 150 -> 120
    -Lightning Strike CD: 40 sek -> 30 sek
    -Teleport tooltip name.
    -Magicbook: tooltip how to get mana... improved.
    -Lust CD: 75 sec -> 85 sec
    -Lust Mana Cost: 350 -> 375
    -Downtime CD: 80 sec -> 85 sec
    -Downtime Mana Cost: 400 -> 425
    -Demolition Machienes increased hp: 125 -> 145
    -Demolition Machienes decreased income: 38 -> 35
    -Firelord: Lavabash (2) increased chance: 15% -> 20%
    -Firelord: decreased attack damage by 10.
    -Crypt Fiend: fixed name.
    -Crypt Fiend: balanced hp: 34000 -> 31500
    -Ground units now no longer block each other but stream through the maze.
    -Victory: release date fix.
    -Fixed bugs in the triggers for the builder mana gain.
    -Rescaled many units and their shadows.
    -Improved Dizzi Spell: hp of creeps now must be less than 20% instead of 15%.
    -Increased hp of Infernal: 41k -> 44k
    -Typefix: "Armoured Ghoul" -> "Armored Ghoul"
    -Decreased Frost-Wyrm cost: 20 wood -> 18 wood
    -Decreased Burning Skeleton cost: 18 wood -> 14 wood
    -Swap Tavern position of Hell Skeleton and Frost-Wyrm.



  • -Players are now able to clean the screen also with "-cls" and "-c".
    -Trolls balanced. (10% less hp)
    -Fixed a bug when buying mana in the "-si" mode.
    -Get Mana: Goldkosten überprüfen und Incomekosten auf 6000 (400; -si) anheben.
    -Dark Tower balances:
    -> Gravedigger +5 normdmg / +5 max dmg
    -> Death Master +5 dmg / +5 poison dmg
    -> Plaguebringer +5 normdmg / +5 max dmg
    -> Plague King +25 max dmg
    -Light Tower balances:
    -> Decreased damage of Blazing Paladin.
    -> Increased damage of Elemental Mage.
    -Added Builder Magics which the builder can use like spells.
    -F9-Log reworked.
    -Improved the builder interface and hotkeys for QWER.
    -Added QWER hotkeys to the starting towers.
    -Added new mode: "-nomagic" [-nm] to deactivate the new magic feature for the builder.
    -The mode and the command triggers now accepts also big letters.
    -Added new command: "-income", "-inc", "-i"
    -Added Teleport ability to the builder so that he can port himself in his base.



  • -Fixed a bug with the new "-tower xy" mode. (v1.46)



  • -When a Player with Single RT leaves the game, the icon in the MB turns disabled now.
    -If a Player wanted to buy mana, he instead picked Single RT.
    -Players are now able to clean the screen also with "-clr".
    -Increased hitpoints of Infernal. (Tier2)
    -Added new mode: "-nosinglert" [-nt] for all who dislike the new single rt feature.
    -Added new mode: "-tower xy" to set a custom towerlimit which wont change over the gametime.



  • -Added Single Random Tech as a new game feature.
    -Frostwyrm and Skeleton lumber cost decrease. (-> faster lategame)
    -Kill Block System did not work.
    -Decreased the Cooldown of the Kill Blockers Ability.
    -Now the absolute max food is 200 instead of 300 due to massive laggs with many players.
    -Get Mana income reduction in "-si".



  • -Builder shadow fix.
    -Swap Gold/Wood again generally activated.
    -Evtl.: reworked UnitMoveDirectToGoal function.
    -Some tooltips were false due to a buggy protection of the map.
    -Fixed endlessloop which could cause several errors:
    -Multiboard bugs, etc...



  • -Balanced/Fixed Yeti hitpoints.
    -Balanced Dark Treants hitpoints and gold cost.
    -Balanced Swordsman hitpoints and gold cost.
    -Balanced Mud Golems hitpoints.
    -Units within a rect of a leaving or defeated player now move directly to the goal.
    -Ice Troll's now can just attack ground units for balance.
    -Greatly improved the Lava Bash percentage and duration and decreased attack of Fire Lord and Lava Spawn.
    -Fixed several multiboard bugs.
    -Recoded some triggers for an even greater game performance.
    -and many other things which i forgot ...



  • -Fixed the final "-rs" bug.
    -Greatly reduced the teleport duration for the creeps.



  • -Fixed all known bugs from v1.33!
    -Added a new mode: "-transferlifes" or "-tl"
    -Made invis units hide instantly.
    -Rebalanced unholy towers.
    -Rebalanced fire towers.
    -Rebalanced ice towers.
    -Changed "See Invis" ability radius from 300 to 250.
    -Added an info button for all builders about modes & commands.
    -Fixed a bug that "-nl" were not activated after a player left the game or lost.
    -Fixed a minor victory bug.



  • -fixed bugs appeared in v1.33



  • -Added a new playerslot. (12 players in total now)
    -Recoded all Gui and all Jass trigger to a complete vJass map.
    -Rebalanced many towers and creeps.
    -Made a new tech system which replaces the wisps.
    -Terrain remade because of the new system.
    -Many and huge performance improvements.
    -The brand new tech system which does not exist in all other LTW's!

Note:
These and many other things makes this brand new version outstanding!



  • -Fixed a bug that attackers always tried to attack elemental towers first.
    -Balanced a few towers.
    -Changed some object editor data for a slightly better performance.


  • -Fixed a big bug with the new Tower Block Detection System.
    -Removed many/all leaks in the new System.
    -Greatly improved performance in the System.


  • -Added a new System for detecting tower blocks to stop the builder before he blocks the way!
    -Fixed the Sharp Tower icon.
    -Removed the woodworms who destroyed blocking towers - because of the new system!


  • -Rebalanced the new fire towers.
    -Fixed a bug with the costs of one new fire tower.


  • -Inferface: Improved Desolations Machienes Icon.
    -Interface: Improved general interface. (food/wood description)
    -Gameplay: Remade 1 Firetower Element.
    -Terrain: Remade some Terrain for general improvements.
    ->Performance: Convert some units to doodads and removed unused units because of the terrain change.
    ->Performance: Removed one unused trigger because of the terrain change.
    -Balance: General tower balancing improvements.
    -Balance: Rebalancing of attacking units.


  • -Fixed a bug with -at and -rt mode.
    -Changed icons of sharp tower and all other towers with the same icon.
    -Minor code optimizing.


  • -Greatly improved game performance!
    -Fixed some bugs with -randomtech [-rt] mode.


  • -Balanced some towers
    -Fixed a bug with -randomtech [-rt]
    -Fixed another -randomspawn [-rs] mode bug


  • -Balanced some towers
    -Added new mode: -randomtech [-rt]
    -Fixed -randomspawn [-rs] mode
    -Some minor bug fixes and improvements


  • -Balanced Tanks
    -Fixed some bugs


  • Modes:

    • -Added -terrainsnow [-ts]
      -Added -randomspawn [-rs]
      -Made it possible for the host to deactivate a mode in the 30 seconds start.

    Game:

    • -New QWER upgrade system by upgrading towers.
      -Builder now can kill all blocking units under your control instantly.
      -Hardgame [-hg] mode slighty improved.
      -Added a creep priority system. (now you get the best creep from the tier first in the selection)
      -Balanced Attacking units bounty and income gain.
      -Swapped Wendigo and Tanks and balanced them.
      -General balancings.
      -New unit model for Crusher and Mangler.
      -Changed Sell hotkey.
      -Increased minimum movementspeed of all units.

    Interface:

    • -Removed spamm sounds like "Not enough Farms!"
      -Improved interface textes slightly.
      -New Sell Icon.


  • -Fixed the bug bug. (hopefully)
    -Changed the creeprespawntimes and maxstocks of creeps.
    -Fixed some minor bugs.
    -Less creeps now stop on their way to the goal.


  • -Now foodlimit is depentent on the current playercount.
    -Added a command to turn on/off the gold/lumber auto swap.
    -Added new Mode: -nolimits [-nl]
    -Rebalanced some towers and creeps.


  • -New Gamemode: -hardgame [-hg]
    -Wisps are now workers and are shown on the left-hand-side of the screen as an icon.
    -The builders are now heroes with an icon in the upper-left-corner of the screen.
    -Balanced and rewrote all Elemental Towers.
    -Changed name and model of the Referee.
    -All basic towers balanced.
    -Fixed small bugs with the sell ability of towers.
    -Creeps balanced. (after suggestions of my friend who often plays this map!)


  • -Fixed many bugs from v1.10


  • -Changed the hotkeys of the tier buildings to QWER hotkeys.
    -Added Burning Skeleton (Tier3).
    -Added the income increase information to all creep tooltips for "-si" mode.
    -Multiboard now shows how many tower you already built. (max 90)
    -Now it's possible to also change lumber to gold.
    -Added the auto gold -> lumber swap system.
    -Reduced creeprespawn time for all tier3 creeps.
    -Balanced Trolls (tier2).
    -Fixed a bug that an Elemental Chooser costs you 5k income in "-si" mode instead of 333.
    -Fixed mangler ultra tower cost. (10k -> 30k gold)
    -Small game performance improvements.
    -Improved how the multiboard works.




Official Forum: www.goh-rpg.de.to
e-Mail: [email protected]
B.Net: Robbepop (at Northrend)


Keywords:
line, tower, war, towers, v1.63, Robbepop, ltw, performance, line tower war, line tower wars, great, lol, best, highend, rofl, omg, wtf, new, evolutio
Contents

LTW - Evolution v1.68 (Map)

Reviews
19:24, 15th Jun 2009, by Rui: A decent maul map, with little that stands out to distinguish it from the others. Here is my review. Approved with a 3/5 (Useful) rating.
Level 1
Joined
Feb 11, 2010
Messages
6
Hi,
Thank you ! :) Your map is the best LTW i've ever played :wink:

There's a bug that happen almost every times at the end of the game (Tiers 3 monsters) : When you mass send creeps and the opponent is not able to kill your creeps (often because of the healers) then all the creeps are stuck and cannot move anymore...

You can't send any creeps because usually you've reached the limit...

This bug happens in all LTW to my knowledge...

Any way to fix it ?
(I'm not a native english speaker, if you don't understand something, tell me ;) )
 
Level 1
Joined
Feb 11, 2010
Messages
6
I didn't have the last version, now it's fixed (no healers now), thank you !

I noticed a bug : You can build a tower ON an creep, & then the creep is stuck & cannont move until he dies. It often happens when i'm mass building (with the shift key).


I would be good too if the auras are increasing with the level. Like more speed or armor % for tier 3, etc... ;)
 
Last edited:
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

i uploaded a new version which fixed many things.
this is version v1.61 and this map has still a mod rating of 3 but that rated version was v1.29 and so months and months ago...

im really for a rerate or just remove the current rating because it has nothing to do with the newer versions! - thanks. =)

Robbepop
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

lol this is not a bug related to this game. *rofl*
that is a bug caused by hosting too many times or spamming the autorefresh.
you should try to host this map and close nearly all open slots.
then your autorefresh isn't that extreme...

Robbepop

edit:
in v1.62 i fixed a bug which was caused by a change in v1.61 and made tower regeneration to be 5% per second instead of 1%. that probably made attacking units useless...
 
Last edited:
Level 3
Joined
Dec 7, 2009
Messages
58
my brother and my cousin plays this game all the time, the game is really nice, although I have to say some of the "magic" are imbalanced, and being able to control the creeps you send is well kinda I dunno is cool? but I have to say that I hope the "sell tower" hotkey would be changed into something like "S" because "P" is just way to far. Overall the game is really nice :)

no bugs were found so yeah it's really good I have no idea why this is rated 3/5 by the mod

5/5
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

why do you think that i shell increase the damage dealt to divine units?

can you tell me which towers tooltips aren't correct?
normally i looked that everything is fine.

Robbepop

@Danishjumper:
i don't know why it's not working for you.
perhaps redownload it? :-(
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

after over a year I released a new version for this line tower wars.
in general I now use another protection method - hopefully it is more compatible to the most users. =)

I also added a new game feature to prevent players to command their creeps which is likely expoited. however, you can deactivate this new feature with "-enablecmd" or "-ec" as a new game mode.

In hope to reduce the slow stack and to improve the balance with frost towers I decreased the slowing duration from 3 seconds to 2 seconds.

Robbepop


edit: reconstruct the map description at the hive workshop.
btw: it would be nice if a mod could re-review this map as the current review is for a quite old version - many changes have been done since then!
 
Last edited:
Level 31
Joined
Jul 10, 2007
Messages
6,306
Big question


Do you do use something like A* Path Finding in order to prevent players from blocking? It is very easy to cheat if you are just using the standard stupid anti-cheat ;p


Also, keep in mind that many summons = stopping creeps. One way to prevent this is to have different players dedicated to sending. For example, in a hero line wars map, I had 4 extra players dedicated to sending and spread the sends out across those players as well as the original sending player.
 
Level 31
Joined
Jul 10, 2007
Messages
6,306
Next questions (before I play it).


#1- can you sell towers for a % of gold back extremely quickly, or does selling take a while? I ask this because if you have it on something like 100% with fast sells, this drastically changes the dynamics of early game. It turns into building/selling to maximize gold for income ^)^.

#2- do the sends go around like a normal ltw or does it switch up to different players? The main problem with the round robin style is that it is unbalanced. One player can seriously be 100% screwed over by the player behind them. Essentially, you can make yourself lose + the person in front of you and there is nothing that the person in front of you can do about it. This usually occurs from sending the most high hp creeps possible and saving up for 2-3 rounds, forcing the player in front to spend lots of gold on building, thus screwing both your incomes over ; P. A good way to prevent this is to change which player you send to every round, essentially making everyone fight everyone =).

#3- one big thing in ltw is that the lower creeps give more income, but also end up giving more bounty from feed. This can cause the player in front to grow incredibly strong if they focus on income and have the person behind focus on income. Essentially, someone being fed + focusing on income = 100% win. A good way to counter this is to again change up who players send to every round.

#4- I found the best way to give income is to give it like 10x a second so that players continue to get gold : ). If you keep with standard income, then the standard send is sending 2 seconds before the next round and continuing to send through the next round, thus doubling the sizes of the send. While this may not seem like a problem, it can be a major problem in the early portion of the game ; p.



That's all : D.



I've been playing tower wars maps since early wintermaul wars and have been part of the top elitist tower wars clans ;D. A few years back when wmw was filled with the best pros that have ever been on wc3, I managed to beat the #1 player after 2 years of constant practicing, thus earning the title of #1 myself. With all of the crap noobs nowadays and the noob maps, nobody has come close to approaching the skills that were wielded by tower war players a few years back, so I do know the game extremely well : ).



Now, my final question I guess is this. Is there a focused aa tower, or do players need to be smart with building aa? Or is there no air? >.<


Oh yes, and keep this in mind for lumber. You may manage to just about kill a player for lumber and then lose that lumber to another player due to the switch up idea, so it's sort of a double edged sword. However, this can also be a good thing as players will then try to ensure that they do kill the player they are sending to when they go for that kill shot ; ).


After those questions, I'll possibly try the map and give my final review as to how the towers work with each other, early gameplay, mid gameplay, and late gameplay. A major problem most tower war maps have is that they only have gameplay during the early portion of the game, when you are building your maze. After your maze is built, the game becomes much easier and much more stupid >.<. Ensuring that people build their maze through the entire game forces advanced gameplay for the duration of the game.


I know that in most tower war games I play, the game is decided in the first minute :\. After that, it's just waiting for the other player to die >.>. That's how important early gameplay is in most tower war games. I say most because there are a couple that can carry out through mid game, or even a little of late game. I actually made one that could carry all the way to late game, but I never finished it, haha... that one was ridiculously difficult and only met 3 players that could play on it without special training >.<. The mazing was ridiculously hard, using the towers was ridiculously hard, upgrading was hard, sending was hard, and the game was so damn fast paced that you barley had time to think. You essentially had to build, send, and micro all at once. The monsters also had high hp regen, so if you built a very long long maze, you took a major penalty :\. In fact, I recommend giving monsters high hp regen so that players can't just build an overly large maze =). It'll force them to have damage points and maximize the exposure of their main damaging towers. They won't be able to just upgrade everything every once and a while and build a maze that's the size of their entire lane =o. That was probably the best thing I did with that tower wars map I made >.<.
 
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hiho,

I will answer them shortly ...
#1: there is a sell option but you just get 75% of the gold returned.
#2: there are several modes in this ltw. one of them is called "-randomspawn" or something like that so that every player always sends creeps to a random player.
#3: in fact it is a typical game type that income is of most importance but due to the fact that you got builder spells in this ltw (which makes everything harder) you have to be more attentive in fact of building towers instead of sending and spamming.
#4: again there are several modes with different income timers.

final question: there are no anti-air towers but there are air units unless you deactivate them with another mode.
some towers might be stronger against air than other and it is depending on how the oponent sent in his/her air units (many crap units or a few elite air units).

I don't know what type of tower wars you played however you will find out many new features in this ltw which are non-existent in all other ltw maps.

Robbepop
 
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Random spawn mode is no good, that would totally screw up the mechanics of ltw >.<. You'd be removing all of the skill factor : |.


I'm talking about round robin but circulating every single round. So you send to the person in front of you first round, then 2 in front of you next, then 3, then 4, etc and just circle around =|. And no, I don't mean circulate every send, I mean circulate every time the round changes (whenever income is given for the round). That would be a setup for a rather pro match =P.


Also, you should be able to buy tactics, like things to make the thing circulate +1, reverse, or circulate -1. This could be very helpful to avoid powerful players or to target weak players.


My personal favorite ltw map employed this, but it only did reversals, meaning you were still stuck in between two players. It also had godly 100% sell back rates, meaning that the beginning game could be really hardcore >: D.



Also have you ever considered this for difficulty? What I did with my old wmw map for difficulty was, rather than scaling the hp or speed on the units (messes up the gameplay pretty badly), I scaled the difficulty of races. This doesn't mean I made races op or weak, I just made them more difficult to play. For example, compare a melee race with highly strategic melee towers and mazing towers to a beam race. The melee race requires extreme exposure on its damaging towers, but you don't need to micro them. The beam towers require less effort to exposure and no micro as well, but are weaker with mazing. Due to high hp regen, you don't want a very large maze, but the melee build focuses on bursts of damage and a very large maze, making it extremely optimal (lots of pure damage) whereas the beam race focuses on lots of damage early on but more maze and less damage later on, making it easier to use for beginners, but not necessarily as optimal in the later portion of the game. Well, I guess that makes the melee race better, but only if the player is good enough to use it. Obviously, a beginner on the melee race would lose in a very major way to a beginner of equal skill on the beam race. However, a master on the beam race would lose to a master on the melee race by a slight amount due to the loss of efficiency in the later portion of the game. The proficiency of the race is traded for ease of use. The easier the race, the less potential it has ^)^. That was my philosophy anyways. The admin would unlock a specific difficulty for the map, be it beginner, intermediate, professional, or hell. Hell mode races were ridiculously hard to use, but had masses of potential. As I mentioned before, only 3 players out of many, many, many players were able to play the hell mode race I made without hours upon hours upon hours of special training. In a match, the 2 masters of around the same skill each played the same hell mode race and tied. Two masters then played against each other, one on beam (beginner) and one on the hell mode race and the one on the hell mode race won. Two beginners, one on the hell mode race and one on the beginner race, then played each other. The beginner on the hell mode race lost after 2 sends (about 45 seconds total, third send was already going in). I think that this is the best way to make a great tower wars map that is friendly to all players of all skill levels : ).


And to give you an idea of the hell mode race.. it had mazing towers for 1 gold each and its first damage tower was 35 gold. However, building this damage tower in a naive way isn't enough to counteract even the weakest monster, so you have to build it for absolute maximal exposure. To mob levels 2 and 3, you had to also finish your hook. This means by the second send, your hook already had to be up (old wmw maps could hook, no bolt or anything). All of the towers sold back for 100%, so you could do quick temp mazes. I was thinking of making hell mode races the only races to be able to sell back for 100% due to the necessity of making temporary mazes on them (damage towers that are only there for 1 round etc). They required an extreme level of skill to use >.<.


So anyways, I'm just wondering if you ever plan to do something like that for this map : ), cuz that would be really awesome ;o. And as I mentioned, upping the hp, speed, or regen or w/e just messes up the game. It doesn't up the difficulty, it just makes it so you have to build more. If anything, it lowers the difficulty of the game as beginners already overbuild in mass. Upping hp in so called "pro" games just lowers the gap between actual pros and actual beginners. If you look at an intermediate player, their biggest issue is underbuilding because they are still trying to find that thin line between overbuilding and underbuilding where they can maximize their income ^)^. I was an intermediate player for like 1 year ;o. Just about every player is beginner. Every once and awhile I'll see an intermediate, but haven't seen a single pro in a long long long long time. If you do proper scaling of difficulty with races or w/e, you could encourage more pros to come about as they try to master hell mode races ; D. It's either that or everyone will play on beginner mode because nobody will be good enough to even handle intermediate, lolz ; P.



I think you need to study tower wars more so that you have a better understanding of the game ^)^.
 
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I think you need to play this game before you judge about my understanding of tower wars game.
I also played LINE tower wars for several years - no other tower wars and that's perhaps why you dislike some concepts in this map.
It seems that you played tower wars but not line tower wars which are different imo.
There are no difficulties in my map but "-hardgame" which is just another of many modes which you can choose in this game.
The goal of my ltw map was to replace any other LINE tower war map because of the mass amount of modes.
In fact my map is hosted very well in bnet and many player know it so I think I did my job ...

However, over time I got a new understanding of the balance of this game and feel that it is nearly impossible to create a good balance unless all players have got the same towers available.
In general the elemental towers are a strange customization in this game imo and I would never implement them if I was the inventor of ltw.
However, nobody would play an LTW without them and that's why they still exist ...
I would probably replace elemental towers with new towers which require more strategy to build within the maze.

Robbepop
 
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Actually, I primarily play maul wars and ltw ;D, any map in the tower wars genre where you can maze ;p.


What I think makes the game harder is not buffed up creeps but rather more tactical creeps (perhaps building your own set of creeps would be a very nice addition to the game) and a play on many different armor types, thus requiring a highly balanced maze. For example, long mazes are weak against high regen creeps and bursts of damage are weak against very fast creeps ;p. But anyways, these ideas would be for a different map I suppose : ).


However, I think that the round robin idea with circulations as well as some things to change who you are currently sending are good things to implement for this map ^^.
 
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hiho,

yeah but could you look under "pending maps".
I released a completely new version of this LTW, called v2.00.
I removed all elemental towers there which I find very imbalanced and replaced them with strategically useful towers.

You "round robin circulation" is also a nice idea which I could implement with another update.
I also had the idea to upgrade creeps but this is very bad with wc3 tooltips ...

Robbepop
 
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Ach die Robbe lebt noch. (scheiß mal auf englisch gerade)
Haben es letztens mal aufm Funmapabend gespielt, war eigentlich ganz nett, 2 kleine Sachen die mir aufgefallen sind:
-Der Income-Sound ist verschoben. Am Anfang stimmts noch mit dem Timer überein, je länger man spielt desto asynchroner wird es
-Nachdem ein Spieler verloren war hatte er ja kurzer Zeit nen fatal - keine Ahnung ob das mit der alten protection zusammenhängt

Eine große Sache die mich eigentlich nervt und die Map kaum spielbar macht ist die, dass man, wenn der Spieler hinter einem, also von dem die Mobs kommen, nix sendet.
Man bekommt dann nämlich fast kein Gold, und ohne Killgold kann man auch nicht viel senden == generell weniger income.
Und darauf läuft es letzten endes hinaus - man muss viel senden, aber einem muss auch gesendet werden. Macht man 1 von den 2 nicht hat man halt keine Chance. Ich hab imemr mein volles income gesendet und keine tower gebaut, weil halt nix kam, dann aber halt trotzdem nur ca. ein drittel des Einkommens eines anderen Spielers gehabt.

Daran scheitert die Map für mich, obwohl es mit den elementen und spells eigentlich schon spaß macht, wobei die Spells auch immer vergessen werden und noobs meisten nicht mal wissen, das die existieren.
 
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hey man, everyone loves this version with the elements. Only this version is hosted, the other versions are never hosted because they dont have element towers >.> So Im speaking on behave of everyone who plays this version. Im just saying from a lot of experience, this version is the most fun for me as well as everyone who plays ltw.^^ But could you possibly update it?

Its great, but there is a bug that happens quite a bit to people. In l8er game, when there is a lot of creep sending, the game crashes often (critical error). Its very annoying, I think it might be because of the massive amount of creeps being spawned. But if that could be fixed, that would be awesome!
 
hey man, everyone loves this version with the elements. Only this version is hosted, the other versions are never hosted because they dont have element towers >.> So Im speaking on behave of everyone who plays this version. Im just saying from a lot of experience, this version is the most fun for me as well as everyone who plays ltw.^^ But could you possibly update it?

Its great, but there is a bug that happens quite a bit to people. In l8er game, when there is a lot of creep sending, the game crashes often (critical error). Its very annoying, I think it might be because of the massive amount of creeps being spawned. But if that could be fixed, that would be awesome!

I've played tremendously long games, to the point where I had hundreds of lumber, and not split. If you're splitting, you probably need more RAM. This computer was built 6 years ago and still runs the game fine.
 
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I got 4 gig of ram.... It should be perfectly fine. But i see this happen to many other people. In the mid of the game they just drop out. Its not a ram issue or any hardware issue. I run every game on max settings 100% fine with no lag. Just see what we can do.
 
I got 4 gig of ram.... It should be perfectly fine. But i see this happen to many other people. In the mid of the game they just drop out. Its not a ram issue or any hardware issue. I run every game on max settings 100% fine with no lag. Just see what we can do.

You're right, it seems to be splitting, now. I played it so many times before with no problem, then stopped for about a year, but I've been playing it again lately, and full houses have been crashing during games where many players survive to the late-game. I'm not sure if it's caused by an update to this map, or an update to Warcraft, but something doesn't seem to be working right anymore. At first I suspected memory leaks, even though I've spoken to Robbepop a lot in the past and I know that his code is leakless, and even so it doesn't lag; it simply spontaneously crashes.
 
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See xD. But yeah, if this can be fixed with an update, this version would undoubtedly be the best ltw out there :D
Please robbepop, if you can fix this, it would be soo greatly appreciated. Most people on b.net host your version 1.62.
They all like the night elf towers as the shop for the elements. So yeah, 1.62 is the most popular version out there. So if you can fix the crash pug (I think it is cased by sending too many creeps in a short period of time) then this game would be absolutely perfect ;)
 
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UPDATE: *Please update this version, its soo popular and soooo gooood!!! xD

Fixes:
- Crashing from too many enemies on screen (happens not too often, about 40% chance it will happen in a game)
- when there are too many enemies running through mazes, and they get slowed down (cold towers) they can hold up each other up, they still stack in otherwords, kinda blocking the path (NEEDS TO BE FIXED)

Recommendations:
- If you can, add another element tower, that would be cool like earth or wind. That would be cool.
 
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Hiho,

ok, I didn't read this because the forum doesn't display my own map to me. 0.o
I will try to find the source of the crashes.

Perhaps you can tell me some balancing wishes if there are imbalances.

What modes are you playing?
That's very important as the game performance is highly dependent on them.
A few could cause these crashes.

The slow bug that stops creeps is extremely difficult to fix as it is a wc3 related bug and happens only with massive amounts of creeps ...
The only solution would be to remove the frost attack and replace it with something else.

Have you already tried out if the crashes also occure at version v1.65?
Of course, I can't remember what I've changed there exactly but in the changelog I can read "code optimization" etc. ... :p

Robbepop
 
Hiho,

ok, I didn't read this because the forum doesn't display my own map to me. 0.o
I will try to find the source of the crashes.

Perhaps you can tell me some balancing wishes if there are imbalances.

What modes are you playing?
That's very important as the game performance is highly dependent on them.
A few could cause these crashes.

The slow bug that stops creeps is extremely difficult to fix as it is a wc3 related bug and happens only with massive amounts of creeps ...
The only solution would be to remove the frost attack and replace it with something else.

Have you already tried out if the crashes also occure at version v1.65?
Of course, I can't remember what I've changed there exactly but in the changelog I can read "code optimization" etc. ... :p

Robbepop

Yes, the crashes occur in 1.65, but only when a lot of players survive towards the end of the game. I think it has something to do with element tech, because there have been a couple of times that I've crashed right as I researched my last tech, and if there's an issue that only happens late-game, and it crashed right then, maybe it has to do with the game being unable to load too many people's elements? The modes I usually do are -si -tl -nm -nl -life 100, but it's crashed when other people are the host, setting up different modes, as well.

Anyway, as for fixing frost, here's my idea: Instead of having frost, how about giving the frost towers a dummy ability, and use triggers to add a self-slow-aura to each target that is damaged with the tower's buff for the duration, then removing the tower's buff from the unit to prevent double proc.

And for balance: Lighting towers need more damage. Since the other elements get options of splash, and most people are going to be spamming units, scorpions become less useful. For example, scorpions will be dealing about 600 DPS or so. That seems good, but in an actual game that's too low, as any elemental with splash, for example the paladin, which deals about 280 damage per second, will usually be hitting 5-10 units with his splash, raising that to about 1400-2800 damage per second. Now, I understand that giving the scorpion single-target damage of that amount would be ridiculously overpowered, but I do suggest raising the scorpion's base damage to about 400. At the moment, since everybody in the game will generally be sending large amounts of units, the scorpions don't have enough damage to make up for their single-target.

I also suggest increasing the damage of cannon towers. At the moment, cannon towers are pretty much pointless as they can't hit air, and people would much prefer making splash damage elements that hit both ground and air. If cannons had more damage, they might be worth placing as being stronger against ground.
 
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Crashes seem to occur in every mode regardless. But it isnt that often, like I said there is about 40% chance it will happen in a relatively full game.

How about giving the frost towers an aura, so when nearby enemies reach it, they get slowed, that way if it the stacking still occurs, it will only be for like 5 secs and they will pass the auras radius. And to accommodate the aura, just nerf the frost towers damage that way people won't be inclined to just only build them. I don't know, just a suggestion.

I also had an interesting mode you can add if you think it is good. In TD Tournament, you had an option to build mazes with a single or double space. If you can set a mode like "-ds" (double space) this would completely eliminate the stacking issue, and you would just leave the frost towers alone.

Lighting towers to need to be buffed, they do seem a little underpowered.

The cannon towers should be buffed a bit as well to compensate for the lack in aa.

And finally If you could, add another element tower maybe? (I know i said this before, but I was just curious if you could, that would be neat! xD
 
Crashes seem to occur in every mode regardless. But it isnt that often, like I said there is about 40% chance it will happen in a relatively full game.

How about giving the frost towers an aura, so when nearby enemies reach it, they get slowed, that way if it the stacking still occurs, it will only be for like 5 secs and they will pass the auras radius. And to accommodate the aura, just nerf the frost towers damage that way people won't be inclined to just only build them. I don't know, just a suggestion.

I also had an interesting mode you can add if you think it is good. In TD Tournament, you had an option to build mazes with a single or double space. If you can set a mode like "-ds" (double space) this would completely eliminate the stacking issue, and you would just leave the frost towers alone.

Lighting towers to need to be buffed, they do seem a little underpowered.

The cannon towers should be buffed a bit as well to compensate for the lack in aa.

And finally If you could, add another element tower maybe? (I know i said this before, but I was just curious if you could, that would be neat! xD

Frost towers already have had their damage significantly lowered, so they cannot be relied on for effective damage compared to other towers, already.

Unit collision is not the reason they stop. In his version of line tower wars, the units have no collision and are visible ghosts. It doesn't matter how much space your maze has, that won't affect whether or not they stop. The issue is simply with the way cold slow works.

I agree with everything else you'd said, though. A new element would be neat, but unlikely.
 
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Haha oh well. We'll see what happens from here :D

Also, would it be possible to put back the ents as the towers to select the elements? I just think they look better than just having the energy tower :3
 
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Interesting, I'm not really sure, I haven't played that version as much, but it didn't seem to happen but again I could be wrong. I think it might just be the massive amounts of creeps on screen. I don't think it is related to specific towers.

What do you think inferno? Have you played that version more enough to know?

I will play a few games and test it out.

UPDATE:
No 2.06 does not seem to crash.
Just and idea for the slow towers, by not just use the slow aura towers from 2.06?
 
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Interesting, I'm not really sure, I haven't played that version as much, but it didn't seem to happen but again I could be wrong. I think it might just be the massive amounts of creeps on screen. I don't think it is related to specific towers.

What do you think inferno? Have you played that version more enough to know?

I will play a few games and test it out.

UPDATE:
No 2.06 does not seem to crash.
Just and idea for the slow towers, by not just use the slow aura towers from 2.06?

I haven't played a full house of 2.06, but of the games I've played, 2.06 doesn't crash, and I do think it has something to do with researching elementals, because it seems to only happen around the time period that people are researching their last elements, and I myself have crashed a few times while researching my last element, and it has only happened in a full game.
 
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Hiho,

hmm, before adding new elementals I want to find the source of the crashing problem. That's of most importance!

Besides that I could make new elemental towers. However, I first need cool ideas.

Couldn't the bugs come from frost towers? Or have you also experienced bugs while fighting without them?
Please do some games without any frost towers to be sure. =)

Btw: Would you like v2.06 more if there were any customization options for players so that one could for example buff his towers in his own way?
e.g.: Giving all towers more hp, attack damage or 100% refund for all towers or maybe a new gold tower which provides gold per second? xD

Robbepop
 
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The crash happens regardless if there are elemental towers. I have seen people crash in game when they didn't have any elementals.

Some ideas for an extra elemental would be like (my idea):
Wind;
Tier 1: Grey tower
Tier 2: you can have the fog that the dragonhawk rider (humans) create as one tower.
Tier 3: tornado skill as another tower (this skill would look sick :D)
And so on.. just some of my ideas :)

For 2.06, I think adding that would make it a lot better, because even without it, the version seems a lot more plain and gets more boring l8 game (what I think and other who played it). It would add more depth to it.
 
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