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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.
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.

It's possible that there could be multiple issues that cause crashes, then, because there have been many times that a person has crashed right as he clicked his last tech.

As for the tower ideas, you didn't say anything about what the towers would do; you only stated what models to use for them... How's that going to help robbepop? Explain what you want them to actually do.

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

I definitely don't like the idea of having a full-scale buff that players choose for their towers, and I don't like the idea of a gold tower either, sorry.

It's going to be very difficult to arrange a full house of players without anybody teching frost for testing, but if I can do it, I'll try.

For 2.06, hmm... You should definitely put the branches back together into basic towers. I liked the idea of archer splitting into guard tower and cannons later on, and blade tower splitting into blade and ogre later on; you should have kept that. I also really miss having the blade and ogre towers, they added some strategy as you had to make sure you used them in places where they could take advantage of their qualities.

While you're at it, if you do bring branches back into the game, you could make the anti-air tower another branch out of the guard tower, and add a new "rocket tower" branch from the cannon towers, rocket tower having a smaller splash radius, but being able to target air. Basically, the archer tower would have a total of four different end-game results that it could end up as.

I've got a few more ideas, but I'm going to save them for the map I'm working on, and then give the ideas to you after it's released. If you implemented them before my map was released, people would probably accuse me of stealing from you, and I would rather avoid being accused of stealing my own work XD.
 
Level 11
Joined
Mar 6, 2008
Messages
898
Yeah, that would be possible.
I am still searching for the source of the crashes.

Btw: I had an idea about choosing the modes.
How about adding a multiboard panel for the mode choosing so that you can choose modes with your arrow keys on your keyboard by scrolling down a list of commands etc. ... =)

[x] No Magic
[ ] No Air
[x] No Attackers
Life: 55
etc. ...

Robbepop
 
Yeah, that would be possible.
I am still searching for the source of the crashes.

Btw: I had an idea about choosing the modes.
How about adding a multiboard panel for the mode choosing so that you can choose modes with your arrow keys on your keyboard by scrolling down a list of commands etc. ... =)

[x] No Magic
[ ] No Air
[x] No Attackers
Life: 55
etc. ...

Robbepop

Sounds like a good idea, it will be more convenient for the host and easier for other players in the game to see what the modes are.

By the way, in 1.65, the units/lives don't get removed when slots are not occupied. You might want to do something about that, it wasn't like that in 1.62.
 
Level 5
Joined
Aug 8, 2012
Messages
153
[For my idea of an elemental tower]

For the abilities (attacks) you can use:
-a grey wisp with fog behind it (like the builder in wintermaul)
-a smaller tornado skill
and so on.

But if you cant come up with idea for wind, just use earth and play some element td to get ideas.

As for the commands, that would be really convenient :D

Also I just wanted to know what motivated you to change the magic towers (night elf buildings) to the energy core? Just curious, and if you can, would you be able to switch em back like in 1.62? Its just that it looks a lot nicer because of the design and look ect.

For the crash, it is a possibility that people could crash right when they research it, but that never happened to me, it always happened to me when i am spamming the creeps. Sometimes it didnt crash, but when it did, that was why. Never because of the teching for me. So it cant just/probably be only teching that causes it.
Its probably the core of the scripts like commands, rather than the actions.
 
[For my idea of an elemental tower]

For the abilities (attacks) you can use:
-a grey wisp with fog behind it (like the builder in wintermaul)
-a smaller tornado skill
and so on.

But if you cant come up with idea for wind, just use earth and play some element td to get ideas.

As for the commands, that would be really convenient :D

Also I just wanted to know what motivated you to change the magic towers (night elf buildings) to the energy core? Just curious, and if you can, would you be able to switch em back like in 1.62? Its just that it looks a lot nicer because of the design and look ect.

For the crash, it is a possibility that people could crash right when they research it, but that never happened to me, it always happened to me when i am spamming the creeps. Sometimes it didnt crash, but when it did, that was why. Never because of the teching for me. So it cant just/probably be only teching that causes it.
Its probably the core of the scripts like commands, rather than the actions.

Seriously, dude, you need to say what the towers will actually do! Telling him what models to use doesn't really give him a picture of what you expect!

He needs to know things like:

How fast or slow will they attack?

How will their damage per attack compare to other towers?

What kind of attack will they have? Single-target, splash target, splash projectile, line damage, wave damage, a specific target path, chain, etc?

Will their attacks have any sort of effect on enemies, like slow, armor reduction, a chance to deal extra damage or stun, slowing attack speed, or what?

What kind of range do you want them to have?

These, and more, are things you might want to tell him. Not actual numbers, just things like "low, medium, high" to give him a picture of how they will operate, and leave the actual balancing of numbers to him. But simply telling him what unit models you want to see doesn't really help him with what your idea for the element is.
 
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Wow, that looks sik! But will it replace the previous one? Or will there be two? If you can have both, then yea keep it! Reduces confusion for people who are afk or retarded :D

ps. correction... "Lives, not Lifes" and "Tower Count not Count Towers":D
 
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Nice man, if it operates smoothly, hell yeah!!!! even then keep it! :D
Fix the grammar tho like I said before :D
 
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hiho,

yeah, the only problem is that I will only add it for the v2.0x versions as the other versions with elementals aren't advanced enough to implement this fast.

in the long run I will improve the v2.0x version so that players like them more than the old v1.6x versions. =)
the key feature which is nearly missing atm is customization of the players - I will change that!

my ideas: I am going to add two new tower types. Sharp towers as known in the old ltw versions and hero towers which can level up and which you as a player can highly customize. =)
There will be four different hero towers (one for each race -> human, orc, nightelve and undead).

Robbepop
 
hiho,

yeah, the only problem is that I will only add it for the v2.0x versions as the other versions with elementals aren't advanced enough to implement this fast.

in the long run I will improve the v2.0x version so that players like them more than the old v1.6x versions. =)
the key feature which is nearly missing atm is customization of the players - I will change that!

my ideas: I am going to add two new tower types. Sharp towers as known in the old ltw versions and hero towers which can level up and which you as a player can highly customize. =)
There will be four different hero towers (one for each race -> human, orc, nightelve and undead).

Robbepop

v2.x and v1.65 are two entirely different maps. By removing elementals and splitting the branches of basics into separate lines, you turned into something different. I still play 2.x every now and then, but I myself, and many others, will always want to have a classic LTW with elementals to play as well. I like this version more than the newer one, actually, and I would prefer that you add new features such as that to this one as well.
 
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Yes I agree, that sounds awesome, but 1.65 will always be the true LTW people want to play. Dont get me wrong, 2.0x are great! But when I host them, people litteraly say, "wth is this, or, this isnt ltw ><" So just make sure you can manage to update them both equally at a steady paste :D
 
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Hiho,

this is a major problem.
Due to the lack of time I have I really can only develop one of both maps.
Changes I make for the one version can sometimes be implemented on the other version.
However, there is a huge gap in the elemental section where I really don't know how to connect both maps code based to use nearly the same map code.

Atm I am trying to entirely recode the v2.0x versions.
If I am good enough the resulting code will be variable enough to also get used at the v1.6x versions without much work - but this is not sure!

Robbepop
 
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Hmm, you can give it your all, but if for any reason the management of both is not possible, I suggest sticking to the 1.6x version because it is more popular and played. But the only thing that seriously needs to be fixed is that crash. It happens about 30-40% of the time. And of course, if you are able to, add an elemental, tweak the stats of the towers we mentioned here and there ect.
 
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yeah, I am trying to recode the v2.0x versions so that I can take over some parts of the codes to the v1.6x versions. =)
maybe I can do this sucessfully - never did something like that before.

btw: the multiboard was too large in the vertical space and so I reallocated some parts of it. =)

ltwevolutionmodeselecti.jpg


Robbepop
 
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Ok, sounds like it could work! Also the multiboard looks nice! I think that what you are doing is smart, it is what i would have done because the coding is more recent, and it dosent crash, so you could use the same code and transfer it to 1.65, but accommodate for the elementals. Makes sense.

ps. its "LIVES" NOT "LIFES" or you could just do "Life" xD
 
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Alright, cool. Hopefully it works!

Beta test maybe? xD

Also, could you put the ents back as the elemental selectables? They looked cool :D
 
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Alright no problem I was kinda kidding xD

Also, if u can, use the ents as selection, they were awesome!!!! :D
 
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Hiho,

I have an important idea.
Would it be good if I change the barracs from tier to classes so that creeps would be sorted into them like that:

1. Barracks: normal units.
2. Barracks: air units.
3. Barracks: attacking units.
4. Barracks: special units. (invisible, with auras, boss creeps, immunes etc. ...)

This would allow me to be more flexible with the creeps and stuff and players could easily point out the units specialities.
However, equal creep bombs are then hard to spam and you have to switch between the tier buildings very fast in order to get something like that done.

Robbepop

Edit:
Btw, I am nearly done with recoding the entire (!!) map.
However, I have got a nice idea to reduce the general lagg in LTW maps.
The most computing time in my LTW map is taken due to the massive amount of units on the map.
If I reduce the general spawn number of creeps from 3 to 1 and slightly lower the maximum limit while rebalancing all creep stats so that the game is still balance would cause extremely good performance improvements. =)
Of course there would be still a few creeps which spawns at 3 so that you can take them to massively spam your oponent but that will not be the general case!

A single creep would then just have a higher value than before.
In my opinion this is highly required to fix all the problems which players currently have.

Edit2:
I just realized how much work that was ... 0.o
ltwevolutionstructcmd.jpg
 
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OMG xD My message from yesterday did not go through for some reason so I will make this brief.
Note, I do not get any lagg whatsoever, as do lots of other people. People that lagg just have crappy comps xD

1. Do not categorize the tiers. Makes it more confusing and inconvenient.
2.-we should test it with just the new script and no changes like you mentioned above. If crash is gone, then you already fixed the problem.
-If it still crashes, reduce the creeps to 2 (imo) or 1, and make another beta. If the crash is gone, then we solved the problem, if not, its something else.
3. Cant wait to try it out :D
 
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Hiho,

recoding is finally done which means that we could eventually test the map.
The only thing I have to do now is to initialize all the creeps as the new version will have creep data within the codes instead of over the object editor. =)

ah btw: my computer is crap and my own super-performance ltw still laggs for me. :-(

Robbepop

New version:
http://www.hiveworkshop.com/forums/maps-564/ltw-evolution-v2-10-a-209564/
 
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it seems that they can not be updated that easily because they are too different from the newer versions.
besides that there it is even harder to make a good AI.
the AI on the new version is already running, yet not really amazing but ready for improvements. =)

however, I will release a v1.66 with the major bug of v1.65 fixed and the tech base will again be the good old tree.

Robbepop
 
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it seems that they can not be updated that easily because they are too different from the newer versions.
besides that there it is even harder to make a good AI.
the AI on the new version is already running, yet not really amazing but ready for improvements. =)

however, I will release a v1.66 with the major bug of v1.65 fixed and the tech base will again be the good old tree.

Robbepop

OMG <333!!! xD lol thanks for putting the good old tree back!!!! lol seriously thanks. Its just that i love the look of it and I think it makes the map look more professional :D

Its also great to hear that you found a major bug in the 1.65 :) Hopefully it might have been a possible cause to the crash? But we will see, Looking forward to the next update :D

Also what is your opinion on the possible new element? I dont want to rush you or force you and what not. I was just wondering if it might be a possibility in the future? If so, Ima throw out all my ideas at you! xD

Looking forward to this!!! Best LTW by far is getting a bigger push! Cant beleive some people actually still host those terribly coded gui ones with all the glitches and what not. lol
 
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Hiho,

let's see if I add some more elementals or create more combinations for the existing ones so that every element has got 2 possible combinations with other elements than just only one. (I would like to implement this more than just a new elemental!)

I fixed the major bug which caused that all players got initialized, even the inactiv (not playing) ones. So the game wasn't playable at all but only with 12 players. xD

Are there many crashes on v1.65 or just on v1.62?

Robbepop
 
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SWEET!!! I will be playing this even more to test out for bugs xD. Will let you know right away!

Hey, just an update, can you make the first 3 creep spawn timer an option in the beginning like a mode? Because some people love sending right away because it gives the game a competitive feel and forces the receiver to build. This is just something that really separates the newbies from the more competitive people. So why not just make a mode like "-fb" (-fast beggining" or something, that way the host can choose based on the peoples opinion.

Also if the gold set amount is not alot, then 55 secs would be a bit too much to wait for. Just let me know what you think. I really think that making the timer in the beginning a mode is ideal. :D
 
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In that case I would strongly recommend to leave it the way it was before. In all honesty, once the game starts, everyone is prepared to start building right away, only people who are afk get affected by it. Its also the beginning of the game that makes it fun. By eliminating the intense fun factor at the beginning of the game, it is just kinda dull. The way it was before was perfect!

Also loving the ents xD
 
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10 seconds was not enough time for people who wanted to build in the front, as their builder started in the middle. By the time they reached the front, the units would have been spawned. So, yes, the timer did need to be extended to give people more time. But 55 seconds is a bit too long; I think it should be around 30 seconds.

I guess, but if anyone who wanted to build in the front could build in the mid or back, then later in the game, start building in the front and just sell everything else. Thats what I do. But for any reason 10 secs must change which I personally would like it to be the same, then at least do 30 secs like inferno said :D
 
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hiho,

the problem is that the host has got 45 seconds time to choose modes.
I can't reduce this time, otherwise the duration of choosing modes is too short.
so I can't reduce the initial timer to 30 seconds because the host could just wait until 30 seconds are over before starting the game and everybody would still be able to instantly spam sheeps.

55 seconds mean that you MINIMUMLY have to wait 10 seconds before the first sheeps are getting send. =)

Robbepop
 
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In that case, I would recommend to just keep it, while the host chooses modes, people would be aware the game is starting. I just think 10 would be a lot better than 55 if it has to be one or the other. :D
 
hiho,

the problem is that the host has got 45 seconds time to choose modes.
I can't reduce this time, otherwise the duration of choosing modes is too short.
so I can't reduce the initial timer to 30 seconds because the host could just wait until 30 seconds are over before starting the game and everybody would still be able to instantly spam sheeps.

55 seconds mean that you MINIMUMLY have to wait 10 seconds before the first sheeps are getting send. =)

Robbepop

Create the buildings when the round starts. Problem solved.
 
that's a very dirty method to fix this problem. xD

How is that "dirty"?

It works perfectly fine, fixes the error, is easy to do without leaks... You would be better off having the buildings be placed on the start of each round anyway. If you get used to having the entire game be set up via triggers, and nothing being pre-placed on the map, then you'll already have most of the work done for setting up a "round amount" mode, which would be great, in my opinion.
 
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hiho,

sorry for not answering for so long - i am ashamed but to be honest I just badly wanted to spread my other LTW version so I haven't had enough motivation to fix this important issue which makes the current version of this game unplayable. however, as I said I am deeply ashamed and will hand in a "hot-fix" for this problem as well as some simple suggestions and improvements which you can tell me right here soon.

Awaiting your comments! ;-)

Robbepop
 
Well, as far as suggestions go, I guess I can think of one.

The lightning towers need a buff. Most elements rely on splash, even when small, to kill enemies. LTW is a massing game, and splash is very important. The lightning towers don't have splash, and their damage output is nowhere near enough to make up for that. I really think they should get a damage buff of around 30-60% across the board.
 
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what's the difference? many players do like these builder spells and some even think that this game would be poor without them. perhaps it's just your opinion about them but for that I provided you with the -em command. so I see no problem on both sides. ;-)

Robbepop
 
what's the difference? many players do like these builder spells and some even think that this game would be poor without them. perhaps it's just your opinion about them but for that I provided you with the -em command. so I see no problem on both sides. ;-)

Robbepop

Everyone I've played with hates them, and it is very annoying when a new player joins the bot as red and does not disable them. They are extremely overpowered in the beginning, when your maze is shorter and a few seconds of frozen towers combined with a few seconds of invisible creeps means they've gotten most of the way through the maze and can make it out the back before you've had enough time to kill them. Another problem with spells is that they encourage people to save up for a very long time, crippling their own income (to the point where they usually lose the game) but rendering the one guy in front of them completely helpless against a saved up mass combined with spells.
 
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/bump.

Agreed on the magic issue, they really encourage poor plays that usually hate out the player behind while forfeiting your own long-term game plan as InfernalTater`s said, so having them disabled by default would help.

Anyways,
I`ve noticed that this map tends to crash my game (unless I reset it every time, ie exit then reboot the process, and I`ve crashed even after doing that), is that an indicator that its leaking (iono, I`m kinda noob xd)?
Or maybe its the fault of the hosting bot I`m playing the game on?

Oh, typing -rdy with time elapsed 0.00 (yes, you can do that with some hosting bots) will bug out the game (no builders are spawn, no lives are set, et cetera)

<3, Sela
 
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The problem with the permanent crashing is related to the old warcraft 3 engine. There are no map scritp dependent memory leaks (not that I knew) and I was really aware of them while coding the entire map. The problem lies in the general behaviour of LTW games as they spawn tons of units on the map during a game which results in many minor memory leaks in the warcraft 3 engine. These leaks can not be fixed by a mapper! So it would be blizzards task to fix them, however, I do not think that this will ever happen. This crash occurs since one of the more recent versions of warcraft 3 and has not existed before.

tl;dr: As a mapper, I can't fix this crash issue.

Robbepop
 
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