1. Are you planning to upload your awesome map to Hive? Please review the rules here.
    Dismiss Notice
  2. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  3. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still havn't received your rank award? Then please contact the administration.
    Dismiss Notice
  4. Travel to distant realms and encounter scenes unknown to the common folk. The Greatest of Adventures is upon us with the 8th Cinematic Contest. Join in on a fun ride.
    Dismiss Notice
  5. The 18th Icon Contest is ON! Choose any ingame unit and give him/her Hero abilities. Good luck to all.
    Dismiss Notice
  6. Contestants are to create a scene set in the Stone Age. Come and see what you can come up with. We wish you the best of luck!
    Dismiss Notice
  7. Colour outside the lines! Techtree Contest #13 is a go. The contest is optionally paired.
    Dismiss Notice
  8. Greetings cerebrates, our Swarm needs new spawners that will have numerous children. Join the HIVE's 31st Modeling Contest - Spawners and Spawned! The contest is optionally paired.
    Dismiss Notice
  9. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

LTW - Evolution v2.43

Submitted by Robbepop
This bundle is marked as approved. It works and satisfies the submission rules.
This is the newest version of my Line Tower Wars - Evolution map.
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.


Play against the computer by occupying computer slots.
There are three available difficulties (easy, normal, insane) which have an influence on the power of the A.I. oponent.


Official Forum: www.goh-rpg.de.to
e-Mail: Robbepop@web.de
B.Net: Robbepop (at Northrend)

Features


Tower Types

- Missile Tower - Medium tower which has got an average power against all creep types.
- Siege Tower - Deals splash damage but can only attack ground units.
- Anti-Air Tower - Can only attack air units but is very effective against them.
- Spell Tower - Deals chaos damage and has certain spells to protect you against attacker and boss creeps.
- Sharp Tower - Melee tower, attacks at a high ratio and damages all units around it.
- Aura-Tower - Buffs your towers or debuffs your enemies.
- Wall - Can't attack but can greatly protect your towers against enemy attackers.
- Elemental Tower - Very strong tower type with unique abilities. A player can only have one tower of this type at the same time.



Available Modes

-noattacker [-ns]
-noair [-na]
-nomagic [-nm]
-gold x
-lives x
-towers x
-food x
-fastmode [-fm]
-streamincome [-si]
-hardgame [-hg]
-randomspawn [-rs]
-terrainsnow [-ts]
-pro



Available Commands

-swapon / -swapoff / -son / -soff
-clear / -clr / -cls / -c
-income / -inc / -i
-lives / -l
-hintsoff / -hoff





Difference to general LTW's:

  • 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.
  • Elemental towers largely got replaced with strategic towers.
  • 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.


Changelogs:


Changelog v2.43 (26th Jan. 2019)

  • Build Menu
    • Allow canceling of "versus ALL" and "versus Ground" towers.
    • Walls, Auras, Anti-Air and Elementals can no longer be built during the first 2 minutes of game time.
  • Sharp Tower
    • Increase attack rate from 90/min to 200/min
    • Decrease attack damage by 65%
    • Are now affected by Command Aura towers by increasing their attack speed.
    • => All in all about 77% of the original DPS
  • Siege Tower
    • Decrease attack rate from 30/min to 24/min (-20%)
    • Changed attack splash damage
      • Before: 100% to 150 area
      • Now: 100% to 100 area, 50% to 125 area, 25% to 150 area
    • Increase attack range from 600 to 700.
  • Spell Tower
    • Remove abilities: Fireball (Activ), Rebuild (Activ)
    • Add new ability: Chained Lightning Attack (Passive)
  • Water Elemental
    • Frost Slow
      • Attackspeed slow decreased from 50% to 25%
      • Movementspeed slot decreased from 50% to 35%
  • Unholy Elemental
    • Decrease attack rate from 80/min to 75/min
  • Thunder Elemental
    • Increase attack damage by 33.3%
    • Decrease attack range from 600 to 500
    • Paralyse
    • Decrease proc chance from 25% to 20%
    • Increase damage multiplier from 100/150/200% to 100/200/300%
  • War Elemental
    • Battle Roar
    • Increase attack damage bonus from 40/50/60% to 50/65/80%
  • Fire Elemental
    • Increase attack damage from 120 to 140 at level 1.


Changelog v2.42 (23rd Jan. 2019)

  • Reorganized tower build menu.
  • Scout Tower
    • Removed from the game.
  • Builder
    • Has now true sight to see invisible units.
  • Mine Tower
    • Removed from the game.
  • Water Elemental
    • Reduce frost attack slow from 50% to 40%.
  • Death Elemental
    • Reduce attack range from 600 to 550.
    • Soul Fire
      • Reduce AOE from 600 to 550.
  • Attackers
    • Now have a maximum cap of 10 at any time per attacker.
    • Have a send cooldown of 10 seconds.
  • Fast Units
    • Increase movementspeed from 400 to 425. (~ +6.25%)
    • Decrease hitpoints by approx. 7%.
  • Abomination
    • Decrease movementspeed from 511 to 425. (~ -17%)
    • Incrase hitpoints from 77000 to 82000. (~ +6%)
  • Known Bugs
    • AI got broken due to the new build menu.


Changelog v2.41 (22nd Jan. 2019)


- Remove "-transferlives" modus from the game.
- Make "-nomagic" modus enable by default. (So builder spells are disabled by default now.)
- Decreased creep armor aura bonus from 6 to 5.
- Decreased creep movementspeed aura bonus from 25% to 20%.
- Decreased creep attackdamage aura bonus from 25% to 20%.
- Set splash area of all splashing elemental towers from 150 to 175.
- War Elemental
- Increase mana maximum from 60 to 75.
- Increase attack damage from 180/900/2250 to 200/1000/2500
- Battle Roar
- Increase attack damage bonus from 35% to 40/50/60%.
- Change bonus duration from 9/12/15 seconds to 10 seconds.
- Holy Elemental
- Increase mana maximum from 60 to 75.
- Increase attack damage from 120/600/1500 to 155/775/1940
- Shielding
- Now also targets creeps. (Immortal creeps!)
- Fire Elemental
- Increase mana maximum from 45 to 50.
- Increase attack damage from 120/600/1500 to 140/700/1750.
- Unholy Elemental
- Increase attack damage from 240/1200/3000 to 260/1300/3250.
- Tech Elemental
- Increase attack damage from 60/300/750 to 70/350/875.
- Multitasking
- Increase maximum attack tagets from 3/4/5 to 4/5/6.
- Nature Elemental
- Increase attack damage from 360/1800/4500 to 400/2000/5000.
- Increase hitpoints from 500/1500/3000 to 750/2250/4500.
- Thunderclap
- Increases damage from 0 to 400/2000/5000 to all nearby enemy units.
- Thunder Elemental
- Increases attack speed from 240 attacks/sec to 300 attacks/sec.
- Death Elemental
- Soul Fire
- Decrease damage from 150/750/1875 to 110/550/1375.
- Abomination
- Movementspeed can be slowed now.
- Increase hitpoints from 75000 to 77000.
- Brutal Ghoul
- Decrease attack damage from 20 to 18.​
- Demolition Machines
- Increase hitpoints from 180 to 195.​
- Siege Engine
- Increase hitpoints from 3500 to 3600.​
- Banshee
- Increase hitpoints from 6000 to 6200.​
- Scout Tower
- Increase true sight (passive) AOE from 500 to 750.
- Increase true sight Reveal Area (Active) AOE from 500 to 750.​


Changelog v2.39 (4th Sep. 2015)


  • -Multiboard: decrease Towers sections width.
    -Sharp Towers: their model no longer animates below ground.
    -Elemental Towers: they now turn their face to their prey on attack.
    -War Elemental: improved attack animation point timing.
    -Earth Elemental: improved attack animation point timing.
    -Added restriction to use Select Tier2/3 without selection of the tier below. (for noobs)
    -Added restruction to Anti-Air Tower and walls as well as Defense Aura Tower in certain modes via upgrades.
    -Fix a bug that creeps who reached the goal of a base and got teleported to the next prey are ordered to move to the previous player's end.
    -Rot Golem (Tier1): increased hitpoints to 1150 from 1100.
    -Troll Berserker (Tier2): decreased hitpoints to 1500 from 1600.


Changelog v2.38 (2nd Sep. 2015)


  • -Builder: increased priority so that the builder tops all other units when group selected with creeps.
    -Added a new healthbar visual for units in the game.
    -(Hopefully) fixed hotkey bug that Magic and Select Tiers both react to 'W'.
    -Spawn wand: improved visual.
    -Hint System: decreased message duration to 10 seconds from 20 seconds.
    -Hint System: hints now show every 35 seconds instead of every 45 seconds.
    -Hint System: added many new hints and reformulated old ones.
    -Hint System: code refactored.
    -Improved shadows of many elemental towers.
    -Sharp Tower: removed unused mana points.
    -Spell Tower: the model's book no longer disappears from time to time.
    -Spell Tower: made it easier to click on them.
    -Spell Tower: doubled attack damage.
    -Spell Tower: decreased attack speed from 40 attacks/min to 30 attacks/min.
    -Earth Elemental: Thunderclap - increased AoE to 600 from 450.
    -Earth Elemental: decreased attack range to 150 from 450.
    -Earth Elemental: increased attack damage by 50%.
    -Unholy Elemental: decreased attack speed to 80 attacks/min from 90 attacks/min.
    -Improved selection circle sizes of creeps to make healthbar visuals better looking.
    -Creep auras no longer affect the player's towers.
    -Mountain Giants: decreased hitpoints to 70k from 80k.
    -Ghoul: decreased hitpoints to 16k from 18k.
    -Siege Engine: decreased hitpoints to 3500 from 3600.
    -Phoenix: decreased hitpoints to 6000 from 6250.
    -Abomination: made model smaller.


Changelog v2.37 (1st Sep. 2015)


  • -The builder now automatically teleports to issued points when the point is within the player's base and too far away.
    -Removed builder's Teleport [E] ability because it got replace by the system stated above.
    -Pressing the spacebar button will now focus the camera on the player's builder.
    -Add working tier selection buttons for the builder.
    -Builder can now select the Tier buildings via command card (buttons).
    -Removed visual tier buildings from the map. (They are only accessible by the player's builder!)
    -Redesigned player base according to the visual removal of the tier buildings.
    -Reordered builder's command card buttons.
    -Increased default starting gold and income to 30 from 25.
    -Builder: Thunder Strike (Magic) - decreased mana costs to 0 from 75.
    -Builder: Thunder Strike (Magic) - increased cooldown to 20 seconds from 15 seconds.
    -Holy Elemental: Shielding - buff effect now displays overhead instead of at origin of towers.
    -Abomination: decreased hitpoints to 75k from 80k.
    -Abomination: no longer is a fast unit.
    -Abomination: new ability - maximum speed: unit moves at maximum speed and can't be slowed.


Changelog v2.36 (25th Aug. 2015)


  • -Tier1: Acolyt - increased hitpoints to 26 from 25.
    -Tier1: Corrupted Treant - increased hitpoints to 28 from 25.
    -Tier1: Swordsman - increased hitpoints to 50 from 47.
    -Tier1: Vile Temptress - increased hitpoints to 90 from 88.
    -Tier1: Rot Golem - increased hitpoints to 1100 from 1050.
    -Tier2: Knight - increased hitpoints to 525 from 510.
    -Tier2: Tauren - increased hitpoints to 1175 from 1125.
    -Tier2: Gnoll - increased hitpoints to 3600 from 3500.
    -Tier2: Troll Berserker - decreased hitpoints to 1600 from 1700.
    -Tier3: Abomination - decreased hitpoints to 80k from 85k.
    -Tier3: Mountain Giant - decreased hitpoints to 80k from 85k.
    -Tier3: Mountain Giant - decreased wood costs to 3 from 5.
    -Tier3: Mountain Giant (-ns) - decreased hitpoints to 275k from 300k.
    -Tier3: Mountain Giant (-ns) - decreased wood costs to 3 from 5.
    -Tier3: Hell Skeleton - decreased hitpoints to 325k from 345k.
    -Tier3: Hell Skeleton - decreased wood costs to 6 from 10.
    -Tier3: Frost Wyrm - increased hitpoints to 260k from 250k.
    -Tier3: Frost Wyrm - decreased wood costs to 10 from 25.
    -Tier3: Mathog - decreased wood costs to 10 from 25.
    -A.I. does not start building its maze on top of its buildable area.
    -F9-Log: update modes section and fix spellings in command section, fix elemental towers in tower section.
    -Fixed a huge exploit introduced in the last version of the game with War Elemental towers.


Changelog v2.35 (24th Aug. 2015)


  • -Added new elemental tower: War Elemental (Activ: Battle Roar)
    -The actual creep spawning area of a player's base is now horizontally linear on top of the player's base.
    -Removed Marketplace: as it got replaced nearly entirely by an automated system.
    -Removed Mode: No-Limits (as it is equal to food and tower limit set to 150.)
    -Removed Mode: Enable Command (as it was only very rarely used)
    -Decreased AoE splash attacks of all towers to 150 AoE from 175 AoE.
    -Wall: increase hitpoints and hp-reg by ~33%.
    -Barricade: it is no longer possible to upgrade a barricade to an Elemental Tower. (it was exploitable)
    -Spell Tower: Rebuild: increased casting range to 1800 from 900.
    -Spell Tower: Rebuild: increased hitpoint repair to get along with the updated tower hitpoints for lower stages.
    -Scout Tower (2): Reveal Area: increased duration to 10 seconds from 6 seconds.
    -Scout Tower (2): fixed a bug that it did not grow in size on upgrade.

    -Builder: now spawns at the beginning of each player's base.
    -Builder: Swapped Teleport and Modes & Commands buttons.
    -Builder: Teleport: changed hotkey to 'E' from 'R'.
    -Builder: Lust - reduced duration to 4 seconds from 4.5 seconds.
    -Builder: Downtime - reduced duration to 3 seconds from 3.5 seconds.
    -Builder: Headwind - now also decreases attacker's attackspeed by 50%.
    -Builder: Repair button is hidden, now.

    -Creeps: Phoenix - decreased hitpoints to 6250 from 7500.
    -Creeps: Armor-Aura - decreased armor bonus to 6 from 8.
    -Creeps: Damage-Aura - decreased damage bonus to 30% from 33%.

    -Improved text-layout of the welcome message.
    -Tier buildings are now visually different when inactive. (that is only the case in the beginning of a game)
    -Reordered some modes in the multiboard mode selection.
    -Swapped Mine (1) and Sharp Tower (1) build button positions.
    -Spell Towers: remade coloring of the towers. (looks less ugly, now)
    -Generally improved shadows and coloring of many towers.

    -Elemental - Earth: increased Thunder Clap AoE to 450 from 400.
    -Elemental - Earth: increased Thunder Clap duration to 5/6.5/8 from 4/5/6 seconds.
    -Elemental - Earth: increased Thunder Clap mana costs to 40 from 30.
    -Elemental - Earth: increased maximum mana to 60 from 45.
    -Elemental - Light: improved Shielding duration to 8/10/12 from 6/8/10 seconds.
    -Elemental - Tech: increased attack range to 1000 from 900.
    -Elemental - Tech: fixed a bug that this tower's attackspeed was lower than intended.
    -Elemental - Thunder: fixed a bug that this tower's attackspeed was lower than intended.
    -Elemental - Water: Frost Attack: decreased slow to 30% from 50%.


Changelog v2.34 (13th Aug. 2015)


  • -Players now can't train units in the first 15 seconds after game start.
    -Lower Tower- and Foodlimitation set to 50 from 0 and 10.
    -Updated creep tooltips [si]+[fm] income value to the correct value since timer was set to 10 seconds instead

    of 5.
    -Fixed a glitch that Missile Tower (2) did not have a projectile.
    -Elemental - Thunder: increased attack damage by 50%:
    -Elemental - Thunder: improved Parlysis ability.
    -Elemental - Thunder: increased attack range to 600 from 550.
    -Elemental - Nature: increased attack range to 450 from 400.
    -Elemental - Unholy: increased attack range to 750 from 700.
    -Elemental - Unholy: increased attack ratio to 90 attacks/min from 80 attacks/min.
    -Elemental - Water: increased attack range to 600 from 500.


Changelog v2.33 (11th Aug. 2015)


  • -Demolition Machine (Tier1): increased attack damage to 5 from 1.
    -Demolition Machine (Tier1): increased hitpoints from 150 to 180.
    -Siege Engine (Tier2): increased attack damage to 10 from 8.
    -Siege Engine (Tier2): increased hitpoints to 3600 from 2400.
    -Phoenix (Tier2): increased attack damage to 15 from 10.
    -Phoenix (Tier2): increased hitpoints to 7500 from 6300.
    -Brutal Ghoul (Tier3): increased attack damage to 20 from 15.
    -Brutal Ghoul (Tier3): increased hitpoints to 18000 frmo 16000.
    -Hell Beast (Tier2): decreased hitpoints to 40000 from 45000.
    -Mud Golem (Tier1): increased hitpoints to 235 from 225.
    -Draenei (Tier1): increased hitpoints to 245 from 240.
    -Fixed a bug that Gnoll (Tier2) soundset was 'Ghost' instead of 'Gnoll'.
    -Anti-Air Tower: increased attack range to 1000 from 900.
    -Missile Tower: increased attack speed to 80/min from 75/min.
    -Fixed a bug that Elemental Tower hp-reg was 5 hp/sec instead of 1 hp/sec.
    -Spell Tower: increased attack speed to 40/min from 30/min.
    -Fixed a tooltip bug with Elemental - Unholy (2) tower's hitpoints.
    -Increased base elemental tower (1) hitpoints to 250 from 150. (earth: 200%, holy: 166%, tech & fire: 66%)
    -Set repair time of all towers to 100 from 30. (repairing towers isn't worth it!)
    -Changed basic tower hitpoints to 25/50/100/250/500/1000 from 5/7/15/50/250/1000.
    -Dizzy Spell: fixed a bug that magic-immune creeps were effected.
    -Dizzi Spell: increased mana costs to 200 from 175.
    -Downtime: reduced duration to 3.5 seconds from 4 seconds.
    -Downtime: reduced mana costs to 400 from 425.
    -Lust: reduced duration to 4.5 seconds from 6 seconds.
    -Lightning Strike: reduced cooldown to 15 seconds from 20 seconds.
    -Earthquake: increased mana costs to 300 from 275.
    -Fixed a bug that it was possible to upgrade Aura Tower to Defense Aura Tower in no-attackers mode.
    -Removed creep armor bonus in hard game mode - creeps' hitpoints are still empowered by 25%!
    -Selling and misplacing tower refund will now automatically exchange into lumber in case of a gold overflow.


Changelog v2.32 (24th Dec. 2013)


  • -Changed terrain so that all bases have now the same layout.
    -Minor map script optimization.
    -Updated tooltip of Sharp towers to correct the last update information with 90 attacks per minute.
    -Fixed a bug that auto exchange between gold and wood was not activated for every player on gamestart.
    -Fixed a bug with the information message when activating or deactivating auto exchange manually.
    -The game now creates the correct creep barracs on gamestart instead of exchange existing ones.
    -Commands are no longer case sensitive. (E.g. -clear and -cLEaR does both work now.)
    -Add camera operations to make a farsight possible.
    -Cut buildable area on the upper and lower side of every lane.
    -Fixed a bug that basic Elemental tower had no attack and thus got no attacker focus.
    -Add informational text to Aura Tower tooltip: "The same auras do not stack!"
    -Fixed a bug that the pro-gamer buff showed an income malus of 15% instead of 10%.
    -Improved gold and wood exchange system to also allow automatical exchange from wood to gold.
    -Treant: decreased hitpoints to 25 from 34.
    -Mud Golem: increased hitpoints to 225 from 210.
    -Harpy: increased hitpoints to 2000 from 1900.
    -Gnoll: increased hitpoints to 3500 from 3200.
    -Siege Engine: increased hitpoints to 2600 from 2500.
    -Siege Engine: increased attack damage to 7 from 6.
    -Faceless Void: increased hitpoints to 5000 from 4700.
    -Magnataurus: decreased hitpoints to 8000 from 8250.
    -Dragon Spawn: decreased hitpoints to 8500 from 8800.
    -Felhound: increased hitpoints to 15000 from 12000.
    -Set activation duration of Mines to 10 seconds from 1 second.
    -Anti-Air Towers: increased attack speed to 160/min from 150/min.
    -Fixed a minor memory leak in the block detection system.
    -Fixed a minor memory leak in the Downtime ability code.
    -Deactivated DEPCHECKALIAS in order to hopefully decrease the chance for a fatal error.


Changelog v2.31 (18th Dec. 2013)


  • -Added a new custom ground texture for all towers.
    -Elemental Tower will no longer visually screw up near cliffs.
    -Changed sizes of different Elemental Tower stages to make them differently visualized.
    -Frost Attack of Water Elemental now slows for 50% instead of 30%.
    -Reduced selection scale to better fit towers with multiple selected towers at the same time.
    -Fixed a bug where Tech Elemental stage 1 could hit an unlimited amount of units.
    -Tech Elemental can now hit 3/4/5 units at the same time from 2/3/5.
    -Fixed a bug that the bases of players 7 to 12 were slightly smaller.
    -Defence Aura (aura tower) now increases armor by 2/4/6 from 4/6/8.
    -Make creeps slightly slower in general. (Normal, Air, Fast: to 250,100,400 from 300,150,450)
    -Increased hitpoints from Abonimations (creep) from 75000 to 85000.
    -Increased attack speed of Unholy Elemental towers from 60/min to 80/min.
    -Increased attack range of Unholy Elemental towers from 600 to 700.
    -Decreased Overheating (Fire Elemental) mana costs to 30 from 45 and set fire elemental maximum mana to this amount.
    -Increase offense value of all Elemental towers at stage 3 by 25%.
    -Fixed attack animation durations for all Elemental towers.
    -Increased attack speed of Holy Elemental towers to 90/min from 60/min.
    -Increased hitpoints of Nature Elemental towers of all stages by 20%.
    -Increased attack range of Thunder Elemental towers to 550 from 500.
    -Decreased hitpoints of Scout Tower to 100/250 from 250/500.
    -Decreased hitpoints of Aura towers to 100/250/500 from 250/500/750.
    -Increased attack speed of Sharp towers to 90/min from 80/min.
    -Increased hitpoints of all Wall towers by 50%.
    -Added a new ability "Razor Edge" to all Wall towers which damages attackers on hit.
    -Reduced aura effect range of all creep auras to 400 from 600.
    -There are no longer different stages of creep auras for every tier but just a single one.
    -Evasion now always grants 50% evasion chance.
    -Defense Aura now always grants 8 armor bonus to all nearby allied creeps.
    -Speed Aura now always grants 25% movement speed bonus to all nearby allied creeps.
    -Damage Aura now always grants 33% attack damage bonus to all nearby allied attacker.
    -Increased hitpoints of Faceless Void (creep) to 4700 from 4500.
    -Increased hitpoints of Demolishion Machines to 150 from 130.
    -Increased hitpoints of Siege Engines to 2500 from 2400.
    -Increased attack damage of Siege Engines to 6 from 5.
    -Increased attack damage of Phoenixes to 10 from 7.
    -Increased attack damage of Brutal Ghouls to 15 from 11.
    -Decreased slowing effect of Slow Aura (Aura Tower) to 15/20/25-% from 20/25/30-%.
    -Increased attack damage of Mountain Giants to 80 from 65.
    -Barricades are no longer able to upgrade into a Mine.
    -Fixed a minor typo in the Mine (1)'s tooltip description.
    -Updated the email adress string of the last hint message.


Changelog v2.30 (10th Dec. 2013)


  • -Complete terrain overhaul - bases are now farer away from each other in general.
    -Improved the tower layout of bots to improve their survivability against air units.
    -Removed some unintentional debug message and debug code.
    -Elemental Towers now have 3 stages (2 upgrades) and made them earlier accessable. (Casts 5k, 35k and 250k)
    -Increased attack value of all elemental towers.
    -Decreased the defensive value of all elemental towers (hitpoints).
    -Added an additional Scout Tower stage with a unique active ability to improve scouting.
    -Added a third Aura Tower stage for each aura type.
    -Added a new elemental tower type: Death Elemental
    -Added a new elemental tower type: Thunder Elemental
    => (In total 22 new towers in this version!)


Changelog v2.20


  • - Added Bots to the game - you can activate them by occupying computer slots.
    - Added a new tower type: Sharp Towers
    - Added a new tower type: Elemental Towers
    - Set mine damage from 75/750/7500 to 100/1250/20000.
    - Set mine damage AoE from 150 to 175.
    - Towers will now show buffs.
    - Spell Tower: can now use one ability every 30 seconds instead of 20 seconds.
    - Spell Tower: highly increased the damage of Fireball on later levels.
    - Spell Tower: increased the casting range of Rebuild from 800 to 900.
    - Fixed a bug that creeps were able to move while being stunned.
    - Fixed a bug that Earthquake didn't work.
    - Fixed a bug that Ultimate Spawn didn't work.
    - Fixed a glitch that sometimes towers were inproperly huge after an upgrade.
    - Fixed various bugs and glitches.
    - Blacked out the command button UI to make the button page clearer.
    - Towers are now built and upgraded nearly instantly.
    - Lowered the attack range of all attacking units.


Changelog v2.11


  • - Recoded the entire map code (100%) with object orientated vJass.
    - Added a mode selection interactiv multiboard.
    - The two modes -fastgame and -hardgame are now slightly less effective.
    - Many minor improvements and a few bug fixes.
    - v2.11 fixes one major bug that inactiv playerslots were not removed.


Changelog v2.06


  • - Fixed some bugs with Slow Aura Towers.
    - Increased the attackrate of Anti-Air Towers from 120/min to 150/min.
    - Decreased costs of Mine (1) from 100 to 50 gold.
    - Decreased costs of Mine (2) from 750 to 500 gold.
    - Decreased costs of Barricade from 3 to 1 gold.


Changelog v2.05


  • - Spell Tower stun missile flies faster now and can target air units while having increased damage.
    - Added information about casting range for Fireball and Rebuild of Spell Towers.
    - Increased the casting range of Rebuild of Spell Towers.
    - Increased costs of Aura Tower (1) from 4000 to 5000.
    - Added one new stage for every Aura Tower type to improve their auras.
    - Increased costs of Scout Tower from 2500 to 4000 and decreased its vision range from 600 to 500 AoE.
    - Decreased hitpoints of Scout Tower and Aura Tower (1) from 500 to 250.
    - Decreased the upgrade costs of Mine (2) and Mine (3).
    - Minor code optimization.
    - Decreased Earthquake AoE from 400 to 300 and increased damage from 50% to 60%.
    - Added a new tower type: Barricade
    - Changed icon of Wall.
    - Added damage information for mines into their command card.
    - Fixed a minor tooltip glitch at Aura Towers.
    - Changed position of Sell button.
    - Changed position of the upgrade tower button for all tower types.


Changelog v2.04


  • - Optimized map code. (removed FrostSlow, RandomTechInit triggers)
    - Decreased hitpoints of the upgraded version of Aura Tower from 500 to 400.
    - Fixed a bug that Walls are disabled when picking NoAir mode instead of NoAttackers.
    - Set the attackspeed of all attacking units to 1 second to create more transparency over their dps.
    - Improved tooltip readability (colors) of some creep tooltips.
    - Banshee in now an invisible creeps in "-noair" mode.
    - Decreased signals for enemy attacks on the minimap for players.


Changelog v2.03


  • - Updated the hint messages.
    - Fixed a bug that Mines were able to screw up the anti-tower-block system.
    - Fixed a bug that Siege Tower (2) and (3) had wrong button positions.
    - Increased gold costs of Scout Tower from 500 to 2500.
    - Increased gold costs of Aura Tower from 2500 to 4000.
    - Fixed a bug that units stunned by Fireball of the Spell Tower continue with their order.
    - Fixed a bug that Missile Tower (5) and (6) were able to see invisible units.
    - Fixed a bug that Walls, Aura Towers and Scout Towers didn't pull attacker aggro.
    - Disable Anti-Air when playing -noair.
    - Disable Wall when playing -noattackers.
    - Decreased hitpoints of Scout Tower and Aura Tower from 500 to 400.
    - Fixed a bug that Siege Tower (1) costed 30 gold instead of 10 gold.


Changelog v2.02


  • - Fixed a bug that Anti-Air Tower (3) didn't upgrade correctly.
    - Fixed a bug that Missile Tower (2) was able to upgrade in two different ways.


Changelog v2.01


  • - Fixed one bug which occured due to testings for v2.00.


Changelog v2.00


  • - Initial release!




Keywords:
line, tower, war, towers, Robbepop, ltw, performance, line tower war, line tower wars, evolution[/hidden]
Contents

LTW - Evolution v2.43 (Map)

Reviews
Moderator
01:24, 7th Jan 2012 Vengeancekael: Fair enough - approved.
  1. Robbepop

    Robbepop

    Joined:
    Mar 6, 2008
    Messages:
    890
    Resources:
    7
    Maps:
    6
    Spells:
    1
    Resources:
    7
    The hero towers should replace the elemental towers.
    Every player can have only BUILD one hero tower in a whole game.
    This hero tower can then be upgraded into 5 different elementals (Fire, Water, Earth, Holy, Unholy) and can level up to gain new abilities or to improve existing ones.
    Besides that the hero tower will costs much at the beginning and will only be viable after about level 3-4 which will be reached after about 5 minutes the hero tower exists. Afterwards the hero tower will then be a major element of your towers.
    If it gets destroyed you won't be able to rebuild it so build a good defense around it with walls etc. ... ;-)

    Maybe I will add another spell to the spell towers - Chain Lightning which is able to damage multiple targets.
    However, I am still not sure about that since hero towers should have at least one activ ability, too.

    Robbepop
     
  2. Robbepop

    Robbepop

    Joined:
    Mar 6, 2008
    Messages:
    890
    Resources:
    7
    Maps:
    6
    Spells:
    1
    Resources:
    7
    hm, ... atm I have problems with the elemental towers which I have planned to be very customizable. However, the wc3 engine once again cuts my plans because there are only 5 hero abilities allowed.
    now I have to do an ugly work around or life with it ...

    Robbepop
     
  3. InfernalTater

    InfernalTater

    Joined:
    Jul 12, 2008
    Messages:
    2,958
    Resources:
    36
    Models:
    32
    Icons:
    2
    Packs:
    1
    Tutorials:
    1
    Resources:
    36
    Do what I've done many times, and what most RPG's do...

    Don't use the regular hero skill system. Use a spellbook, and have a different method of spending skill points to learn abilities to put into that skill book and level them up.
     
  4. Robbepop

    Robbepop

    Joined:
    Mar 6, 2008
    Messages:
    890
    Resources:
    7
    Maps:
    6
    Spells:
    1
    Resources:
    7
    that's what I have meant with an ugly work around.
    however, I am currently figuring out if the elemental uber-towers would fit into the current gameplay.
    they are meant to be a super-tower which players can highly customize but they actually don't fit into a classical tower defense game.

    Robbepop

    edit: ok I have made a non-filan decision to not implement the elemental towers yet. however, it could be that I will implement them in future versions.

    the next version basically focuses on the newly added AI.
    to be honest the AI isn't immortal but it is either non-cheating!
    so if you activate one or multiple bot slots as host you will actually be facing normal oponents and that was the goal.^^

    What the AI can do:
    - It builds towers in a maze and upgrades specific tower types dependent on what creeps you send.
    - The AI sends creeps in order to increase its income.
    - If you destroy towers the AI builder will rebuild them dependent on what it needs most.
    - It currently supports all possible tower types however until now is not able to use the abilities of the spell towers - may be added later.

    So you can see that the AI has one major weakness - it can not use builder spells and the creep sending isn't implemented offensively but only in order to increase income. For that the AI orientates on its own income and the average income of the players.

    All in all I have tried my best to make everything as fast as possible.
    I have tested the AI with 11 bots in total and the game was nearly running for me like it was without bots.
    So 1-4 bots shouldn't have an impact on even lower systems. ;-)
    If you play completely without bots the computing time is nearly not enlarged compared to previous versions.

    I will do some fine tuning and further improve the AI and then release the next version soon. =)

    Robbepop
     
    Last edited: Dec 18, 2012
  5. InfernalTater

    InfernalTater

    Joined:
    Jul 12, 2008
    Messages:
    2,958
    Resources:
    36
    Models:
    32
    Icons:
    2
    Packs:
    1
    Tutorials:
    1
    Resources:
    36
    I can't wait! It sounds awesome!

    Think you could make an AI for 1.x? I know it'd be a hell of a lot more work, as they have a complex elemental tree, but it'd be awesome!
     
  6. Robbepop

    Robbepop

    Joined:
    Mar 6, 2008
    Messages:
    890
    Resources:
    7
    Maps:
    6
    Spells:
    1
    Resources:
    7
    Hiho,

    I don't think that I develop an AI for the v1.x versions as the AI is bound to all the new encoding which I have made just before (recoded the whole map). So to implement this AI I would have to recode the whole v1.x versions too.

    At first I want to know how good or bad the current version of the AI is.
    I will release it soon after I have made some adjustments.

    Robbepop
     
  7. Robbepop

    Robbepop

    Joined:
    Mar 6, 2008
    Messages:
    890
    Resources:
    7
    Maps:
    6
    Spells:
    1
    Resources:
    7
    Hiho,

    I finally released the new version with the A.I., the new Sharp Towers and even with Elemental Towers. =)

    Have fun & good luck!!

    Robbepop
     
  8. InfernalTater

    InfernalTater

    Joined:
    Jul 12, 2008
    Messages:
    2,958
    Resources:
    36
    Models:
    32
    Icons:
    2
    Packs:
    1
    Tutorials:
    1
    Resources:
    36
    Awesome! I can't wait to try it.

    Edit: Well, in the beginning, it seemed as though the bots were cheating. When I had 60 income and 14 level 1 towers, the bots had 200-400 income and 50 towers each. Towards the end it balanced out, and I ended up stomping them, but in the first few minutes it seemed like they were getting extra gold out of nowhere.

    The instant tower build feature is neat and convenient, but at the same time... Unfortunately, it can easily be abused. If a player is being attacked, he doesn't even need to make a wall. He can just run back and forth instantly making rows of towers to distract the attackers from proceeding to the maze, which, when EC is off, can't be corrected by sending the units down.

    The gold didn't seem to be automatically converting to lumber like it used to, which is extremely annoying when you're playing streaming income mode with an income per sec of 1 million. The mountain giants, why did you make them attack fast with low damage? I liked the way they were like bosses, sort of, before. I'd like to see their attack speed cut in half and their damage tripled (They are a bit weak for a 500,000 gold unit that hugely destroys your income... When 20,000 gold buys units with about 1/3 of the strength without lowering income.

    I like what you did with the blade towers, it's cool that they have an AoE damage now, I'd been thinking of that for a while.

    The elemental towers have too much health. With 3,000 health without upgrades, players can repeatedly place them to stall attackers. They should be given a longer build time, say, 10 seconds, so they can't be repeatedly placed to stall attackers. I also think, since we get only one of them, they should have their cost doubled and their efficiency doubled.

    The "No Limits" mode didn't seem to work when I tested it. We were all still limited to 50 towers and 50 food at the start.

    I like the new multiboard for modes. But at the same time, I'd like to still have the option of using the commands, because one particular mode I liked to do, I called "famine" in which I would give players 15 tower limit and 10 food limit.

    The builder's build list is getting too filled up. Blades should be added as a branch of walls. Elementals should be a branch of spell towers. Cannon towers should be a branch of missile towers.

    It's cool that you've got the AI's playing, though. They seemed to be OP in the first couple of minutes, but they balanced out later.
     
    Last edited: Dec 21, 2012
  9. Robbepop

    Robbepop

    Joined:
    Mar 6, 2008
    Messages:
    890
    Resources:
    7
    Maps:
    6
    Spells:
    1
    Resources:
    7
    Robbepop
     
  10. InfernalTater

    InfernalTater

    Joined:
    Jul 12, 2008
    Messages:
    2,958
    Resources:
    36
    Models:
    32
    Icons:
    2
    Packs:
    1
    Tutorials:
    1
    Resources:
    36
    Right, I'm just too used to the 1.x versions. Some of the points I made had already been dealt with, and I just hadn't noticed XD.

    Well then there are only minor issues.

    The instant build (No, it does not handicap the players income) as, when using hotkeys, a player can queue actions and spam hotkeys to use his gold on sending every now and then while still constantly insta-building towers. So this instant build feature still needs to be removed. Instant upgrades are okay, though.

    As well as a few other issues which you already addressed.
     
  11. AnonymousPro

    AnonymousPro

    Joined:
    Nov 18, 2012
    Messages:
    311
    Resources:
    0
    Resources:
    0
    Let me test this map with public, hopefully it could last.
    I would want to know why both 1.66 version and 2.20 are here.
    Is 2.20 an updated version of that, or are the improved version with totally different systems.
    I guess v2.x has AI and v1.x doesn't?
     
    Last edited: Dec 21, 2012
  12. Robbepop

    Robbepop

    Joined:
    Mar 6, 2008
    Messages:
    890
    Resources:
    7
    Maps:
    6
    Spells:
    1
    Resources:
    7
    v2.x and v1.x are totally different.
    they both got a complete different map code and a completely different tower setup.

    v1.x versions have the well-known old-school tower setup with missile, siege and elemental towers.

    In the v2.x version I have implemented a totally different and new (more strategical) tower setup without elemental towers as basic towers.

    Besides that the v2.x versions have got a cool mode choosing module and computer oponents which can be activated.^^

    Robbepop
     
  13. bogidr

    bogidr

    Joined:
    Jun 27, 2010
    Messages:
    4
    Resources:
    0
    Resources:
    0
    Robbepop your map is awesome i played it with friends the idea is very good balance is good i didn't think that computers are so hard and put comp insane then i got crushed :D 5/5
    for your map + rep.
     
  14. AnonymousPro

    AnonymousPro

    Joined:
    Nov 18, 2012
    Messages:
    311
    Resources:
    0
    Resources:
    0
  15. Robbepop

    Robbepop

    Joined:
    Mar 6, 2008
    Messages:
    890
    Resources:
    7
    Maps:
    6
    Spells:
    1
    Resources:
    7
    hiho,

    @AnonymousPro: that's very interesting as I have tested this map hundred of times (really ...) and this bug never happened to me once.
    Have you occupied all slots by computers or have you left these three slots free?

    Robbepop
     
  16. InfernalTater

    InfernalTater

    Joined:
    Jul 12, 2008
    Messages:
    2,958
    Resources:
    36
    Models:
    32
    Icons:
    2
    Packs:
    1
    Tutorials:
    1
    Resources:
    36
    I tested it a few times full house of insane comps, had no problems, encountered no bugs. The comps seemed like they were cheating early on XD but I ended up killing them anyway. Comps can't fight attackers, because they place their towers randomly. You might want to have them put walls as their first row.
     
  17. AnonymousPro

    AnonymousPro

    Joined:
    Nov 18, 2012
    Messages:
    311
    Resources:
    0
    Resources:
    0
    As you see from screenshot, I left some slots empty
    3 human 6 bots, and empty 3 open slots.
    I ticked all the mode except transfer lives.
     
  18. Robbepop

    Robbepop

    Joined:
    Mar 6, 2008
    Messages:
    890
    Resources:
    7
    Maps:
    6
    Spells:
    1
    Resources:
    7
    yeah I now understand the bug your wanted to report and I must admit that I also experienced this. however, I can't exactly say if it is really a bug or just a wrong setting of the bots.^^

    I also have to admit that the bots were only tested on the default game modes and not on stream income, hard game or something like that.

    Robbepop

    edit: are there still fatal errors or have I fixed them?
     
    Last edited: Dec 23, 2012
  19. Robbepop

    Robbepop

    Joined:
    Mar 6, 2008
    Messages:
    890
    Resources:
    7
    Maps:
    6
    Spells:
    1
    Resources:
    7
    has anybody already won against multiple insane AIs?^^
    if yes, please tell me how you achieved that.
     
  20. InfernalTater

    InfernalTater

    Joined:
    Jul 12, 2008
    Messages:
    2,958
    Resources:
    36
    Models:
    32
    Icons:
    2
    Packs:
    1
    Tutorials:
    1
    Resources:
    36
    I have. Not any specific strategy, I just make decisions as I play. They're hard as shit though, and they have like 10x my income in the first minute, but I eventually catch up.