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Lumber TD 4.03


Harvest lumber and defend against waves of enemy forces in this unique PvP Tower Defence.
Discord: Join the Lumber TD Discord Server!

  • Destroy all enemy town halls to win the game
  • If you loose your town hall you will loose.
  • If you do not construct your town hall before the game start timer, you will loose.

  • Barracks spawn units that attack the closest town hall from your town hall
  • Construct lumber mills to train woodcutters
  • Killing enemy units and structures gives you gold
  • Build gold converts to convert gold back to wood

  1. 1.26 - 12/10/2019 - Release
  2. 1.27 - 12/10/2019 - Reduced captain health and damage, increased archer damage and build speed, fixed lumber refiners building too much
  3. 1.28 - 12/10/2019 - Fixed lumber converters not giving wood
  4. 1.29 - 12/10/2019 - Fixed game winning twice, added long timeout to peasants in case they persist through upgrades (to reduce pathing lag late game)
  5. 1.30 - 12/10/2019 - Reduced tank health, armor, spawn time, fixed lumber wizard hotkeys (repair, gather)
  6. 1.32 - 14/10/2019 - various bug fixes, new elite ranger unit, upgrade system, unit level up system
  7. 1.33 - 14/10/2019 - bug fixes & balancing
  8. 1.34 - 15/10/2019 - bug fixes, balancing, new tech options
  9. 1.35 - 15/10/2019 - made tanks cost 50k (designed to be game ending unit)
  10. 1.37 - 19/10/2019 - bug fixes & balancing
  11. 1.40 - 22/10/2019 - new end game upgrade, balancing.
  12. 1.45 - 23/10/2019 - changed upgrades, wizard abilities, balancing, bug fixes
  13. 1.46 - 23/10/2019 - balance changes, increased cost of town hall upgrades (most optimal strat ws to just get very few buildings and tech very quickly, also reduces snowballing, slowing the game down a bit between tiers allows more 'plays' to occur)
  14. 1.49 - 24/10/2019 - bug fixes, balancing
  15. 1.50 - 25/10/2019 - slightly reduced early wizard damage, increased lv 1 barracks cost by 50, very slightly increased lv 1 tower dmg +hp (early rushing was a bit too strong)
  16. 1.51 - 25/10/2019 - reduced tower build time to 3s, increased damage by 1
  17. 1.53 - 25/10/2019 - reduced cost of town hall 2, 3, made towers have fortified armor
  18. 1.54 - 25/10/2019 - increased magic damage against fortified (50%), reduced lv 1 tower damage by 50
  19. 1.55 - 26/10/2019 - reduced damage & range of elite archers, reduced cost of workshop by 5k, increased cost of elite rangers by 5k, increased tower level-up hp to 25
  20. 1.55 - 27/10/2019 - changed name from 1.5 to 1.55
  21. 1.56 - 29/10/2019 - many late game changes & bug fixes
  22. 1.57 - 30/10/2019 - 100 unit cap per player, woodcutter militia now destroyed on upgrade/lodge destruction, slightly reduced cost of higher level towers, fixed issue with hp upgrades in flight form not working, slightly reduced cost of end game barracks, archers, priests
  23. 1.58 - 1/11/2019 - swapped cost of exporter & oupost, increased damage of starfall tower to +250
  24. 1.59 - 2/11/2019 - fixed various bugs, increased unit cap to 120, fixed bug where units exceeded 120 cap later in game, added 1 extra player
  25. 1.61 - 07/11/2019 - Many balance changes
  26. 1.62 - 09/11/2019 - fixed bug where units would spawn for player, instead of being removed when units are maxed
  27. 1.63 - 09/11/2019 - fixed bug where max unit cap would not uncap. Added tree spawner, waygate buildings
  28. 1.64 - 11/11/2019 - fixed bug where max unit cap would not uncap (hopefully the last)
  29. 1.65 - 11/11/2019 - Added Item shop + various abilities
  30. 1.66 - 12/11/2019 - Fixed bugs, fixed exporter 2 not auto training
  31. 1.67 - 12/11/2019 - added start delays to items, made firebolt ability use black dragon welp art, tweaked mana cost of abilities
  32. 1.69 - 14/11/2019 - Reduced cost of items, increased gold gained from buildings/peasants, slightly increased health of t2 woodwarriors, slightly increased cost of t2 woodcutter lodges
  33. 1.70 - 15/11/2019 - Reduced cost of waygate, increased health by +2500hp
  34. 1.71 - 15/11/2019 - reduced cost of barracks 1/2, gold converter 1/2, increased cost of woodcutters 2, reduced cost of items further. Reduced wood wizard tree damag to 12
  35. 1.72 - 15/11/2019 - increased damage of blizzard by 25
  36. 1.73 - 16/11/2019 - fixed items being dropped on death, removed bottom right base
  37. 1.74 - 23/11/2019 - modified waygate to make units spawn from it and attack closest base, increased time/cost of blizzard item, reduced cost of upgrades to 20k lumber, reduced cost & pre-time of fireball item
    1.75 - 27/11/2019 - reduced building damage by blizzard to 20%, increased mana cost to 35, reduced mana cost of flamebolt to 65, fixed issues with buildings not retraining after running out of resources/capping units
  38. 1.76 - 24/11/2019 - bug fixes, lumber shredder
  39. 1.78 - 25/11/2019 - lumber bundles scale over time, fixed bug where converters/exporters dont spawn if there is no gold/wood
  40. 1.8 - 29/11/2019 - changed game to support 12 players
  41. 1.82 - 30/11/2019 - added speed shrine, added archers lv 1 & 2, balancing, bug fixes
  42. 1.84 - 30/11/2019 - balancing, bug fixes
  43. 1.85 - 30/11/2019 - modified starting positions surrounded by trees
  44. 1.86 - 30/11/2019 - reduced snowballing, nerfed starting positions surrounded by trees
  45. 1.87 - 30/11/2019 - reduced hp of woodwarriors, reduced health of corner base trees, added weak trees to starting positions surrounded by trees
  46. 1.91 - 1/12/2019 - bug fixes, balancing
  47. 1.95 - 02/12/2019 - Fixed upgrade bug, added more shrines
  48. 1.96 - 06/12/2019 - Bug fixes
  49. 2.02 - 07/12/2019 - Bug Fixes
  50. 2.09 - 08/12/2019 - Balancing & Bug Fixes
  51. 2.10 - 09/12/2019 - Reduced tower hp/damage, increased cost, reduced cost of t5 units
  52. 2.24 - 15/12/2019 - lumber mills & gold convers significantly more efficient, rebalanced cost & stats of all buildings to make game faster paced.
  53. 2.25 - 18/12/2019 - added build time back to main castle, reduced lumber from lv1/2 castle death, slightly increased lv 1 tower hp, increased build time of frost shrine to 5, reduced frost armor amount, reduced lv 1 wood warrior damage by 2
  54. 2.28 - 20/12/2019 - added wolf in center, added emergency mode, added berserk shrine, minor bug and balance fixes, added starting potion & town portal
  55. 2.29 - 20/12/2019 - minor bug fixes
  56. 2.30 - 20/12/2019 - slightly increased tower armor, reduced lv 1/2 peasant gold from kills, increased gold converter lv1 cost by 50. reduced wolf gold to 1K
  57. 2.31 - 30/12/2019 - slight buff to lv5 militia hp, slightly reduced archer attack speed, increased priest cost, reduced heal to 1500 per 2.5 seconds, reduced large trees in bottom right, limited outpost peasant teleport to 40 to reduce issues with path finding with over 50 units
  58. 2.32 - 31/12/2019 - reduced archer range & damage, increased damage dice, increased cost of gold converter, removed wolf, reverted lumber outpost 40 unit cap change, fixed bug where fire shrine gave 50% bonus damage instead of 25%, removed rally points from various buildings, fixed bug where lv lumber mill wont auto train, increased cost of lumber carry upgrade to 35
  59. 2.33 - 02/01/2019 - removed food cost from lumber outpost, reduced tree farm tree health to 2K from 2.5K, reduced priest health to 500
  60. 2.34 - 05/01/2019 - updated lumber exporter tooltip, reduce priest healing to 1K every 3 seconds from 1.5 every 2.5 seconds
  61. 2.35 - 08/01/2019 - made crow form abilities require t2 upgrade select, reduced time of silence, reduced cast range and aoe slightly. Made fire and berserk shrines require t3 upgrade. Slightly reduced cost of t2-t4 lumber mills, slightly reduced damage of lv 1 militia, slightly reduced amount of lumber rewarded on town hall death. Reduced cost of tower upgrade to 15K from 25K. Increased cost of Wooden Staff from 250 to 500 gold.
  62. 2.36 - 11/01/2019 - fixed bug where t4 units were not getting upgrades
  63. 2.37 - 17/01/2020 - added -who command to see who you are attacking and being attacked by, also printed at game start. Added new units: cold tower, balista tower, wall 1-5, starfall 2, workshop/tank 2, priest/monastary 2, treefarms lv 1-3. Rebalanced item costs, units, waygate, shrines, lumber outpost
  64. 2.40 - 17/01/2020 - gain gold on attack with wood warriors, updated unit models, changed outpost build time to 7 seconds, cost to 5000 wood, 5 food. Added lesser tree destroy, tree create items given at start of game.
  65. 2.41 - 18/01/2020 - removed emergency from t1 castle due to exploit, replaced with damage. replaced. other minor balance/exploit, typo fixes
  66. 2.42 - 18/01/2020 - more rework of map, 9 new castle upgrade types, new building (upgrade center), new upgrades, all town halls have an attack, emergency mode removed, rebalancing.
  67. 2.43 - 18/01/2020 - bug where lumber upgrade didnt work
  68. 2.44 - 18/01/2020 - added more trees to center to stop building in center, increased gold change on hit upgrade from 2% to 3%, reduced fire shrine healing from 500 to 300, reduce attack speed of berserk shrine from 30% to 25% and removed movement speed gain.
  69. 2.46 - 18/01/2020 - fixed t5 gold upgrade not working
  70. 2.49 - 19/01/2020 - reduced woodcutters movement speed, harvest speed, reduced damage of 1-4 towers, tooltip fixes, -who fix, other bug fixes
  71. 2.51 - 19/01/2020 - merged t1 castle/woodlitia upgrades together, added new +10 food upgrade
  72. 2.52 - 19/01/2020 - reverted woodcastle size to normal for t1, reduced wizard respawn time for later tiers, reduced healing of fire shrine to 250 and cost to 2500, fixed typos
  73. 2.53 - 19/01/2020 - fixed efficient woodwarrior upgrade x/y command card location
  74. 2.54 - 19/01/2020 - made outpost spawn in units periodically instead of all at once to reduce pathing lag, made fireshrines buildable by all, inner fire requires advanced shrines, reduced armor of lv 3 & 4 frost shrine, changed items to use wood, added 15 second cd to wizard damage items, slightly reduced wizard rez time, increased wizard armor and health
  75. 2.55 - 22/01/2020 - added new item shop at 20 mins into the game + various new items, significantly increased gold produced from gold converters, increased gold on hit, reduced gold from woodwarrior deaths, increased woodcutter tree damage & carry weight, added woodcutter stats to tooltip
  76. 2.56 - 22/10/2020 - reduced item costs, increased damage of improved blizzard, increased chance for gold on hit from 10% to 15%
  77. 2.56 - 24/10/2020 - increased upgrade time of some towers, buffed crow form abilities
  78. 2.58 - 24/10/2020 - increased damage of woodwarrior 2-4, halved tree damage for normal trees, made wizard be able deal full damage before building first town hall, reduced size of town hall, reduced build time for outpost, cannon, t1 starfall tower
  79. 2.59 - 24/10/2020 - replaced medium and weak trees with normal trees, made t1 town hall upgrade be able to attack buildings, slightly reduced damage of t2-4 woodwarriors
  80. 2.60 - 24/10/2020 - reduced cost of t1 tree farm to 2500, increased health slightly of all tree farms, made staff of nature/inferno free with 60s cd
  81. 2.61 - 25/01/2020 - made speed shrine build able at t1 reduced cost of items, changed food upgrade, changed lumber staffs, bug fixes
  82. 2.62 - 26/01/2020 - fixed items being lost on death
  83. 2.63 - 26/01/2020 - reworked some upgrades, renamed research center to lumber lab
  84. 2.64 - 26/01/2020 - optimisations/lag reduction, reduced total food, scaled build time of woodcutters from 6-30s from t1 to t5, fixed typos, increased health of lumber exporters significantly (prep for reforged)
  85. 2.65 - 26/01/2020 - reverted food reduction, only applies to t5 woodcastle, reworked more upgrades, added Greater hood of the forest (+150 mana, +200% mana regen), made lumber wizard start with 50% mana on death
  86. 2.66 - 26/01/2020 - updated unit attack priorities (units -> towers -> town hall -> other buildings), fixed ending cam not working for non winning players
  87. 2.67 - 26/01/2020 - upgraded treefarm and lumber exporter upgrades, reduced cost of lumber exporters
  88. 2.72 - 27/01/2020 - fixed flight form upgrade not working, fixed improved woodcastle building upgrade (armor+hp) not working, Reverted t5 castle back to 150 food, new health regen items, reduced exporter talent from 25% to 20% chance to double gold, updated gold bounty on buildings and units, updated tooltips, fixed woodcutters not dying from lumber mill death, added leaderboard, updated intro tutorial messages
  89. 2.74 - 27/01/2020 - fixed player color, fixed frost shrine tooltip, increased time before unit start training when constructing/upgrading a structure, less for repeated training
  90. 2.75 - 27/01/2020 - fixed leaderboard attack target bug
  91. 2.76 - 27/01/2020 - fixed outpost hotkey call to arms being Z which destroys the outpost
  92. 2.77 - 28/01/2020 - lumber wizard crow form now has same hp as normal wizard but takes x10 times more damage, flight form upgrade gives +10 armor, fixed wind walk not being added when leaving flight form.
  93. 2.78 - 30/01/2020 - fixed reforged related issues, modified terrain
  94. 2.80 - 30/01/2020 - fixed player colors not working in leaderboard
  95. 2.81 - 04/02/2020 - fixed an issue where the game looked like a mobile game and was very laggy (unsure how this happened)
  96. 2.83 - 07/02/2020 - made some buildings in main wizard command card, made woodcastle t1-3 spawn more woodwarriors, increased damage of woodwarrior 1 and 2 by 5
  97. 2.84 - 09/02/2020 - fixed issue with items being lost on death, made consumables not lost on death
  98. 2.85 - 09/02/2020 - fixed items becoming unlimited on death, made crow form transformation invulnerable
  99. 2.86 - 10/02/2020 - fixed more item issues, added anti air tower
  100. 2.89 - 12/02/2020 - replaced invulnerability pots with invisibility pots, added sight tower, sight gem, slightly reduced captain armor, added dispel to priests, reduced gold bounty of t4 and t5 towers, increased cost of t4 and t5 gold converters, reduced t5 town gold upgrade from 5% to 3%, removed level up from towers when killing peasants/militia
  101. 2.90 - 14/02/2020 - merged sight/air tower into anti crow tower, enabled reforged graphics again
  102. 2.91 - 15/02/2020 - fixed towers not working
  103. 2.93 - 16/02/2020 - made game 6v6 instead of FFA, added poison tower, rebalancing, bug fixing
  104. 2.94 - 19/02/2020 - reduced tower rushing, reverted town hall size to 6x6
  105. 2.98 - 21/02/2020 - reduced health, damage and attack speed of poison tower, added FFA, 2v2v2v2v2v2, 3v3v3v3, 4v4v4, 6v6 modes, increased woodcastle health
  106. 2.99 - 22/02/2020 - bug fixes
  107. 3.00 - 23/02/2020 - item bug fix, reverted crow form transformation speed, new glaive tower, new arcane tower, fixed FFA AI allied units attacking allies
  108. 3.01 - 23/02/2020 - bug fixes
  109. 3.02 - 07/03/2020 - fixed bug where pesants wouldnt respawn on death
  110. 3.04 - 08/03/2020 - increased mana regen of sobi mask from 100% to 200%, increased mana regen of greater hood of the forest from 200% to 500%, fixed lv 2 tower icon location, reduced cost of anti crow tower, reduced health of lumber exporters, fixed attack priority of some towers
  111. 3.05 - 12/03/2020 - increased cost of poison tower and starfal tower
  112. 3.07 - 19/04/2020 - total map rebalance, made various units, towers shrines unlocked by research, with limited research points, to reduce complexity
  113. 3.08 - 19/04/2020 - bug fixes, made early game harder, easier to die
  114. 3.12 - 21/04/2020 - new items, bug fixes, made some starting buildings require lumber lab to enhance simplicity
  115. 3.21 - 08/07/2020 - completely reworked game, significantly faster and simpler, more interesting gameplay with different units and towers countering each other
  116. 3.23 - 11/07/2020 - updated unit modes, improved game balance
  117. 3.27 - 18/07/2020 - added dynamic map generation
  118. 3.33 - 18/07/2020 - increased armor of buildings and damage of towers near base
  119. 3.39 - 19/07/2020 - made units spawn via trigger instead of training, various balance updates, changed map generation to use large trees that generate small trees
  120. 3.53 - 1/8/2020 - updated map and balance, bug fixes
  121. 3.57 - 22/11/2020 - new map layout
  122. 3.64 - 27/11/2020 - balancing
  123. 3.69 - 09/01/2021 - added flag item, fixed revive bug when no castle is constructed, balancing
  124. 3.70 - 10/01/2021 - fixed flag gold not displaying properly
  125. 3.71 - 29/05/2021 - balancing
  126. 3.75 - 06/06/2021 - balance updates, map remake, added center gold takeover objective, added speed shrine
  127. 3.76 - 11/06/2021 - minor balancing updates
  128. 3.82 - 20/06/2021 - large balance update, various bug fixes
  129. 3.84 - 05/07/2021 - balance/bug fixes
  130. 3.86 - 13/08/2021 - Added perk system, engineer, wizard, lumberjack, merchant
  131. 3.88 - 13/08/2021 - Bug fixes
  132. 3.89 - 14/08/2021 - Added Archer and Joker perk
  133. 3.90 - 14/08/2021 - Reduced joker perk to 50% of lumber, fixed archer perk not being able to make archers, nerfed gold generators
  134. 3.91 - 14/08/2021 - Fixed tanks and ranger captains not spawning
  135. 3.92 - 14/08/2021 - Fixed center not working sometimes
  136. 3.93 - 15/08/2021 - Bug Fixes
  137. 3.97 - 21/08/2021 - Bug Fixes, Balancing
  138. 4.01 - 07/04/2022 - nerfed lumberjack perk, increase gold conversion rate
  139. 4.03 - 03/03/2022 - more starting gold, more gold from unit kills, stronger early game towers, encourage early aggression
Previews
Contents

Lumber TD 4.03 (Map)

Reviews
Kerael
1. Fireball model is the same as attack missile again. :) 2. Cool move with the Item Shop. But I'm sure you're aware that it needs more work. First of all, why do exclusive abilites have different costs? Where is the choice if one of them is just...
moonturtle
Yeah I agree. That's one way to close a game out on two conditions. A) You've developed an economy far superior than the remaining players. B) Your economy isn't superior but you've surprised your neighbor with the sudden transition into barracks...
Paillan
Tested last version. Basically there's no changes to the main issues of the map, which I will repeat here: Frustrating attack system that doesn't let you know who will attack you or who you'll be attacked by, which can lead to players not being attack...
deepstrasz
So, while this map isn't flawless, the general idea and multiplayer game is pretty fun. Although this isn't a tower defense really but OK. Approved. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site...
Level 9
Joined
Dec 31, 2016
Messages
313
Yeah people don't like changes and complicated stuff, thats why we have so many flatearthers and anti-evolutioners.
But the newer versions are better, because they are much faster, for more players and more players = more fun and also players have much more variety of stuff they can do and build.
 
Level 9
Joined
Oct 6, 2008
Messages
75
knight26, micca, i agree with both points, Its a balance between keeping it simple and making sure there is depth of gameplay

Also knight, ive made a lot of changes because I was experimenting with what was the most fun, but the map is finally settled, so it shouldnt change too much.... hopefully...
 
Level 16
Joined
Jul 16, 2007
Messages
1,371
Yeah people don't like changes and complicated stuff, thats why we have so many flatearthers and anti-evolutioners.
But the newer versions are better, because they are much faster, for more players and more players = more fun and also players have much more variety of stuff they can do and build.
Well if you came up to that conclusion from my comment, maybe you need to 'change' your attitude. That's why we got so many people like you who jump to ridiculous conspiracies. What is for you fun, is not for me, and that's okay.

knight26, micca, i agree with both points, Its a balance between keeping it simple and making sure there is depth of gameplay

Also knight, ive made a lot of changes because I was experimenting with what was the most fun, but the map is finally settled, so it shouldnt change too much.... hopefully...

What I mean is, I played it a few times and made strategies which I found not to be working on the next version, and this happened a couple of times. So for me the game changed entirely, like having played 3 versions that are too different from each other. But I can respect that, you're the map maker. In this light, I can give it a try and learn it again. It's an amazing map, still.
 
Level 19
Joined
Jan 22, 2011
Messages
3,968
Tested last version.
Basically there's no changes to the main issues of the map, which I will repeat here:
Frustrating attack system that doesn't let you know who will attack you or who you'll be attacked by, which can lead to players not being attack at all by auto units and other players get ganked.
Ridicolous upgrade system that goes out of hand, making most units insta killers or unkillable.
Lack of variety of gameplay, you always do the same thing, put your base, focus on pure lumber with maybe a few towers, rush eco, get the upgrades, go fast to better castle, get military, win. No spells, no strategy, not much to say.

Overall if the map updates continue to be small changes and not key features changes I think the map should be send to substandard.

Set to Awaiting update
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Level 9
Joined
Oct 6, 2008
Messages
75
Tested last version.
Basically there's no changes to the main issues of the map, which I will repeat here:
Frustrating attack system that doesn't let you know who will attack you or who you'll be attacked by, which can lead to players not being attack at all by auto units and other players get ganked.
Ridicolous upgrade system that goes out of hand, making most units insta killers or unkillable.
Lack of variety of gameplay, you always do the same thing, put your base, focus on pure lumber with maybe a few towers, rush eco, get the upgrades, go fast to better castle, get military, win. No spells, no strategy, not much to say.

Overall if the map updates continue to be small changes and not key features changes I think the map should be send to substandard.

Hey there Paillan,

"Frustrating attack system that doesn't let you know who will attack you or who you'll be attacked by, which can lead to players not being attack at all by auto units and other players get ganked."

I see you are new to lumber TD, your units will attack the closest town hall to your town hall. Its pretty easy to figure out who you will attack or be attacked by once you get used to looking at the mini map and measuring the distance by eyeballing it, there is usually no problem with that.

"Lack of variety of gameplay"

Also there is a lot of strategy in where you put your base. For example, if you put your base in a corner spot, or if less people are attacking, its usually better to focus on lumber mills. This is usually the strategy people that are newer to the map take, which I'm fine with, easy concept to learn. BUT, There are many more strategies that I have experienced, and used myself to great effect.

For Example, advanced players will build in center spots to get multiple people attacking them, but through good tower placement and smart play, you can come out ahead by getting the gold from killing units and converting gold back to wood.

Once you get familiar with the map, you can do crazy things like going barracks & gold converts only, buffing your wizard with items, killing players early and snowballing.

"Ridicolous upgrade system that goes out of hand, making most units insta killers or unkillable."

The game is quite fast paced and there is quite a learning curve. The devil is in the details. More experience players may have gained a much better economy and gone through the upgrade tiers a lot faster. With practice you can improve your timings. If you could let me know the scenario you were in when this happened, I'll be happy to give you some pointers :)


"Overall if the map updates continue to be small changes and not key features changes I think the map should be send to substandard."

I made a major changes in a previous version and have been making minor tuning adjustments and polishing after that, I've received a lot of positive feedback on these latest tunings from people on discord and battle.net as well. Actually, the map receives quite a lot of play on battle net, I'm quite proud of that actually. Please do join the discord here Join the Lumber TD Discord Server! and I'm sure some of the players there can give you some pointers on how to play the map, and discuss how they like it.

Also I'd appreciate being treated with respect as a map maker, part of the wc3 community.

Please take a look at some of my other popular maps, that have received a lot of praise for their high quality & a tonne of fun, I know what I am doing, maybe lumber TD is not to your personal taste?

Barrens TD Barrens TD 6.7
Skeletal Annihilation Skeletal Annihilation 2.97

Thanks for the review,

Opiemonster.
 
Last edited:
Level 19
Joined
Jan 22, 2011
Messages
3,968
I think you missed the point of my review.
First, yes, I know how the system works. But that whole closests townhall feels somewhat strange when I expect my units to attack one direction and they attack an other direction instead.
Second, I know the map has it's own meta, but between eco players and offensive players there's really nothing else, there are no spells to throw something in the mix, no real tactics to give edge.
Now I know you have made loads of changes in terms of lumber costs, upgrade strenghts, unit creation time, tower power and so on. BUT, this still doesn't strive away from the core of the original map, which is just some lane wars (send minion from point A to B until you win). When I say small changes, I refer to this. There is no introduction of new mechanics to spicy things up, I just see number tweaks. Don't get me wrong, I know number tweaks are time consuming, but they don't really bring anything new to the table.

Finally I want to address something different. Yes I know your map gets played a lot and yes I know you have your community and yes this is a good thing.
However, I have never considered map popularity to be something to take into account here in the hiveworkshop. If it were to be taken into account, then we would be filled with anime maps, troll and elves versions, risk maps, circle TD and some others, which seem to be the current popular maps (along with yours). What I am trying to say here is that one should not judge the map for how many people play it, but for how the mechanics and the game feels, and personally (and this is personally), while I can see why people have fun with the simplicity of the map, simplicity on it's own isn't enough to cut it out for me.

I'd like to point out I have never disrespected you, I am just pointing out things that make me dislike the map.
And on the topic of you hero defense-castle thing map, besides the talent system that it has in the passives, which I actually did find interesting, it doesn't really have much going for it... normal spells, bosses that the only thing that do is attack you with a billion damage and have a billion health... it seems a bit... barren... but since it's approved I won't delve into it.
I haven't tried your barrens defense yet, maybe I will one day.
 
Level 9
Joined
Oct 6, 2008
Messages
75
"First, yes, I know how the system works. But that whole closests townhall feels somewhat strange when I expect my units to attack one direction and they attack an other direction instead."

You can build a gateway which causes units to attack a different base

"there are no spells to throw something in the mix"

items give you spells, buy them at the shop at the center, also getting certain upgrades gives your wizards spells

"eco players and offensive players there's really nothing else"

there is a lot of strategy in those 2 very general play style descriptions, I've details a few of them in my message above, for a lot more strategies, talk to people on the discord or play more games, I'm sure you will see many more


"Now I know you have made loads of changes in terms of lumber costs, upgrade strenghts, unit creation time, tower power and so on"

I've been adding new units as well, for instance, shrines, tree farms
 
Level 1
Joined
Aug 20, 2007
Messages
1
Thanks for the map, it's a lot of fun.

However there is a balance problem with the poison towers, they have long range, fast attack speed and slow poison. It's almost impossible to counter them.
Lately i have been winning games just by building a poison tower in the enemy bases, because the tower is stronger than lumber wizards. once it is up you simply have to defend it with your own lumber wizard, and watch the enemy base go down slowly. There is no counter to this tower, and if the enemy lumber wizard gets within 1300 range of the tower, they take massive damage and are slowed.

So as far as i can see there is no counter to this tower currently.
 
Level 9
Joined
Oct 6, 2008
Messages
75
Thanks for the map, it's a lot of fun.

However there is a balance problem with the poison towers, they have long range, fast attack speed and slow poison. It's almost impossible to counter them.
Lately i have been winning games just by building a poison tower in the enemy bases, because the tower is stronger than lumber wizards. once it is up you simply have to defend it with your own lumber wizard, and watch the enemy base go down slowly. There is no counter to this tower, and if the enemy lumber wizard gets within 1300 range of the tower, they take massive damage and are slowed.

So as far as i can see there is no counter to this tower currently.

Yea I know, I have a nerf for it, along with some other changes, just wanting to add FFA, 2v2v2v2, 3v3v3v3, 4v4v4 and 6v6 options, i might patch it before that though
 
Level 9
Joined
Dec 31, 2016
Messages
313
I like the new team system, but in my opinion, you should make it random, so that no one knows who their teammates will be.
Along with this, it would be good to display a text to show whom your with and also in the multiboard to group alies together or something like that, so that you know every alliance.

Also hit boxes of poison towers are quite broken, its hard to click on them.

Otherwise, GJ me and my friends play your map a lot.
 
Level 9
Joined
Oct 6, 2008
Messages
75
I like the new team system, but in my opinion, you should make it random, so that no one knows who their teammates will be.
Along with this, it would be good to display a text to show whom your with and also in the multiboard to group alies together or something like that, so that you know every alliance.

Also hit boxes of poison towers are quite broken, its hard to click on them.

Otherwise, GJ me and my friends play your map a lot.
Thanks micca! I've watched a lot of your videos!
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Seeing


shows that the minimap isn't really helping; it's a green square with no paths.
The wizard becomes too powerful in late game making defenses and troops useless in certain situations as the wizard can just fly in and out of combat.
Some have complained about units not spawning anymore.

Icons that are not supposed to be clicked, e.g. Tower Bonus should be made to look passive. You could do it easily with:
Button Manager v1.8.2
BLP Lab v0.5.0 I think this last one can also convert to .dds if I'm not mistaken.

Not yet a review, just commenting.
 
Level 9
Joined
Oct 6, 2008
Messages
75
Seeing


shows that the minimap isn't really helping; it's a green square with no paths.
The wizard becomes too powerful in late game making defenses and troops useless in certain situations as the wizard can just fly in and out of combat.
Some have complained about units not spawning anymore.

Icons that are not supposed to be clicked, e.g. Tower Bonus should be made to look passive. You could do it easily with:
Button Manager v1.8.2
BLP Lab v0.5.0 I think this last one can also convert to .dds if I'm not mistaken.

Not yet a review, just commenting.


FYI thats an old version, ive updated it a lot since then.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
So, while this map isn't flawless, the general idea and multiplayer game is pretty fun.
Although this isn't a tower defense really but OK.

Approved.


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Level 3
Joined
Jun 3, 2021
Messages
35
nice map. It's fun and challenging at times. I wish there could be done something about balance, since if one player gets ahead with upgrades it's basically win in the long run no matter how hard you try to win. Those tanks are too OP in level 4 main. sudden death.

Otherwise I vote for 6/5 Director's cut.

Oh and yeah, fix the waygates as others have mentioned. they don't work, or work weird. Just remove them or add waygates to the map at minute 30+
 
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