Medieval Ancient Tower Wars

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aaron79's(aaron) Midieval Ancient Tower Wars

Midieval Ancient Tower Wars
Created by aaron79

Map Information:

A tower wars map in which you send mobs to the other teams in hopes of stealing their lives (40)
before they take yours. A very fast paced income dependent game that feeds of the competitive nature of
all who play it. Be sure to also be wary of your decisions, you can thrive or die depending on how you spend your
precious "lumber".

When you spend your lumber you should try and create a maze like pattern for the monsters/creeps to pass through.
If you block, your towers will get attacked.

Features:

-Hundreds of tower combinations to choose from
-Many bonus tower items
-tons of mobs to send
-anti block in case of cheaters
-Quick Hotkeys for fast building
-Lumber harvesters:

  • Basic
  • Advanced
  • Super Advanced
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extra info about the map:

When playing, a full game, everyone will be paired with a partner. When this happens it is
wise to designate a summoner who concentrates on gaining income and sending units for the team.
This way both of you can take turns sending units for income and building for a quick clean win.

Screenshots:


Image Description:
Start of the game, with an early maze.

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Image Description:
Gaining Income via sending units from one of the 4 summoners.

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Change Log:
-v1.2.1 : added summoner 3 + improved income balancing.

-v.1.3.1 : fixed most tooltips from bugging out.

-v 2.3.1 : updated "tower items" to be more effective, decreased frost tower slow time and chance to stun(stun 5% -> 1%), increased Devil tower's crit chance to do 99x damage from .01% to 1%

-v 3.1.1: added Poison Tower + Mellee Tower, increased prices for high level towers.

- future plans:
***fix frost tower tooltips
***fix poison damage (a tad too high)
***increase prices for tower damage increase items (tower items + melle tower crit = OP tower)
***better quality terrain + more towers and mobs to send.



Author's notes:

I had fun making this map though it was a lot of work. I even put it off for about 5 years. ( so yes this project is really old ).
Its playable and mostly bug free and is pretty balanced so far. I hope you all have fun playing it and yes, i will keep updating it with
fixes and changes as needed. Please report any bugs you may find in the map that are not listed above. Thanks in advance!

(a single custom model i used, i fill find the creator and give credit soon, sorry in advance)

Map Description Template Created by -Kobas-
^ thanks kobas.

Keywords:
Tower Wars, Tower,Wars, Midieval, Ancient, TD, Towers
Contents

Medieval Ancient Tower Wars (Map)

Reviews
Orcnet10:34, 20th June 2013 Map Approved Medieval Ancient Tower Wars (No Version/s Stated) RateScorePercentLetter 5/591-100A RateScorePercentLetter 4/581-90%B RateScorePercentLetter 3/575-80%C RateScorePercentLetter 2/570-74%D...

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Orcnet10:34, 20th June 2013

Comment

Review

Map Approved
Medieval Ancient Tower Wars (No Version/s Stated)


Rate
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5/591-100A

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4/581-90%B

Rate
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3/575-80%C

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2/570-74%D

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1/550-69%F

Overview:

Gameplay

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"Medieval Ancient Tower Wars" is a Tower Defense/Offense combo map suitable for a full house in exception of 2 players for being a specific AI of the game.

"I like the idea of tower defense and an ability to be an offense as well, no bugs found but strangely the game doesn't end when you manage to wipe out all of your enemy team's lives."

Terrain

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"Terrain is a bit bland no much eye-view for it but since the game is a TD and requires a wide space for waves, towers, and sfx to take in I'll give it a fair rate."

Management

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"Totality, game is fresh for tower defense lovers and those prefer to give additional perspectives to the genre."

Total Score:


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9/1580%C
 
Level 13
Joined
Oct 18, 2008
Messages
599
a little of feedback

good things
-for a survival tower TD, the game is very good and complex, it worth the time to learn it how to play
-you put the towers and you send the creeps to the enemy, awsome
-you harvest resources.
-map form good, order, not messy
-hero switch system very intersting

things i would like to improve if the map were mine
- you have 5 base towers, i would like 3 base towers more, to give diversity
-and if is posible multiple upgrade options like for example archer tower uprade to frost arrow tower or fire arrow tower
mage tower upgrade necromancer tower or chaman tower
-maybe you can make some corners in the spawning creep area, so the defense will not be so lineal, if you know what i mean, is good to have strategic points to defend like corners or curves.


but again really good map, im just saying what i wish to do for improve the map if were mine :)

edit:
-also a table with all players resources and lives should be nice too :)

all great suggestions! I do plan on adding more base towers, but i need some ideas. I also am thinking of adding a specific path for the creeps to take :).
Either way i'm far from done and i do plan on expanding. (also there are branching upgrades once you read around the 5th base range tower upgrade.)
 
Level 29
Joined
Nov 29, 2012
Messages
6,637
Hey, there! Played your map and this is the only TD map I find unique and somehow different from thousands. Let my review give you more details of what I think of the game:

Medieval Ancient Tower Wars
[+] Good Point:
-Terrain looks good for a big and ultimate TD such as this though I would suggest mix more tiles and dont go too much on spamming doodads.
-I love the idea of you yourself sending enemies to other enemy players unlike other thousand there, they are all the same.
-Lumber harvesting to send enemies to player is really a great idea.
-Idea of unique and godly units that you can send are so cool and epic.

[-] Bad Points:
-I find the Tower Upgrade or tectree not amusing though. Maybe you can make the Tower Tectree or Upgrade more unique and adding more branches like for example, an Arrow Tower that can turn either to two towers based on choices. This is just my opinion tho and I didnt see all of the game's content.

[] Suggestions:
-I guess there is still room for improvements on the terrain as far as I can see.
-Make something more flashy and unique on the Tower Upgrades.
Overall, great TD map, so unique and one of a kind for me. Rated 4/5 and +4 REP to you, good sir!

Voting also for Approval!
 
Level 1
Joined
Jan 8, 2013
Messages
5
This map has major balance issues and needs a lot of cleanup, but the idea is there. Only played it for about 10 minutes and already saw a lot of problems, so I'm sure there would be more. An example of balance would be the mountain giant only costs 60 lumber and the tank costs 100 lumber, yet the mountain giant has over 50% more effective health and runs faster. An example of cleanup might be some of the spelling and clarity of tool tips. I had no idea that 'melle tower' was going to be a melee tower so I built it in the wrong spot. I know my comment has not been so positive but I wasn't very satisfied with this map, despite how much effort it seems has gone into it.
 
Level 13
Joined
Oct 18, 2008
Messages
599
This map has major balance issues and needs a lot of cleanup, but the idea is there. Only played it for about 10 minutes and already saw a lot of problems, so I'm sure there would be more. An example of balance would be the mountain giant only costs 60 lumber and the tank costs 100 lumber, yet the mountain giant has over 50% more effective health and runs faster. An example of cleanup might be some of the spelling and clarity of tool tips. I had no idea that 'melle tower' was going to be a melee tower so I built it in the wrong spot. I know my comment has not been so positive but I wasn't very satisfied with this map, despite how much effort it seems has gone into it.

Sorry about my spelling errors, comes with making this during late nights i guess haha. But for the Mountain gaints, i've tested, and yes they die quicker and easier than the siege tanks, In fact i lowered the health of the siege tanks FOR balancing. They have more damage resistance. If you have anything more to report, please do. I wish to improve it as much as possible.

I will fix some of the obvious spelling errors, but for the mobs and income systems, they are pretty balanced as they are. There is a reason for everything. Whether it was for game length increase or rush prevention.
 
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