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MineralZ 1.55(f)


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*Reworked nearly every system in the game to improve efficiency and reduce lag.

*Removed ALL waves and replaced them with new counter-parts. There are a total of 32 base wave-type units that have varying abilities. Each wave type is modular - allowing me to add/change/remove existing wave types with ease.

*Provided a large buff to the regenerators - double the range and healing but at double the price.

*Removed the ability for any zerg (minus wave 30 boss) to destroy the natural walls in the game.

*Many zerg can now burrow under your wall, jump over your wall, or fly over your wall.

*Reworked Thermal turrets to give them AOE atttacks and multiple attacks per second.

*Reworked Reaper turrets - they now gain damage and attack speed over time (visibly)

*Tesla tower chaining has been reverted back to the original style.

*Added docking port which currently features two air vessels. One that mines and another that attacks.

*Added Mineral Deposits - Large minerals with more life that can only be mined through "Destructive Mining" (Mining ship and Golem)

*Added energy shields as a wall tier option

*Added solar panels as a power generator option

*Added a bunker building

*Reworked the sentry tower

*Added a "Holographic display" that shows what the next wave will be.

*Added/changed a bunch of icons and special effects / sounds.

*Changed Font
*Added a playable zerg slot called "Host" - currently WIP and not quite ready for playing yet. Slot is
filled by a computer but can be filled by a player for testing purposes.

*Added the Artillery canon - a tower that fires at the cost of Rubinite.

*Added Seismic tower - AOE damage with a slow.

*All turrets are constructed by first building the foundation called a turret base. After that is built, it can be upgraded to any turret type. This foundation effectively raises all turrets off the ground.

*Factories no longer require any energy.

*Minerals now have quality. Higher quality = more life and regeneration.

*Reworked terrain generation

*Reworked Zerg AI
For 1.5(a):

Fixed bugs.
For 1.5(c):

Fixed bugs. Wave types are fixed, terrain generation fixed.
For 1.5(c)(1):

Fixed saving (-save).
For 1.51:

Fixed numerous bugs, added wave 40 boss, added new start, victory and defeat sounds. Added various icons for upgrades. Changed how mineral quality affects mining... And much more.
For 1.52:

*Added batteries: Branch off from Generators. Mobile power generation structure that directly uses diamonite to provide energy.
*Easy mode has a longer day 1, higher mineral quality.
*Various balance tweeks: Wave 20 boss has less AOE on his attacks and drains less mana.
*New icons for various upgrades and structures
*Fixed Magnet towers
*Added victory / defeat music
*Increased base find time to 25 seconds
*Miners can now see over most temple blocks
*Fixed multiplayer desyncs due to blizzard patch
*Fixed various bugs
For 1.52(a):

*Minerals now have a visual quality indicator

*Added Wraith Vessel
^- Purely offensive ship used to combat the zerg, costs 200/200/200/200. Deals significant AOE damage.

*Added Crystal Stabalizer
^- A [Tier 2] branch off from the regenerator. Capable of healing minerals at a slow rate without power and at a quick rate with power.

*Minerals Average and below do NOT regenerate over time anymore

*Moved all flight upgrades to the Docking Port

*Added the upgrade Microfusion Cores
^- Provides ships with passive energy regeneration for sustained flights.

*Added the upgrade Upgraded Firepower
^- A 5 Level upgrade that increases the damage of all your flight vessels.

*Fixed Battery [Tier 5] Bug

*Default regenerators no longer heal minerals

*The countdown before miners spawn has been reduced to 5 seconds. Players no longer have vision during this time. Increased day 0 time to compensate (Easy: 300 Seconds, Normal+: 200 Seconds).

*You can now only build 1 house

*Added Beacon Structure
^- Unlocked after building a house. Structure with 1x1 Placement that allows your to return minerals. Max of 10 beacons per player.

*Zerg now have a 1 in 10 chance to drop genetic material which provide a random number of minerals when picked up(Between 1 and the current wave number.)

*Added Feclid Wall [Tier 11], costs 2000/0/0/0 with 21k HP and 20 HP/S

*Droid now costs 15/15/15/15 instead of 5 credits. You still need the research Droid AI to build more than 1 droid.

*Droid AI costs changed to a static 5 credits per level.

*Spiked Walls upgrade changed to static 1 credit per level.

*Fixed a bug with Kabraxis causing him to burrow at the wrong times.

*Removed immolation from all thermal turrets.

*[Tier 5] Thermal Turrets and above have an increased AOE from 300 to 512.

*Zerg Nydus Worm HP has been reduced by 66%

*Added Zerg Ultralisk. Spawns after wave 20, deal AOE damage (192 AOE), and has 50 armor. Base HP 650, gains 150 per wave number.

*Fixed saving of the furthest wave reached.
For 1.52(b):

*Nerf to battery: max power of all batteries reduced by 25%

*Reduce energy cost of seismic towers: [Tier 1] - 10, [Tier 2] - 15

*Added [Tier 3] Subsonic Seismic Tower: Cost 120/120/120/120, AOE 1024, DMG 450, ENERGY 20

*Added [Tier 4] Supersonic Seismic Tower: Cost 300/300/300/300, AOE 1200, DMG 1000, ENERGY 30

*Added [Tier 8] Syonic Fusion Turret: Cost 0/120/0/120, Range 700, DMG 275, ATK SPD 0.7

*Fixed boss AI where they would not path properly

*Added Wave 50 Boss
^- Khahrahk the Scarlet King

*Bosses now gain 5% damage per attack (multiplicative)

*[Tier 8] Syonic Inferno Turret base HP increased from 200 to 800

*[Tier 4] Bionic Rocket Turret base HP increased from 300 to 500

*Wave 40 Boss Xoviks the Vile poison potion attack increased from 1 time per second to 4 per second

*Nerf to walls: All walls now have 1 armor per tier (Max of 11 at the moment at Feclid wall)

*Turret Base height decreased by 96

*Added [Tier 9] Feclid Inferno Turret: Cost 0/0/0/500, AOE 512, DMG 475, ENERGY PER ATTACK 7, ATTACK SPEED 0.1(edited)

*Fixed Vessels not dying without power bug

*Fixed anti-air turret AI

*Removed human borders for high resolution
*Added [Tier 5] Missile Turret: Cost 0/0/300/300, RANGE 1200, DMG 350, ENERGY PER ATTACK 12, ATTACK SPEED 0.25, MAX TARGETS: 3

*Added [Tier 6] Superior Missile Turret: Cost 0/0/800/800, RANGE 1500, DMG 800, ENERGY PER ATTACK 15, ATTACK SPEED 0.20, MAX TARGETS: 5

*Added [Tier 8] Feclid Fusion Generator: Cost 0/500/0/0, RANGE 900, ENERGY PER SECOND 50, ENERGY REGEN: 65, MAX ENERGY 700

*Added [Tier 9] Feclid Fusion Turret: Cost 0/300/0/300, Range 900, DMG 750, ATK SPD 0.65

*Added [Tier 10] Hellfire Turret: Cost 0/0/0/1200, AOE 512, RANGE 1200, DMG 450, ENERGY PER ATTACK 12, ATTACK SPEED 0.1(edited)

*Normal Mode now goes to wave 40

*Hard and above go to wave 50

*Added [Tier 8] Feclid Regenerator: Cost 300/0/300/0, RANGE 1500, HEAL PER SECOND: 90

*Added [Tier 9] Chromatic Regenerator: Cost: 800/0/800/0, RANGE 1600, HEAL PER SECOND: 300

*Added [Tier 9] Chromatic Fusion Generator: Cost 0/1200/0/0, RANGE 1000, ENERGY PER SECOND 150, ENERGY REGEN: 200, MAX ENERGY 1500

*Nerf to droids, they no longer receive any bonus or penalty from mineral quality(edited)

*Max number of droids through the Tech Droid AI nerfed from 4 to 2. You can have a max of 3 droids versus 5 now.

*Credit Tech Diplomacy cost changed from 6 credits to 2(edited)

*Hard difficulty is now 50% harder, Nightmare is 100% harder, Hell is now 200% harder then previously.

*Code wipe
For 1.53:

*Removed voting for difficulty. The player closest to red (lowest player number) chooses the difficulty.

*Slightly nerfed Microfusion Cores Upgrade in terms of passive energy regeneration. Fixed the cost.

*Special spawns (Corpse, Temple and Mount) have been given a 10% chance individually to spawn.

*Increased Reaper Turrets attack speed by 100%

*Added warning for low powered vessels

*Zerg can now attack vessels

*Minerals, when destroyed, give an extra 50-200 minerals

*All tiers of Crystal Stabalizer now cost 10x as much minerals.

*Nerfed Regenerative Remedy - reduces damage to minerals by 25% versus 80%.

*Fixed wave 50 boss

*Tesla towers:
T1: DMG 50, Cost 85/0/0/85
T2: DMG 90, Cost 153/0/0/153
T3 DMG 162, Cost 275/0/0/275
T4 DMG 291, Cost 495/0/0/495
T5 DMG 524, Cost 892/0/0/892
*Thermal Turrets:
DMG S/ D/ E/ R
Tier 1 15 0 0 0 22
Tier 2 30 0 0 0 45
Tier 3 60 0 0 0 90
Tier 4 120 0 0 0 180
Tier 5 240 0 0 0 360
Tier 6 480 0 0 0 720
Tier 7 960 0 0 0 1440
Tier 8 1920 0 0 0 2880
Tier 9 3840 0 0 0 5760
Tier 10 7680 0 0 0 11520

*A small text box will appear when selecting ally structures, showing their current resources

*"Improvement" of Temple generation. Now uses 12x12 prefabs during the loading screen, and then fills in the rest of the temple with the usual generation. In-game load time reduced greatly.

*Size of Temple was reduced by 4x4

*Added "-angle ###" command to change angle of attack

*Added Warcries for each boss

*Exploding zerg deal significantly more damage

*Fixed minerals spawning on top of and beyond arena walls

*Added two new tiers to the Reaper Turret. Reaper turret base attack speed increased by 1 attack per
second. Attack speed gain halved to compensate.

*Added skip cinematic option for "player host"

*Fixed Artillery Cannons

*Added 3 new tiers to the Artillery Cannon

*Added new credit upgrade: Duplicating Rounds - Allows the Artillery Cannon to have a 50% chance of creating a new round at no cost. Costs 10 credits
For 1.53(a):

*Fixed various bugs.

*Added wave 60 boss
For 1.54:

*Reworked the entire harvesting system
*Reworked the OnAttack system to be far more efficient
*Negative gem quality removed. Gems are either baseline and above
*Reworked the Tesla Coil chaining to be far more efficient

*Reworked the Zerg AI to remove stutter steps

*Increased max wave spawn to 75 units at one time(edited)

*Changed the gem quality names Impeccable> Exquisite> Flawless> Fair

*Fixed Diamonite Mining upgrade tooltips

*Fixed Building names bug

*Fixed Zerg causing lag at later waves

*Negative gem quality removed. Gems are either baseline and above
*Fixed wave 10 boss and improved zerg AI

MineralZ is SIGNIFICANTLY less laggy. I had to rewrite some major systems, but the end result was well worth it. Enjoy!

For 1.54a:
*Fixed the fatal crash bug thanks to gondarwars! Implemented various other bug fixes.

For 1.54b:
*Major bug fixes.

For 1.54c:
*Minor bug fixes.

For 1.55:
* Fixed Desync(s).
* Refactored a lot of GUI into vJass for perforamce improvements.
* Auto loading is now implemented. You'll have to load your code manually just once, then it will automatically detect it in later games.

For 1.55(b):
*Fixed more desyncs.
*Fixed the auto loading and saving.

For 1.55(c):
* Fixed varius tech tree requirements.
* Fixed energy issue(s) with various towers
* Fixed building naming issues when cancelling an upgrade
* Regular towers can no longer target burrowed units. Seismic towers can target visisble burrowed units.
* Vessels can no longer be targeted by most zerg. However, all bosses can still attack vessels.
* Mineral deposits now yield x12 the regular mining amount, but take 10 times as long to mine.
* Waygates are no longer targeted directly by zerg, giving players more creative freedom with zerg destruction.
* Slightly buffed all fusion turret damage
* Added two tiers to tesla towers, a new wall tier, a new barrier tier and a new BFC tier.

For 1.55(d):
* Possibly fixed the saving and loading of codes by making the system significantly more robust. ( Checks for multiple load files and player names. It will also attempt to check codes without the battlenet handle id of the player for future compatibility)

For 1.55(d)(1):
*Fixed desync bug introduced in version 1.55(d).
*The save code being used will be displayed at the start of the game.

For 1.55(e):
*Improved the mineral model
*Fixed bugs
*Terrain Generation is lightly more chaotic
Contents

MineralZ 1.55(f) (Map)

Reviews
Vengeancekael - [Contact] Date: 2012/Jul/07 20:56:33 Comment: [Approved] Give "Collect Mineralz" a passive icon Add a newbie quest with all the important info Resource Moderation - Rules
Level 7
Joined
Nov 18, 2012
Messages
312
------------------------------------------------------------------
Updates in 1.27e:
-Organic Alloy is fixed in 1.27. (I haven't tested it)
-Pages doesn't affect upgrade constructions.
------------------------------------------------------------------



wave 5: Ionic Wall (could have gotten it by wave 4 ,though)
wave 23, 25: (200) Ranged Attacker...
on wave 23, I've had all my Syonic regenerators, Syonic generators, Syonic Turret (button[ba]) destroyed.
I was totally mindfucked.
wave 24 all went attacking wall instead of me.
wave 24, 26: Air Attacker...
I survived till wave 26 because Ionic Wall has it's own regen.
wave 26 killed me.
What's left were only my lonely Ionic wall, firm and strong.

Seems no room of discussion to reduce the range waves but it would affect The Temple
because no one can select it as base, it's impossible to survive in The Temple.


Readdressing issues that was brought up yet not implemented.
1. Xel'Naga Orb
It should be permanent and not an destroyable object which can be hit by waves.
2. [Tier 9] Ionic wall TANKIER THAN [Tier 10] Syonic wall
[Tier 9] Ionic wall has 7.5k hp, 40 armor, it's own regen.
(that's probably why we can get through wave 10)
[Tier 10] Syonic wall has 10k hp, 60 armor, BUT doesn't have regen.



1. Commands to show waves.
-air (shows air attacking waves to all players)
-ranged (shows range attacking waves to all players)
-boss # (shows boss # details, et cetera -boss 1, shows the first boss' HP, Abilities, Range, Armor.)
 
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Programmers can't be lazy.

Aesthetic Error: Rubinite Mining has a different tooltip format than the other Mining upgrades.

Balance Issue: Boss 1 is weakest boss (duh). However, we can hold off this boss indefinitely, as such we don't start wave 11 until we are rolling in resources and have max tech, plus a good backup system of walls to boot!
 
Level 2
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Jun 14, 2013
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Question:

You can not have 2 houses of upgrade or 3 or how many you wan't, is that Right? You made suposed to like be that or is a bug and gonna fix?????????

With 2 houses upgrading i could reach on wave 10 i think max all upgrades of colectors(Diamond Rubnite Sapire Esmerald tier 15).
With 1 house upgradeing i have to w8 until wave 20 more to have upgrades done.

I'm still playing 1.16f...
 
I'm reworking the entire minerals upgrade system. Right now the upgrades will be functioning as so:
To upgrade any cargo tech you need 2^lvl+2 of that mineral type

So for example if you want to upgrade rubinite to level 10 it will require you to have 1026 rubinite.
I have also changed how mining speed works. It is 2^lvl+2 Emnizium. You no longer need to turn around and go towards the house if you are within 200 wc3 yards of it. Meaning mining speed will have a greater impact on how fast you get minerals.
Also mining speed will reduce the time to mine as so:
5/(1+lvl*0.25)
So every level reduces the mining speed by 25%
So at level 10 mining speed it will make the miner return minerals at a rate of 1.42
 
Level 8
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Oct 12, 2011
Messages
483
Technically the WC3 distance unit would be on the scale of centimeters, otherwise melee range would be 300 feet. In other words, if WC3 distance was yards, a peasant would be able to melee an enemy a football field away.
 
Hmm...
Cost for upgrades (capacity): 4, 6, 10, 18, 34, 66, 130, 258, 514, 1_026, 2_050, 4_098, 8_194, 16_386, 32_770 Underscores separate thousands.

Same goes for mining speed cost.

Mine Time values: 5, 4, 3.33, 2.86, 2.5, 2.22, 2, 1.82, 1.67, 1.54, 1.43, 1.33, 1.25, 1.18, 1.11, 1.05, 1, 0.95, 0.87, 0.83, 0.8, 0.77, 0.74, 0.71, 0.69 (Rounded to hundredth place)

Are you sure you want this change? Also; what about the upgrade times?

Also Also: I'm a destroyer now.

Warcraft 3 range units are called 'yards' because World of Warcraft uses yards. Technically there was no name given to warcraft 3 distance units.

Edit 2: level 25 mining speed gives a total of 86.2% increase to mining, with the first 20% of that given from level 1.
 
Level 8
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Oct 12, 2011
Messages
483
It seems really stupid that you end up having to pay more and more for something that has less and less effect. Technically, the WoW units are pretty off then, if WoW yards are on the same scale as WC3 yards. I'm guessing that WoW units are actually the same as SC2 units, as SC2 units are 100 times the length of WC3 units. i.e. WC3 uses centimeters, WoW uses meters (technically yards, but using meters for the sake divisibility), and SC2 uses meters. I haven't actually played WoW, so I really don't know about their distance units.
 
Level 1
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Jan 12, 2012
Messages
6
I agree with Tonex

Also,

if you aren't even sure on your own math of a major system change that really puts a question mark to anyone really wanting this map to strive.

Consistency is key and if you want to experiment, thats fine but if you fail to do so as you change systems this map will fail as a whole

/rage
 
I love ripping people's math ideas apart and piecing it together in a poltergeist of imbalance.

Change the formula to lvl*lvl+2 this gives a better scale.

Also for the mining speed, make it upgrade in number of 'hits' to the node. Starting with what ever default (like 10 hits) you had, and each upgrade takes one hit off (making it faster, and less damage) with a minimum of like 1 hit or something.

To balance the less damage aspect; I assume that the more carried per load means more damage right?
 
Change the formula to lvl*lvl+2 this gives a better scale.
Why on earth did I not think of this... Well actually even then the upgrades are too cheap, considering upgrading requires no time whatsoever now. If you could come up with a slightly more expensive formula I'd love ya for it :p
The damage is triggered to the minerals, the attack registers at 0 damage for minerals. So it's pretty much just animations.
 
Level 7
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Nov 18, 2012
Messages
312
According to lvl*lvl+2
6,11,18,27,38,51,66,83,102,123,146,171,198,227
arranged from lvl=2 to lvl=15

I think you could have it this way,
lvl*lvl*average-level-of-all-gems/2
 
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seriously? Just multiply the cost by 2...
sometimes i am a real derp, you know that?
also: Tentacles can detach from hives (or young hives) and go through everything. Is this truly planned? Or an elusive bug that i recall from ages ago?
definately a err... Well lets call it a feature.
edit: Like the animated mineralz logo i got now?
yeah :p
edit2: Tonex made good use of it lol.

Edit3: Why the 1234 at the bottom of your post?
cuz if you edit within a quote and nothing else you need a response outside of quotes with a string length of at least 4
1234
 
Level 7
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Nov 18, 2012
Messages
312
um... 2 * 2 + 2 != 5?

Woops, so sorry about double post, how can i fix?
Because I was calculating my other methods too. I fixed that.
--------------------------------------------------------------

According to lvl*lvl+2
6,11,18,27,38,51,66,83,102,123,146,171,198,227
arranged from lvl=2 to lvl=15

I think you could have it this way,
lvl*lvl*average-level-of-all-gems/2
when 2 upgrades reaches level 7, then use
lvl*lvl*average-level-of-all-gems/3
when 2 upgrades reaches level 10, then use
lvl*lvl*average-level-of-all-gems/4

lets say if this is the number of upgrades, sapdiaemnrub 1111
2nd upgrade 2*2*1.25/2=5
lets say if this is the number of upgrades, sapdiaemnrub 3343
5th upgrade 5*5*3.5/2=43.75 (round off to 44)
lets say if this is the number of upgrades, sapdiaemnrub 9363
10th upgrade 10*10*5.25/2 =262.5 (round off to 263)
lets say if this is the number of upgrades, sapdiaemnrub 1191410
15th upgrade 15*15*11.25/4 =632.8125 (633)
 
Level 7
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312
Removed the caps which was made earlier on when I did not test the map.

I realized the max upgrade I went was 12 emn and 12 mining speed.
The rest upgrades I left them at 9.
2^15 is too scumbag. in fact beyond 2^9 is already too scumbag.
the most expensive price I can accept as overly priced upgrade is 2^11=2048

I've seen maps with calculations without showing them in the tooltips.
Just mention it in the first post will actually solve the problem of tooltip. (that's what I think)
If you must show in tooltip this is the simplest way to present my calculation.
Average(lvl)^2


Calculated reals were rounded off to integers.
sapdiaemnrub (1+1)111
2nd upgrade 1.25(2)^2=(5)
sapdiaemnrub 33(4+1)3
5th upgrade 5*5*3.5=(88)
sapdiaemnrub (9+1)363
10th upgrade 10*10*5.25 = (525)
sapdiaemnrub 119(14+1)10
15th upgrade 15*15*11.25 =(2531)
sapdiaemnrub 151515(14+1)
15th upgrade 15*15*14.25=(3206) (max all upgrades)

The positive effect is it takes more mineralz cost after each upgrade.
This is definitely better than lvl^3 in terms of costs and the number of upgrades a user can take.
an 14^3 upgrade = 2744
OR
sapdiaemnrub (14+1)101010
14th upgrade 11(14)^2=(2156)
User can at least afford one max upgrade.
 
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Level 7
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Nov 18, 2012
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312
Maddeem likes lvl cubed, and I think he'll remove the cap anyways.

how do you know he likes it?
frankly speaking my dear lvl cubed would mean to give up the last few upgrades.
At starting levels, no one would take such high costs for a +1 mineral carriage.
At late game, yes EVERYONE would pay 3000 for a +1 mineral because it's logical and useful to produce another 5000.
Yes, lvl^3, best choice ever.

when I said remove the cap I mean that I've removed the cap I've written in the earlier post..
So what assumption did you made for the cap, then?


[Tier 1]Weak lamp and [Tier2] lamp doens't give out any light after the first [Tier 3] lamp is built.
I've confirmed I've placed max tier generator too so it couldn't be a mistake.
 
Level 8
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483
It should just be left as a(lvl)^2+b where a and b are constants that just help with balancing. I don't see why when you upgrade mineral production, other upgrades should influence it negatively. In fact, it would actually make sense that if you bought a high level upgrade in one mineral, it would make upgrading the other ones cheaper, as it's just similar technology being applied somewhere else, or such.
 
how do you know he likes it?
Because him and i talked about it fer an hour or so.
frankly speaking my dear lvl cubed would mean to give up the last few upgrades.
At starting levels, no one would take such high costs for a +1 mineral carriage.
At late game, yes EVERYONE would pay 3000 for a +1 mineral because it's logical and useful to produce another 5000.
Yes, lvl^3, best choice ever.
Thank you

when I said remove the cap I mean that I've removed the cap I've written in the earlier post..
So what assumption did you made for the cap, then?
I mean cap as in you can, given enough resources, always upgrade it.

It should just be left as a(lvl)^2+b where a and b are constants that just help with balancing. I don't see why when you upgrade mineral production, other upgrades should influence it negatively. In fact, it would actually make sense that if you bought a high level upgrade in one mineral, it would make upgrading the other ones cheaper, as it's just similar technology being applied somewhere else, or such.

It's not a(lvl^2)+b, currently it's a(2^lvl)+b with a=1 and b=2.
 
Level 1
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Jun 24, 2013
Messages
3
Fix air units

Air units is too strong for rocket tower. I play with friend on hard mode and lost at 34 i think. Air units destroy all rocket towers (150hp...),:vw_wtf: one hit so this is impossible to win. I hope u fix this, because i will must play
1.16f version.:goblin_cry:
I think u can remove 50% less damage for mineralz, because dont recive damage. I finish normal mode and no recive credits on hard mode in this version but older version for example 1.16f i recive.
 
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Level 1
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Jun 24, 2013
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Yea, but air is too strong(200 damage+%... at 34) and too fast and much healt. Rocket towers have no chance. Air at 22 have bounce attack and this too is hard survive when finish night is only 1/4 rocket towers(+ other lands defense) and must rebuild... for full upgrade one rocket tower need 120 green and 120 red(mineralz);p.
 
Level 1
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Apr 22, 2010
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5
I have completed the easy (mighty), normal (slayer), hard (destroyer), nightmare (destroyer)
hell ( )?
 
Level 1
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Apr 22, 2010
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Alright I think I will :D
Thanks, bug reports will really cut down my testing time lol
But if you don't find any... ALL THE BETTER hehe

I fixed the sell bug for those of you who knew that one.. Yes no more free blue minz lol

i love this bug!
1000000 saphirum!
 
Level 4
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Jan 17, 2012
Messages
83
Just finish easy mode of 1,28 @_@ dizzy right now:vw_death:
2hr 18mins of gameplay, exhausted~ah

attached with replay ^_^

max lv 14 green and collection lv14

lv15 requires 8194 @_@" and that guy upgraded
 

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Level 2
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so we just finish the map i dontknow how mutch of it ? we lose playing on normal me and my 2 frend's and when we kill the 40 wave boss the flying meatball what a suprise :D the game did not finish :D the wave just kepp coming and coming :D so we stand to the biter end and win at 51/50 ? i ges wen u kill the normal bos u made the game to go on on ? so my qwestion e 51/50 is all there is or just on normal like bonus ? if we play it on hell what is the number of wave's ? and is there gona be another final boss other than the bloody magnutaur ?
 
Level 2
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May 21, 2009
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um and i have a qwestion i em not map creator or enything just love maining maps i wonder is there someone to talk about to try revive one old map that is not playeble in the version of wc3 that we use in garena . . . um there's the link if someone wonder whitch game is it: http://www.hiveworkshop.com/forums/...search=Azeroth%20Goldrush%202.07c&d=list&r=20
this map as long i can remember is prety cool and surcle around resurses and mining :) i know this is not the place but then agein . . . :) just asking not gona kill enyone i gess
 
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Level 2
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Jun 14, 2013
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I really liked thsi 1.28 version.
I tested a bit on Easy and is like say is Easy for new players and it is a good thing!
I still don't had a chance to trye Hard but i think is possible to pass now, some later versions wasn't.
 
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Another win on Easy mode which is not my intention to achieve at beginning during newbies game.
We moved to another player's base on wave 14, after wave30+ the guy died on air monsters, so i solo until wave 40 and the BOSS destroy half of my teslas by its skill, luckily still managed to kill the boss:goblin_yeah:
 

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Level 4
Joined
Jan 17, 2012
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@@ win Normal Mode with IfritVII , 2people ^^"V
earn 9 credits on 1.28 on normal mode, as usual the wave40 boss destroy 1/4 of our base...
which is air turrets base (Total: 2hr 12mins)
 

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Level 7
Joined
Nov 18, 2012
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@ryouzai Actually you should stop posting replays, I doubt anyone watches it.
The current version is easier than previous ones if you noticed.

@maddeem I realized clan VoF is very dead lol.
 
I could reproduce this amazing feat. My Strategy (only had 6 credits at this point, was paired with another person [no credits] who fed me all his credits) was to make a 5 layer defense (which was mostly built by wave 20); Wall -> Flame Turret Tier 7 -> Rocket Tower Tier 3 -> Syonic Regenerator -> Syonic Power Generator. I made a mistake building this, as most of the rocket tower layer was just flame turrets, so i only had about 30% rocket towers. The boss attacked a corner of this defense (where the wall and laters bends into a new direction).
 
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