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Multiple TD Challenge 4.6b

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
HI I've been around a long time but leave the scene form time to time. Well this time I've came back after about 2 years off. This is a super cool TD originally made by MikaelGRA. I made several updates to make this classic more enjoyable and a killer replay value. I've got great appreciation for MikaelGRA's idea.

The idea is each wave is a certain armor class. An indicator comes out at the beginning of the wave and figures each teams avg. dmg. to that armor type. This sets the hit points of the creeps your enemies face. Simply make them so hard your enemies let 30 leaks through before your team does.

Version 4.3b

Updates are numerous here are a few:
-Reworked a lot of triggers to reduce lag and map size.
-Added in Random armor cycle option instead of playing normal game all the time.
-Reworked Slow tower completely. It doesn't stack but increases it's slow poison by upgrading the tower (reduced lag).
-Put in effects that allow you to give bonuses to your enemies creeps and as well make yours easier.
-Consolidated buildings to 2 builders.
-Removed leaderboard and totally changed multiboard to display important info.
-Put in crucial game info to be displayed at start and every 10 mins. for noobs.
-Balanced tower upgrades and put in buy/sell wood options.

Version 4.4c

Updates
-Recolored all gaame text and updated extended info.
-Added 2 new effects [(Buy Life: cost 50 gold 1 lumber, and u have to have less than 20 lives.) and (Counter: 150 gold and 10 lumber, this is the ultimate effect when it comes to potential power. Only able to be casted once per game normaly but will take all the effects the other team has casted and turn them against themselves instead of your team.)].
-Fixed Tower of Effects exploit to build multiple and get around the one time cast effects.
-Wrath of God gives kills to the casting player and not red and will prepay u for the kills as well instead of no bounty for anyone.
-Added help text for new players. Type -Indicator and it will explain the fundamentals and maybe give a few tips. You can type it up to five times in this and get a different text response.
-Added Wooden towers all but the slow tower once at level 5 can upgrade to a level 6 version for a set gold cost or as a wooden tower for a set lumber cost. They are both exactly the same other than cost to allow for another angle of strategy.
-Lowered lumber cost for Tower of Tech and Tower of Effect.
-3 new creep units only available in random mode.
-Balanced again the lumber bonus from the cycle bonus.
-Reworked armor effect to a % based effect.
-Removed rally from all towers besides tower of tech.
-Assassin Towers (Indicator Killers) now do 10% more damage than their counters the Guardian Towers to make offensive attack strategies more effective than defensive (which draw out the game).

Version .4d
Update

-Balanced the cost of the Wooden Towers. Sorry but I had to since they made the level 6 towers useless. They are still a bargain compared to selling wood and using the gold to save up.

Version 4.5
Changes:

-New attack type: Anti Air Deals 300% damage to flying armor
-New armor class: Flying
-2 new effects (Complete Cycle Curse and Steal Resources)
-New Towers Magic Assassin (has Bloodlust) and Magic Guardian (has Multi Shot). Magic attacks deal 125% damage to all armor types (this may need balanced more). Which brings me to the next change...
-Immune to magic now effects the indicator as well as the runners.
-Pierce Damage changed on fortified armor to 25% damage and flying armor is 50% damage

Version 4.5a
Update

-Fixed a rare bug on indicator damage
-Balanced Bloodlust to Magic Assassin tower level
-Some new skins|
-Multiboard update at end of wave
-Corrected an important typo.

Version 4.6
Changes
-New game modes. At start Red chooses if the game is Bloodbath, Indicator Wars, or Normal. Then red selects if to play on random or cycled armor types.
-Bloodbath is a mode for 1-10 players: Each team has 30 lives and each wave has preset hit points. (Same as Multi TD without the indicator) how long can you survive?
-Indicator Wars: This mode is a damage competition between 2 teams. The first team to win 21 rounds of damage is the winner. Top 3 players with the most damage get a bonus each wave. (This is based on the indicator idea from Multi TD).
-Normal and Bloodbath mode are infiinite in levels until a winner is decided.
-Map size reduced.
-Some new skins.
-Final Effect added: Random Effect can cast any effect even ones that can only be casted once per game.

Version 4.6a
Update
-Rebalanced creeps hit points in Bloodbath mode. (Found a mistake but it still didn't make them strong enough x 1.5 not +1.5 if you want to make the change in the old version).
-Made it so if one team dies in Bloodbath the other team gets to continue.
-Fixed win game condition after wave 43 now game has infinite levels as stated.
-Reskinned slow towers since they were hard to select.
-Fixed Random Effect so it wasn't wanting a target.
-Changed life loss triggers to remove the double life loss bug.

Version 4.6b
Update
-Fixed major bug in Bloodbath mode for team 2's creeps getting 0 hit points.

Keywords:
Multi, Multiple, TD, Tower, Mazer, Defense, Maul, War, 4, 4.6, 4.6b, Noobkiller, Noob, Killer, Team, Wars, Balanced
Contents

Multiple TD Challenge 4.6b (Map)

Reviews
15:18, 2nd May 2009 by bounty hunter2: Horrible terrain, unoriginal, poorly written tooltips, missing hotkeys, boring gameplay, minor glitches, Rejected.

Moderator

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Moderator

15:18, 2nd May 2009 by bounty hunter2:
Horrible terrain, unoriginal, poorly written tooltips, missing hotkeys, boring gameplay, minor glitches, Rejected.
 
Level 3
Joined
Jan 22, 2005
Messages
11
Other notes
-you can practice by yourself or all on one team if you start the game that way or the other team leaves before they lose all their lives. The creeps will have their life set to your teams avg. dmg.

-Please feel free to submit effects

-future effects are reduce your creeps speed and hit points maybe. I don't know if I want these cause they are defensive and can't win the game. Wrath of God is in there for defense and it can only be used one by each player. Another offensive would be to freeze x random towers on other team, where x is based on a % of the total of teams towers or a factor of the level on. This of course could only be used once per player.

-There was a text bug but I forgot it now so if you catch it please let me know. It's on an upgrade or normal tower from 1st builder.

-If anyone cares (Goalies) Red and Orange now get 14 spawns per turn instead of 10. [I myself love this!

Future upgrade I've thought about and tried was max damage of tower increased by % let me know if you'd like it. (this can be found on old version of my mods of this map that had the magic towers and ice tower [ 2 years old]).

-Every attacking tower and upgrade has 6 levels
 
Level 3
Joined
Jan 22, 2005
Messages
11
4.6 is coming soon. I'm adding another play option that can use standard armor cycles or the random armor cycle I've made. I'm also reducing the map file size by about 28%. Shouldn't be too long before I release it, but I've been working on a FFA version of Multi TD called Hunter Wars which I have a couple of bugs that make no sense to work out yet.
 
Level 5
Joined
May 1, 2008
Messages
150
Bloodbath mode is too easy.... u should make the creeps hp in a exponentially growth and game shouldnt end after a team wins. (winner team should be able to play as long as they can:D)

mode suggestion: ffa. (I know red and orange has differenet maze than others but there is place to make 2 more path which would be used if red choose ffa)
 
Level 3
Joined
Jan 22, 2005
Messages
11
You say Bloodbath mode is too easy? I can play till in the 40's without losing a life but I played about 10 games last night on bnet and 1 time a team made it to level 3 all other times the teams died on turn 1. The hp is set exponentially but it only changes every 10 not each wave. Also I guarantee if you play a good team the Tower of Effects can really make a difference (Immune to magic especially [try it with no magic guardian if in solo and you will see what I mean]). So for now it will remain unchanged on the HP setting as I just now started testing it online. As for the win/defeat conditions I will change that in the 4.6a patch you should be able to play for ever till you die which you could realistically play till level 9.23 billion I think, can't remember the max # size in game. One thing I can do to make Bloodbath a lot harder at start is make requirements for the guardian towers (Like Air Guardian requires a level 6 Anti-Air Tower or Anti-Air Wooden Tower). Don't know yet I just wanted to make my idea reality and make some more game modes. TY for your comments. I also may rewrite all the triggers and variables someday as I came up with a good compression idea, but I'd rather use it on a completely new map.

As for the ffa version I have that map in progress it's called Multi TD Hunter wars and each player gets another player as their target prey. For some reason it has 2 major bugs that make no sense to me (like when unitX controlled by playerY do Z). I've made tons of these simple triggers but these will not work in this map but will in another and I don't know why. I kinda threw it on the back burner cause I was frustrated with the bugs but I will most likely implement it in this map very soon (within a month). Then I'm done with this map and will be making Noobkiller TD 4 (cause 3 was never released and is lost now as well is all original Noobkiller versions by myself when ROC came out and Noobkiller TD 2 version 1.16).



9/29
Ok you are so right that Bloodbath is too easy. I found a few bugs like a win condition set at lvl 44, Double Life Loss rare bug I'll fix it tomarrow.
 
Last edited:
Level 3
Joined
Jan 22, 2005
Messages
11
15:18, 2nd May 2009 by bounty hunter2:
Horrible terrain, unoriginal, poorly written tooltips, missing hotkeys, boring gameplay, minor glitches, Rejected.

Afraid I have to disagree with a lot of this. The map is 99% different than the original all with my own ideas. The terrain is perfect for a TD. What could make it better? I rewrote all the crap tool tips that were there and the new ones to me anyway have been pretty straight forward. What Hotkeys were missing? Boring Gameplay this is the most funny of all I had game after game of full players for months as I worked on this. Several people liked it. There are 2 glitches left I know of 1. The random effect ability from the effect tower doesn't work as it asks for a target. (I fixed this in a newer version but don't look like I need to post it here now.) The other is that when an unit is issued an order with no target they return to their starting location and not the next region it should of went to. I've tried fixing this with integer arrays based on a set unit value but it seems to only work sometimes so this fix hasn't been released in any form yet. I feel that since it wasn't a 100% original map of mine that it was rejected or done with a mass reject all unapproved maps and thin this place out. Compare this to an older version not made by me and you will see a huge difference and this is a superior map compared to other Multi TD maps I've seen on this site. I've liked Hive Mind since I found there old TD for ROC Hive's TD over 6 years ago. It got me wanting to make maps myself so I have. I should post more of my works but I'm picky and most are really old roc stuff that isn't worth it now adays. Looks like I might be done here.
 
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