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Ruined Temple TD v.1.04

An oldschool styled team tower defence map mixed with some frest ideas and a nice terrain. Stop 25 waves of creeps getting into the portal inside the temple. Temple is protected by walls and a strong gate which creeps have to destroy before they are able to pass. As creeps enter the portal, you will lose lives and the entering creep will restart the maze.
Build over 40 towers from the large tower tech tree, shared on four tiers. Train temple defenders to the walls to shoot and cast spells on the passing creeps. Contains three difficulty versions: easy, normal and hard. For 1-3 players. Have fun!

Keywords:
tower, defence, ruined, temple, TD
Contents

Ruined Temple TD v.1.04 (Map)

Reviews
03:35, 22nd Jun 2008 Ash: Anybody who's read my reviews will know that I'm not a TD guy; I'm just not into it. Although I enjoy the odd one every now and then, I could not play one on repeat. However, this slightly changed my mind. It's one those...

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03:35, 22nd Jun 2008
Ash: Anybody who's read my reviews will know that I'm not a TD guy; I'm just not into it. Although I enjoy the odd one every now and then, I could not play one on repeat.

However, this slightly changed my mind. It's one those you'd play with your mates as a, sorta, wind-down game. There aren't that many towers to build, so the variation is a tad boring, however this is somewhat recovered by the extremely challenging levels and the integration of units with towers.

The downsides of the game are probably the fact that you have to research to see invis units, and that the costs of researching are quite high in comparison to the difficulty of waves and the pricing of towers.

All in all this is a fun little deity. I don't think it's intended to be played on repeat all the time, or even public for that matter. It's simply a fun little defence that you can enjoy with a few mates.

3/5 - Approved
 
Level 2
Joined
Dec 31, 2007
Messages
4
Thank you for commenting. That's a very good comment really, best description about the map i've received this far. I had forgotten I even submitted this here.

Yes, it's not a map to catch the public eye, but a map to have fun with friends. Due to time consuming learnability and perhaps a tad slow gameplay I don't think it's possible to make this map popular, without much changes. However, taking the time to learn the map might get you hooked till you can beat it. It happened to me and all my friends I played it with.

The point of tiers is the need to plan when you could afford to upgrade your tier level without leaking. Greedy players upgrading too early will end up seriously leaking.

Now that I think about the invisibility reveal upgrade, I see it's kinda pointless. If I ever update this map again, I shall make it a passive ability.

Trainable units to the walls are an extra spice I added for the sake of having even something original. They aren't needed at all in order to beat the game, but they can be helpful. Also, if you're feeling tired, you can turn the TD map into a lame survival game featuring only wall units.:gg:
 
Level 6
Joined
Jun 14, 2008
Messages
191
This map is pretty good, I'd say it could use a few more units per spawn (first to give the players slightly more gold, second to give players in back a little more chance, and third [and most importantly] give an overall better feel of it) People like to kill a lot of dudes and I found myself with a couple of leavers every game I played.

This game is nice and challanging, but could use a little work on the balancing front. Its hard to point out exactly what needs work, but experience tells me a little balance over all will drastically improve and polish your map to a point where people can't say no to it.

You got some unique towers, I'd like to see some more towers or more upgrades. I didn't play around too much with buildable units, they didn't seem to have enough use. I got a catapult and it wasn't much different than a cannon tower, and it hurts your door when the dudes start attacking it (due ot splash).

So basically, balance a little, add a little, and spawn a little more and/or faster would be my advice. Good stuff, 3/5.
 
Nice little map, every TD fan should try it at least once.

There are a few minor issues like some tower upgrade icon positions in odd positions, hints don't show what levels are invis/divine armor/etc, when the portal is destroyed you kind of awkwardly see that the cave inside is tiny (maybe put a gem inside?), and understanding the techtree for the towers is kind of impossible without playing a few times. Some passive abilities also had active icons.

From a design perspective, I don't really like how the units don't have attack damage displayed (how fast can they destroy the gate?), and there are strange places you can't build near the gate (I can build inside a tree but not on dirt? Why is that good design?) Trying to optimize your build path w.r.t. buildings and units is also kind of a false choice. Towers are the most powerful and take the best position, but you need units only if you're losing. Unclear optimization!

Overall nice map though, may play again some day.
 
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