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Spider GREEN TD is a Tower Defense map made for 1 to 6 players (it's best and funnier to play it with 6 players ). It's a game where all you have to do is think smart, act fast and play as a team, and of course - improvise
All Players get a Builder at the start of the game, which is used to build the towers that will protect the circle from the persistent waves of (ground, air, immune and invisible) creeps which count 30 (plus a bonus creep at the end of the game - after the victory). Note that the bonus creep will not make you lose even if it enters the Circle of Victory.
At a random point during the game, you will be given a Mathematical Challenge, if you manage to solve it in 10 seconds, you will be awarded with +500 Gold
-air <Displays the air waves>
-immune <Displays the ice immune waves>
-invi <Displays the invisible waves>
-hcmds <Displays the host commands>
-value <Displays the gold value of the currently selected tower>
-kickafk 1,2,3,4,5 or 6 <Kicks out an AFK player>
-cmds <Displays a list of commands>
-link <Displays the download link>
-cs <Clears the screen out of messages>
-tinfo [tower name] <Displays info for the entered tower>
-kick 1,2,3,4,5 or 6 <Kicks a player out of the game>
-givehost 1,2,3,4,5 or 6 <Gives host to some other player>
-rmk <Remakes the game>
If a player leaves the game or gets kicked out, his spawner (the creep spawner located near this player's starting point) will be shut down.
You are protected from losing lives until level 5 - I've made this so I will save the players from quick loss and let them earn gold for defenses for the creeps after level 6 (real deal creeps )
Advice: Don't lose a single creep during the protection, these creeps won't cost you a life, but an opportunity to earn more gold.
For more info visit my official website www.spider-green.weebly.com
Bugfixes:
- problems with the name of the new Speedy Tower
Gameplay:
- increased the amount of gold and lumber that can be bought at the shop
- increased Trueshot Aura range
Bugfixes:
- fixed the bug with Fire Towers and Icy Towers, Fire Towers will no longer downgrade in Icy Towers
- bought items will be stored in the Builder's inventory instead of the House's inventory
- fixed some Mage Tower bugs
- Houses will no longer be created when the player slot is empty
Gameplay:
- Speedy Tower
- shortened the Live Loss Protection to level 5
- new items and units can be bought at the Green Shop
- collectible Gold Coins that spawn over time on random locations on the map
- increased the armor reducement factor of Armor Auras
- Lottery
Bug fixes:
- fixed the Icy Tower (upgraded) bug, the tower now slows it's targets and inflicts DPS buff
Gameplay:
- Downgrade option for all towers
- Mage Tower
- Green shops which offer useful items
- gather lumber ability for the Builders; lumber can be exchanged for gold
- Houses for each player; Houses serve as a drop site for the gathered lumber
- new text commands: -cs (clears the screen out of messages) and -tinfo [tower name] (displays info about the entered tower)
Improvements:
- Aura Towers will no longer change through upgrade which takes over 1 sec
Bug fixes:
- creeps will not get stucked in the spawning area anymore
- fixed the starting gold bug, every player will start the game with equal amount of gold
Gameplay:
- after a player leaves the game or gets kicked, his gold will not be split to the other players, for the price of that, his creep spawner will be turned off
- lowered the price of Fire Towers
- slightly increased the range of Fire Towers' Splash ability
- increased the AOE of Magic Sentry to 1000
- worked on the lag
- added more commands: -cmds, -link, -rmk
Game look:
- added more terrain decorations
11:50, 6th May 2015
Orcnet:
I like the idea of giving a period of the wave that won't let you get defeated on the game for a certain level, however that gives a lot of free fall after the end of the said wave, its like stacking lego blocks...
I like the idea of giving a period of the wave that won't let you get defeated on the game for a certain level, however that gives a lot of free fall after the end of the said wave, its like stacking lego blocks until gravity takes place and it tumbles down. It would be great if you could reduce it from 10 to just 2, so that players will have a challenge and a certain point of keeping up a competitive game play from winning instead of just stacking.
The towers are good and much of some of the status of the towers are quite common on around the TD genre, so I had no much problem dealing all of them.
Overall, the map can be of acceptable, I had no much problem with the terrain, but the level difficulty should be kept on minimum.
Hmm, I wanted to make it short, but I'll make it bigger and more clear now.. and for the improvement, yes I am planning lots of things for this map, hope it gets popular
Design
Kinda similar to Green TD (AFAIR) in term of playing, which is kinda boring after awhile. Lumber can be replaced/remain as is and be used for Special Towers and can be acquired through special means. Towers can be expanded in terms of type, perhaps some Towers that fires in a line, or even global effect towers, just scale them properly. The current tower doesn't seems to bug up and do well.
Optional : Random variation of creeps in each wave (ex ; Wave 1 can be Peon or Wisp) can be great
Optional : Use Upkeep as promotion of the map and show current version
Optional : Terrain can use some improvements
5/10
Gameplay
Design... Well, for a TD, it does meets what we used to see in TDs, EXCEPT the amount of available towers. It's very classic and doesn't variate much, making it dull.
The Math Challenge was quite quick, but it's fine.
Also, the spawn amount is kinda overkill, they can really wreak through defenses and as far as I have seen, active player amount doesn't seems to affect the spawning amount.
for some reason, Player 2 (was playing with my brother) doesn't get any gold while I only get 1050 golds, so we have to split it (I give him 500, leaving me 550) at the beginning, this is a dangerous bug.
6/15
FINAL SCORE : 14/30 RATING : 2.33/5 VOTING FOR : AWAITING UPDATE
I'm gonna start with the last thing you said, at the beginning of the game you should get 2100 gold if you play alone, if you are playing with another player or more players, the gold splits to all players.. so you get 1050 gold and your brother gets 1050.. (he didnt get the gold?
While for the design, and gameplay, i am having big plans for this map, you won't say the same after few improvements/updates..
p.s. i've never played that GREEN TD (AFAIR) map, i've only played green circle..
edit: as for the screenshots, i couldn't shot the screen while in-game :/
Either what I said before OR reduce their health and movement speed based on the present players, which is kinda better as it still yields lots of money to handle the spawns, but more complex than just reducing them based on player amount.
Also, I just remember that a Satyr stuck on the upper right spawn during my first test, don't know why.
i'll reduce their number, cause, when they all gather at the middle path, they are too close one to another, so if a player has a higher level of fire tower there, that would be a killing machine.. it would kill even 10-15 units at once..
as for the stucking creeps, or creeps that spawn and dont move, i've already fixed that bug for the next update
The terrain was just a big flat piece of symmetrical tiles. Although the tiles were used wisely and fulfilled the task of making a TD-ish terrain, I found the terrain not decent. I know this is a TD but why didn't you put some decorative doodads? Not all the terrain will be used for towers clearly so some of those grassy areas could get some vegetation, some buildings to give the feeling of a city I should defend, some archways or walls as good ornaments or something similar to all of these. The main point is: Do never leave your terrain totally empty, no matter how the terrain should be, some attractive doodads will always be a pleasure to the eye.
GAMEPLAY
The gameplay was tedious and insane. I tested the map several times by using the few towers I had in all possible ways and still in the first wave a massive number of creeps leak. The game is just impossible to win. The creeps just keep accumulating in the center and I just cannot do anything about it. Even mighty Fire Towers do not withstand the horde of creeps (they are not killing machines after all). Then, it was a terrible feature to find out that only 4 towers are available for the whole game. You lack variation which is extremely essential for the development of gameplay. You had to create different towers with more purposes. Some other towers which, for instance, poison, stun, hit multiple targets at level 1 etc... should've been added. Overall the gameplay did not evolve and it needs serious improvements right away.
OTHER ISSUES
Well, in the very beginning I thought it was a bug that the lives were not deducted when creeps reached the circle of victory. I eventually found out I was under a kind of protection until a certain wave. The problem is that after this protection finished, my 60 lives terminated almost immediately (yes, 60 creeps leaked really quickly) and the lives counter started to go under 0!! For example, in a moment, I had -20 lives! Shouldn't the game end with "Defeat!" if the lives expire? Look into this crucial issue please.
OVERALL RESULT
To sum up, the map is in dire need of polishing. I'll give it 1/5 and vote for rejection.
You lose the game when you reach 0 lives.. you get a message that tells you that you've lost and all your buildings and units are removed from game... if you dont leave the game in 1 minute you get a defeat message....
As for the gameplay, ill fix it for version 1.1
You lose the game when you reach 0 lives.. you get a message that tells you that you've lost and all your buildings and units are removed from game... if you dont leave the game in 1 minute you get a defeat message....
As for the gameplay, ill fix it for version 1.1
Well, this can be played multiplayer. A solo TD may not have one line only. If someone wants to make the game harder, additional lines can be added to force the player to build in both regions or focus on the point where creeps accumulate.
The math challenge uses Warcraft 3 calculation, 39/19 is 38/19 in Warcraft eyes, the additional 1 is lost. This is related to programming math where the values are always ROUNDED down.
Unit Group - Pick every unit in (Units in Spawn01 <gen> owned by Player 12 (Brown)) and do (Unit - Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units in Spawn02 <gen> owned by Player 12 (Brown)) and do (Unit - Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units in Spawn03 <gen> owned by Player 12 (Brown)) and do (Unit - Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units in Spawn04 <gen> owned by Player 12 (Brown)) and do (Unit - Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units in Spawn05 <gen> owned by Player 12 (Brown)) and do (Unit - Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units in Spawn06 <gen> owned by Player 12 (Brown)) and do (Unit - Remove (Picked unit) from the game)
Quest - Display to (All players) the Warning message: (Wave + ((String(LevelStringIndex)) + ( of 30 + WaveType[LevelStringIndex])))
Wait 15.00 game-time seconds
Trigger - Run WavesSpawner <gen> (ignoring conditions)
Wait 55.00 game-time seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Level Less than 30
Then - Actions
Trigger - Run (This trigger) (ignoring conditions)
Else - Actions
This trigger has unit group leaks. It would be nice to remove them.
Turn00A
Events
Unit - A unit enters Spawn01 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Entering unit) to Move To (Center of Turn01A <gen>)
The trigger above has location leaks. There are many of these in your map. Fix them also.
It would also be nice to name those folders because I see just _____________ this.
Also, when we talk about your terrain, it conforms with a TD Map but you can improve it. How about raising some parts of the map a bit. That would be nice I guess.
Well, I played it a few times solo ( didn't play wc3 for some time so had to get into it again hu..) and I have to say, I don't really know about this map.
It is really simple and does not have many features. Nonetheless, I am sure you are proud of it, as every map creator probably is.
I recommend you to add A LOT more features and towers. In its current state, it is rather boring and too steady.
5 towers are not enough to catch my attention for long, after having played YouTD and GreenTDMega.
I think this map has potential ( although it seems to be similar to GreenTDMega), but it needs more work on it.
Terrain is fine for me, but gameplay needs a lot more work.
I hope you will work on it so it becomes a great map
Fire Tower Lvl 1 has +8 bonus dmg ( dunno why)
Most models do not fit tower category ( like a Necromancer as Watch Tower ?)
I downgraded a Firetower Lv 4, but it was removed, showed '+0' and no money was refunded
It says ice tower has multi attack, but the lvl with sorceress model has only single target
About Aura Tower, maybe add damage aura tower ? Seems essential to me, in my opinion
Well, I played it a few times solo ( didn't play wc3 for some time so had to get into it again hu..) and I have to say, I don't really know about this map.
It is really simple and does not have many features. Nonetheless, I am sure you are proud of it, as every map creator probably is.
I recommend you to add A LOT more features and towers. In its current state, it is rather boring and too steady.
5 towers are not enough to catch my attention for long, after having played YouTD and GreenTDMega.
I think this map has potential ( although it seems to be similar to GreenTDMega), but it needs more work on it.
Terrain is fine for me, but gameplay needs a lot more work.
I hope you will work on it so it becomes a great map
Fire Tower Lvl 1 has +8 bonus dmg ( dunno why)
Most models do not fit tower category ( like a Necromancer as Watch Tower ?)
I downgraded a Firetower Lv 4, but it was removed, showed '+0' and no money was refunded
It says ice tower has multi attack, but the lvl with sorceress model has only single target
About Aura Tower, maybe add damage aura tower ? Seems essential to me, in my opinion
There's more towers coming soon, I've already created a new one which is coming in the next update..
as for the bugs/gltiches:
1. That's the dmg splashed.. the ability that gives splashed damage for fire towers also adds bonus dmg to the tower, but dont worry that damage is counted in the price
2. I think it does not really matter what the model of the tower is, I used models from different races for 5-6 levels...
3. consider it fixed in the next update
4. Ice Tower has multi attack on weapon upgrade (this ability will be removed in the next update due to other bug)
5. thanks for the recommendation, i will really consider it
Well, I saw you updated it and I played it again, and I have to say, I am disappointed. Most points I mentioned last time aren't considered, like the frost multi attack tooltip.
Nonetheless, I am going to write you some lines, although I am not sure whether you even consider it in any way...
I really like the remake option, that greatly increases it replay ability after defeating as one does not have to open a new lobby in multi player
Suggestions and such:
The 400 range for all towers is disappointing and also a bit short ranged. I mean, okay, the watch tower can use like 450 range or 500, but I don't like that all towers got the same range
add a blink ability for builder, it fools odd to have to run to build a tower somewhere far far away
the new sniper tower isn't worth the money. Dealing hardly more damage at nearly the same attack speed at a high wood cost makes it uncomfortable
Oh yeah, wood. I like the idea that you added something like a second resource to build towers, but it currently does not work out. Both shredder and builder harvest so weak that I rather buy it instead of waiting dozen of waves until I got the required amount for sniper tower
I would like to have creeps having frost buff being coloured blue, it is just a neat detail
Frost tower multi tooltip is still not removed, tho you announced it will be in the next update
Trueshot Aura, nice, you added a damage aura, but 5% isn't really high or worth the money, is it ?
Please add changelog to the Hive's map thread here, not only at your own website, it is just a fast CnP
Maybe think about adding a quest log to make things like lotto and mathematical task readable for players, not only via little messages that are fast not noticed
Sentry Ward time tooltip is wrong, isn't it ?
I think you could add information to aura towers about its range, maybe even consider adding a 'Show Range' ability for all towers
Math challenge is still odd: 48/64 = 0 ??? It is not fair, come on, if one does not know about it
I like your TD as it features new ideas that make it more unique than the original Green TD.
But, there are so many issues and unbalances that, for me personally, the game isn't really enjoyable.
Nonetheless, I look forward to see next updates with more features and content
It's difficult to make accurate calculations of division without combining reals, modulus and divisor functions to give an accurate result.
Yeah, they're quite mean.
Well, I saw you updated it and I played it again, and I have to say, I am disappointed. Most points I mentioned last time aren't considered, like the frost multi attack tooltip.
Nonetheless, I am going to write you some lines, although I am not sure whether you even consider it in any way...
I really like the remake option, that greatly increases it replay ability after defeating as one does not have to open a new lobby in multi player
Suggestions and such:
The 400 range for all towers is disappointing and also a bit short ranged. I mean, okay, the watch tower can use like 450 range or 500, but I don't like that all towers got the same range
add a blink ability for builder, it fools odd to have to run to build a tower somewhere far far away
the new sniper tower isn't worth the money. Dealing hardly more damage at nearly the same attack speed at a high wood cost makes it uncomfortable
Oh yeah, wood. I like the idea that you added something like a second resource to build towers, but it currently does not work out. Both shredder and builder harvest so weak that I rather buy it instead of waiting dozen of waves until I got the required amount for sniper tower
I would like to have creeps having frost buff being coloured blue, it is just a neat detail
Frost tower multi tooltip is still not removed, tho you announced it will be in the next update
Trueshot Aura, nice, you added a damage aura, but 5% isn't really high or worth the money, is it ?
Please add changelog to the Hive's map thread here, not only at your own website, it is just a fast CnP
Maybe think about adding a quest log to make things like lotto and mathematical task readable for players, not only via little messages that are fast not noticed
Sentry Ward time tooltip is wrong, isn't it ?
I think you could add information to aura towers about its range, maybe even consider adding a 'Show Range' ability for all towers
Math challenge is still odd: 48/64 = 0 ??? It is not fair, come on, if one does not know about it
I like your TD as it features new ideas that make it more unique than the original Green TD.
But, there are so many issues and unbalances that, for me personally, the game isn't really enjoyable.
Nonetheless, I look forward to see next updates with more features and content
I've fixed all of the bugs you mentioned, in the newest 1.7c, I really find it difficult to detect bugs since I've played my map 10000 times and when I update it, I just test the new things and search for bugs, but there's always some left, that's why I added a "Report Bugs" option on my website.
I'll add a changelog here too, that's what I planned to do, but when I find time for that, sorry.
I really appreciate when someone reports a bug or gives an advice, thank you.
Have you ever played my map multiplayer?
And yeah, forgot about the lumber, you can change 1 gold for 10 lumber and 10 lumber for 1 gold at the House, it's better than buying it, but it takes more time.
No, up to now I am figuring out what tower build is the best. It seems massing watch tower is fine, adding some ice towers, one or another aura and that's it.
To be honest, I don't build sniper towers for wood as wood is too expensive concerning that sniper tower isn't really stronger than watch tower.
Nope, wood isn't expensive, you can chop wood all the time for free, basically you convert free time to wood, you can also convert your gold to wood, which means it's the same.. speedy tower level 1 is 2500 wood, or 250 gold .. The speed difference isn't big at level 1, but it is at level 6, give it a trueshot aura next to it, or a slow aura, and it'll rock
I'll work on ice towers for the next update, cause they seem to be unused... maybe letting them attack ice immune creeps but not slowing them.. dunno, will see...
I don't consider +1 wood chop a good base for a tower 2500 wood tower
By the way, Goblin does not really help either, as 20+ takes an eternity, too. Why bothering buying a Goblin for 300 whereas the sniper costs only 250 ? It is just not valuable, as it chops very slow, doesn't it ?
I personally don't think you should change something about ice tower, well, I could imagine a higher upgrade attacks air, too, but that's all, in my opinion.
The mage tower is an interesting idea, however, one can hardly make use of it as each wave there are only around two or three opportunities for him to strike with his ability due to the four units condition.
Yes, It's hard to collect lumber for speedy tower only with chopping.. but I don't want players to get extra resources very fast, you get free lumber by gathering wood, that's just A BONUS for your gold, since you can convert it to gold. To build a speedy tower, you can simply convert 250 gold to 2500 lumber the harder, but worthy way (convert 1 gold for 10 lumber through the house) or the easier but more expensive way (buy it from shop).
The Mage tower is mainly for places where creeps accumulate, so you can kill more creeps with a single blow (level 5, 1 cooldown, but expensive), but I'll improve it so It'll be more efficient.
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