• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

[Mapping] Tower Defense For Beginners

Level 2
Joined
Apr 30, 2012
Messages
1
Tower Defense for Beginners.

This is the simplest way of how to create a TD (Tower defense) in Warcraft III world editor.

Requirements: Basic understanding of the world editor.

Terrain

Difficulty: :eekani:

First start up Warcraft world editor.
Then, select Your preferable map size.
96 x 96 recommended.
How to create a new map?
Click on this icon:
112636_view.jpg


Pathing

Difficulty: :eekani::eekani:

Now create a path for the creeps to walk with the terrain editor.
Something like this: ( Be sure the path is unbuildable )
112637_view.jpg

Now go to the region Palette and put two regions on the start and end of your path. Rename them as Start andEnd.

Triggers

Difficulty::eekani::eekani::eekani::eekani:

Now time for the triggers!
First, the bounty.
Create a new trigger and name it Bounty.
Now create a new Event.
Select Time > Periodic event
and set the time to every 1.00 seconds. This means that something would happen every 1 second of game time.
Then, go to Actions and select Player > Turn player flag on/off
and set it to turn player's bounty on for player brown.
Why brown? Because brown would be the monsters or creeps that would be killed by the towers. Bounty means the "reward" earned via killing the creep.
Thus, we must on the bounty for brown so that we get gold by killing creeps.

Next we want to have the creeps to move from the starting point to the ending point which would take away the player's life.
Create another trigger and name it Unit move or move (anything you want)
Create a new event: Unit > Unit enters region
And set region to the region that you have named "start"
Then, create a condition: Player comparison
and make Player as Player brown. This means that you want only player brown's units to move. If you do not put the condition, any player's units that enters that region would automatically move.
Lastly, make an Action: Unit > Issue unit to target a point
and set point to region "End" and put unit to "move to" region "End". This would allow the creeps to move to the ending point.

Now we need creeps! Make a new trigger call "units".
Create an action: Time > Time elapsed (passed)
and set time to whichever time you want the creeps to spawn at.
Then, create an action: Unit > Create unit facing
angle.
Set unit quantity to whatever number of creeps you want to spawn in and region to region "start" and set for player brown. Ignore building facing degrees. This means after a certain amount of time, a number of creeps would spawn and move towards the ending point. Be sure that your unit has no attack or damage.

Now for the hardest trigger: Lives.
Create a unit first, set its hp to 50,name to lives , and place it near your path. This unit would train your builder and also shows how much life you have left.
Do not make it invulnerable. Now, set an Event:Unit > Unit enters region
set region to region "end".
Then, set a condition: Player comparison
and make Player as Player brown.
Now add an action: Unit > Damage target
and set damage to 1, ignore the attack type and damage type and set "Cause triggering unit to damage triggering unit" into "Cause Entering unit to damage lives" ("lives" is the building which i told you to put near the path.)
and add a final action: Unit > Remove
and set unit to entering unit.

Now for the "selling" of buildings.
Create a unit, perhaps a footman, name it "Sell Building".
Remove its requirements, set building time to 1 , sound set to none and gold and lumber cost to 0.
Now, create a trigger named "sell"
and do this:
112638_view.jpg

then, make your towers able to train your "sell building" unit! Remember to change your tower's point value to how much it costs!

Now for the starting gold for the td.
create a new trigger called "gold start"
Create an event: Time > Elapsed
and set time to 1.00.
Then create an action: Player > Add property
ans set to "Add 100 to player red's current gold."
you could put any number in there.

Now for defeat condition.
Create a new trigger called "lose"
Create an event: Unit > Unit dies
and set Unit to "lives" (your building again) by selecting it in your map.
Then add an condition: Player comparison
and set to player red.
Create an action: Game > defeat!
Set player to player red and with the message defeat or lose.

Allies and forces
Now, just go and add player brown as your enemy in player and forces
properties.

Finally, name your map and test it out!
You should have:
-1 wave of creeps
-a map with a path
-starting gold for towers
-defeat condition
-creep bounty

To finish off your map, make towers and more waves of creeps!

I am sure my method for Td is not the official one, but this version should be understandable for beginners! :goblin_good_job:
 
Last edited:
Level 28
Joined
Oct 28, 2011
Messages
4,759
Use text colors and BBcodes to make your tutorial more attractive.

And add your trigger like this

JASS:
[trigger]Melee Initialization
    Events
        Map initialization
    Conditions
    Actions
        Melee Game - Use melee time of day (for all players)
        Melee Game - Limit Heroes to 1 per Hero-type (for all players)
        Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
        Melee Game - Set starting resources (for all players)
        Melee Game - Remove creeps and critters from used start locations (for all players)
        Melee Game - Create starting units (for all players)
        Melee Game - Run melee AI scripts (for computer players)
        Melee Game - Enforce victory/defeat conditions (for all players)
[/trigger]

this thing will show up like this

  • Melee Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Melee Game - Use melee time of day (for all players)
      • Melee Game - Limit Heroes to 1 per Hero-type (for all players)
      • Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
      • Melee Game - Set starting resources (for all players)
      • Melee Game - Remove creeps and critters from used start locations (for all players)
      • Melee Game - Create starting units (for all players)
      • Melee Game - Run melee AI scripts (for computer players)
      • Melee Game - Enforce victory/defeat conditions (for all players)
I'll read it later.

EDIT:
I just remember that we already have a good TD tutorial from the Chieftain Ralle so I think this will not be approved.
 
Last edited:
We have two good guides on TD's already:
http://www.hiveworkshop.com/forums/general-mapping-tutorials-278/basics-tower-defense-7004/
http://www.hiveworkshop.com/forums/general-mapping-tutorials-278/ralles-tower-defence-guide-34870/

If you want this approved, it would have to include some more interesting things beyond the basics. But otherwise, I think the basics have been well covered by those two tutorials so we don't need another. Thanks for the contribution though. :)

EDIT: Graveyarded for now. Let me know if you are willing to update.
 
Last edited:
Top