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World Core Defense

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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WORLD CORE DEFENSE

INTRODUCTION
You are one of the last armies of humanity against the onslaught of relentless creeps who have decided to destroy the last tower that stabilizes the power of the four great factions against them. Coordinate your team effort in a bid to protect the tower until it is activated.

GAMEPLAY
A melee-like gameplay combined with defensive elements where player had to use their melee wits and team strategy to protect against brutal onslaught of creeps from across Azeroth. You can pick one of the four factions from the original game.

VIDEO SHOWCASE

CREDIT
Blizzard Entertainment
Contents

World Core Defense (Map)

Reviews
deepstrasz
No updates in over 3 months. Simple for now.

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,891
Waiting 15 minutes pretty much doing nothing but preparing for something you don't know is a time waste.
The hero mode's ability levels can be chosen at each level unlike in the original game once in 2 levels. Also, not much stuff to do with the hero and it's only one so no replayability. Just that upgrade and some tomes, that's it.

Gameplay needs proper immersion early in the game, not to let the player basically kill creeps on the map for 15mins.

Awaiting Update.


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deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,891
I thought it is going the substandard block straight away :p

Anyway, I'll start making some adjustments then.
It would be unfair to the potential I see in it. Also edited the post above a bit.
Just check out some maps in this fashion. You could definitely get some good inspiration from Monolith, meaning if you don't want full fledged custom enemy bases expanding and such, you could definitely have some custom enemy outposts that the Void entities make around mines to drain them essentially making the player have less gold to mine. How I see it, as a sketch. The void creeps come through portals or however you wish, they randomly choose a near unoccupied mine to capture. The player has to liberate it or risk the newly enemy occupied zone become more reinforced and drain the gold over time.
As for the hero mode, you'll definitely need more to choose from and have to decide whether to follow the same gameplay trend or do it differently, like a sort of arena survival-defense against the ever spawning void entities or make the heroes act as some protectors of villages/allied players something. There could even be optional material like saving a number of villagers/something or gaining a number of something before the enemy does or before a timer expires. I dunno.
Just some ideas. You do what you like.
 
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