This project is abandoned and its default file will likely not work with the most recent version of StarCraft II. Whether this project is out of date or its author has marked it as abandoned, this project is no longer maintained.
Tower Defense - 1/4 Players
20 Wave, and FINAL BOSS (12K life. GL. ... Easy, really ... (a))
VCS Can construct : Turrets - Tank Siege - Fortress - Thor (useless ><')and Ghost
Also the upgrade's for the towers do not work i dont know if you chnaged that to just build new towers? - Can't use the gost unit - Im working on fixing all of this and il add a nother link if I can do it like i said im stil new at this
IM using V.2 Im not geting the loading screen also I was stuck on an island got stuck on the buildings all the time sorry i have verry bad spelling I fixed the getting stuck on shit - im just learning how to fuck with these but if you need help with anything feel free to e-mail me at [email protected] and il figure it out for you
@czarnojan: The upgradeable turrets were removed in version 2, now you simply have lots of turrets. As for "some kind of code"... Is it a lot of numbers and letters also mixed with words param/value? If so then I have the same problem and we'll never be able to remove it I'm afraid, as it's caused by our clients which differ from author's client :/
Of course if someone is able to fix this, then I'll gladly listen to his advice! ^^
so there was a couple bugs i found one is the remaining lives bar has some kind of code instead of what you wanted it to say. from what i understand through your description and what everyone else wrote in the comments is that the towers are supposed to be upgradeable with three different levels. i wasn't able to upgrade any of them i just had the marauder slow shell and the infantry upgrade from the enge bay.
i would also suggest making the spawn points smaller and give the maze some extra twists and turns. there's only really one strategic place to build and in the bottom left corner you can only fit one tower that has a building grid in it with wise. thats all i can currently think of but its a pretty good map so far will be looking forward to the final version.
This is an awesome game, though it seems to crash randomly. 3 times now I have played this and all 3 times it has crashed at different points in the game. Once it crashed when I placed a photon cannon down but in the other 2 games it didn't. When the carrier level spawned, it crashed on me too. Don't remember the 1st crash. Please work on this, this is my favorite map so far on SC2Mapster!
Sorry for calling you "Kaharan", things like that happen in the internet :/
It was my laziness to call everything "Missile Turret". At first, I was referring to Marauder, not the AA defence. So you place 2 of them on both sides of normal turret on lowest site of the ramp you see on 1:04 in the video posted by Morbent. After that I place additional 6 normal turrets 2 sqares above the first turret (leaving place for future photon cannons), purchase upgrade for Marauders and my defences work pretty well, though you might want to reinforce them soon, by placing more turrets on the sides. And yeah, I play V2.
As for Void Rays - the reason I said it doesn't really matter is because solving that error could have slow down the author and since we don't want it, I just underlined that the problem is minor.
By all means I did not post only to disagree with you Kahran, I respect your opinions and my only intention was to show my point of view as well. If you felt disrespect by anything that I wrote, I am sorry for this.
One thing for the author now -> after you feel that the map is "final" (no bugs, nice balance, etc.) maybe you could also find some spare time to make it impossible for the players to construct their Marauders on the path of the waves. It's not a problem as nobody will use that exploit (unless they do it for fun) but just thought I could point that.
Maybe I'm playing a different version than you are PANCZASU. Since my Missile Turrets (Which are what I assume the AA turrets you are referring to are) don't hit ground units anymore. So they don't help against the Zealots or Dark Templars or any other ground unit for that matter, they're strictly AA now as you've pointed out. And the first half of the map is ground units, so that puts you at a disadvantage if you're saying just build 2 of those and 7 of the regular and you don't have to touch it again for several rounds. If 9 turrets worked that well I think there would have to be some balance issues with turrets. Majorly.
And yeah, no Void Rays actually destroyed turrets, but the point of the post was to point out bugs. That was a bug, therefore it was mentioned. I know the carriers once actually did stop to destroy my turrets. Which is also why it was mentioned.
And yeah, the Ghost is unattainable because it says you need to build the Ghost Academy and Tech Lab, just remove the requirements for it's building process and it'll be fine.
If you're going to post, don't post just to disagree with with everything someone said just because you feel differently. That doesn't exactly help the map makers. Especially with stuff like the Void Rays. Because you never know if they might bug out in a future version and actually destroy people's turrets simply because one person said "Yeah, they attack, just fix it so they don't." And someone else said, "It's fine, working as intended." =-/
And really, Kaharan? Really? Spelling is hard when it's already written right in front of you isn't it?
I will try to set the difficulty harder and harder, but ... it's hard to have a good balance :/ The random wave like the queen etc... with more HP than the other is just Boss wave :3
The changeling stay ! yeah, it'es rly fun to shoot them with the Tank xD
And ... I think the next update will be in 1 or 2 days (Or lesser, I hope !), because i'm working on a Tower Wars :3
I registered just to reply to Kaharan and because this is an awesome TD map.
I also noticed how units jump in their health randomly in some of the waves, but in fact I thought of it as advantage towards the player as no matter how strong a wave is, it never managed to make even half the distance into the "finish line". If you start by putting 2 missile turrets, 7 normal turrets (you have to do it at one specific spot though, where turrets can fire much longer then usual, because of the turn the wave has to make) and upgrading the missiles you are safe for the next few waves, even if you don't do a thing. This way I manage to get photon cannons mad fast and at this point all I do is
1)Upgrade the weapons
2)Spam AA turrets to the max
And the only weakness of this is when DTs come as sometimes one or two manage to pass my defences, but I always have more then enough money to make those few extra turrets. This tactic is so incredibly effective that even the broodlords all die before coming anywhere near the center.
As for changelings -> I like them, they force you to use your turrets manually... On the other hand Siege Tank rapes them in 2-3 shots xD
I wouldn't care about Void Rays or Mothership as they never managed to destroy even one of my turrets; they move too fast to destroy anything.
All in all I would rather like to see this map getting harder then easier, but it's still cool to play it!
Oh and you indeed cannot get the ghost, I checked it with more then 800 minerals.
Like KillerXz, I found the Void Rays attacking, but it's due to an interesting effect with the Void Rays as a unit. If they see an enemy in front of them that they can attack, they shoot it even while moving. I was testing it out in a melee map just a little awhile ago. Void Rays attack while moving until they pass the unit/structure. My suggestion is go back to having the air units act as Ground units like in the previous versions, and remove their actual attack effects, then there is no chance for them to attack. Another option is just make all the enemy units used do 1 damage, and give the turrets and such even around 1000 HP and it wouldn't matter too much. However the Carriers are stopping near the end entirely just to attack. Remove the option to create interceptors to solve that problem, or make interceptors cost a ton of money and make sure that the hostile faction has 0 at all times.
I also found that some enemies jump insanely in health at random waves. Like wave 5 or whatever will have the Roaches and Zerglings and Hydralisks or whatnot, but they only have around 150-300 HP and almost no armor. Zealots in the wave immediately following have something insane like 100 shields and 1200 HP with armor. In the first 5 waves there is almost no chance to beat them, unless I'm all of a sudden really bad at this. O_o
But units jump at many other points too. You left the Broodlord boss wave in, reduced health from 60000 to 20000 but split him into 3 units, but it's much sooner into the match, around wave 10-13? Where there isn't any chance anyone will kill all 3 of them that early as well. And you still automatically lose if even one Broodlord lives.
Also one thing I found at certain waves is that you don't time out how long it takes for the wave to finish, so almost all the waves start before the previous one ends. I know when trying to kill some of the other hard to kill units, a ton of super fast drones spawn, but since turrets are trying to kill the armored units, the drones all zoom by barely touched and reach the end before the previous wave even does. I just suggest having waves not occur until the previous one finishes.
And like KillerXz already said, Auto-Turret and Missile Turret have the same Hotkey (T), just make Missile Turret (M) or something.
Oh, and another thing I keep forgetting. Changelings always spawn as Marines, and appear friendly, as that is their default nature in SC2. Maybe change the unit that spawns instead of Changelings?
Other than that, V2 is a lot better in terms of turret balance I find. It's just enemy balance and hostility that needs some touching up. Otherwise the map has shaped up a lot and will be a lot of fun once B.Net allows publishing. Also kind of like the need and use of Detectors for the few stealth units in some waves.
I just finished playing a few games on V.2 and I noticed a few bugs. When the void rays and the
last boss spawn they seem to enjoy attacking my towers. I also noticed that siege tanks can't hit air units but that might be intentional and finally it looks like you can't build the ghost from the command center, but I'm not sure because i never had enough money to try.
Other than that this map looks great. Keep up the good work!!
edit: I forgot to mention that the missile turret and auto turret have the same hot key "T".
Try to use more interesting elements, like the marauder's concussion grenades, and more specifically, attributes that damages more to other attributes.
Just keep stacking more and more ideas on top of one another and if done well, you'll develop a solid game type that can handle some hours of playthroughs.
Hmm...Look good! must try it...
I start of with 150 minerals, and I can build 1 turret with low range. This is impossible! I can't pass the valleys either like on the youtube video.
sorry, but how can i add these map to the game to play it?
IM using V.2 Im not geting the loading screen also I was stuck on an island got stuck on the buildings all the time sorry i have verry bad spelling I fixed the getting stuck on shit - im just learning how to fuck with these but if you need help with anything feel free to e-mail me at [email protected] and il figure it out for you
http://rapidshare.com/files/404205580/TD-Temple_Amidia.SC2Map.html
@czarnojan: The upgradeable turrets were removed in version 2, now you simply have lots of turrets. As for "some kind of code"... Is it a lot of numbers and letters also mixed with words param/value? If so then I have the same problem and we'll never be able to remove it I'm afraid, as it's caused by our clients which differ from author's client :/
Of course if someone is able to fix this, then I'll gladly listen to his advice! ^^
so there was a couple bugs i found one is the remaining lives bar has some kind of code instead of what you wanted it to say. from what i understand through your description and what everyone else wrote in the comments is that the towers are supposed to be upgradeable with three different levels. i wasn't able to upgrade any of them i just had the marauder slow shell and the infantry upgrade from the enge bay.
i would also suggest making the spawn points smaller and give the maze some extra twists and turns. there's only really one strategic place to build and in the bottom left corner you can only fit one tower that has a building grid in it with wise. thats all i can currently think of but its a pretty good map so far will be looking forward to the final version.
I have some personnal problem, I must report the patch V2.1 with full debug, and the V3 ... =/
This is an awesome game, though it seems to crash randomly. 3 times now I have played this and all 3 times it has crashed at different points in the game. Once it crashed when I placed a photon cannon down but in the other 2 games it didn't. When the carrier level spawned, it crashed on me too. Don't remember the 1st crash. Please work on this, this is my favorite map so far on SC2Mapster!
V3 this week.
I will try ti transform the tower with upgrade, & modify the path because it's not the same for all :)
Sorry for calling you "Kaharan", things like that happen in the internet :/
It was my laziness to call everything "Missile Turret". At first, I was referring to Marauder, not the AA defence. So you place 2 of them on both sides of normal turret on lowest site of the ramp you see on 1:04 in the video posted by Morbent. After that I place additional 6 normal turrets 2 sqares above the first turret (leaving place for future photon cannons), purchase upgrade for Marauders and my defences work pretty well, though you might want to reinforce them soon, by placing more turrets on the sides. And yeah, I play V2.
As for Void Rays - the reason I said it doesn't really matter is because solving that error could have slow down the author and since we don't want it, I just underlined that the problem is minor.
By all means I did not post only to disagree with you Kahran, I respect your opinions and my only intention was to show my point of view as well. If you felt disrespect by anything that I wrote, I am sorry for this.
One thing for the author now -> after you feel that the map is "final" (no bugs, nice balance, etc.) maybe you could also find some spare time to make it impossible for the players to construct their Marauders on the path of the waves. It's not a problem as nobody will use that exploit (unless they do it for fun) but just thought I could point that.
Maybe I'm playing a different version than you are PANCZASU. Since my Missile Turrets (Which are what I assume the AA turrets you are referring to are) don't hit ground units anymore. So they don't help against the Zealots or Dark Templars or any other ground unit for that matter, they're strictly AA now as you've pointed out. And the first half of the map is ground units, so that puts you at a disadvantage if you're saying just build 2 of those and 7 of the regular and you don't have to touch it again for several rounds. If 9 turrets worked that well I think there would have to be some balance issues with turrets. Majorly.
And yeah, no Void Rays actually destroyed turrets, but the point of the post was to point out bugs. That was a bug, therefore it was mentioned. I know the carriers once actually did stop to destroy my turrets. Which is also why it was mentioned.
And yeah, the Ghost is unattainable because it says you need to build the Ghost Academy and Tech Lab, just remove the requirements for it's building process and it'll be fine.
If you're going to post, don't post just to disagree with with everything someone said just because you feel differently. That doesn't exactly help the map makers. Especially with stuff like the Void Rays. Because you never know if they might bug out in a future version and actually destroy people's turrets simply because one person said "Yeah, they attack, just fix it so they don't." And someone else said, "It's fine, working as intended." =-/
And really, Kaharan? Really? Spelling is hard when it's already written right in front of you isn't it?
Thanks : D
I will try to set the difficulty harder and harder, but ... it's hard to have a good balance :/ The random wave like the queen etc... with more HP than the other is just Boss wave :3
The changeling stay ! yeah, it'es rly fun to shoot them with the Tank xD
And ... I think the next update will be in 1 or 2 days (Or lesser, I hope !), because i'm working on a Tower Wars :3
I registered just to reply to Kaharan and because this is an awesome TD map.
I also noticed how units jump in their health randomly in some of the waves, but in fact I thought of it as advantage towards the player as no matter how strong a wave is, it never managed to make even half the distance into the "finish line". If you start by putting 2 missile turrets, 7 normal turrets (you have to do it at one specific spot though, where turrets can fire much longer then usual, because of the turn the wave has to make) and upgrading the missiles you are safe for the next few waves, even if you don't do a thing. This way I manage to get photon cannons mad fast and at this point all I do is
1)Upgrade the weapons
2)Spam AA turrets to the max
And the only weakness of this is when DTs come as sometimes one or two manage to pass my defences, but I always have more then enough money to make those few extra turrets. This tactic is so incredibly effective that even the broodlords all die before coming anywhere near the center.
As for changelings -> I like them, they force you to use your turrets manually... On the other hand Siege Tank rapes them in 2-3 shots xD
I wouldn't care about Void Rays or Mothership as they never managed to destroy even one of my turrets; they move too fast to destroy anything.
All in all I would rather like to see this map getting harder then easier, but it's still cool to play it!
Oh and you indeed cannot get the ghost, I checked it with more then 800 minerals.
Hmmm, ok, I take into account for the next version (Weaakk English ? :3 )
Like KillerXz, I found the Void Rays attacking, but it's due to an interesting effect with the Void Rays as a unit. If they see an enemy in front of them that they can attack, they shoot it even while moving. I was testing it out in a melee map just a little awhile ago. Void Rays attack while moving until they pass the unit/structure. My suggestion is go back to having the air units act as Ground units like in the previous versions, and remove their actual attack effects, then there is no chance for them to attack. Another option is just make all the enemy units used do 1 damage, and give the turrets and such even around 1000 HP and it wouldn't matter too much. However the Carriers are stopping near the end entirely just to attack. Remove the option to create interceptors to solve that problem, or make interceptors cost a ton of money and make sure that the hostile faction has 0 at all times.
I also found that some enemies jump insanely in health at random waves. Like wave 5 or whatever will have the Roaches and Zerglings and Hydralisks or whatnot, but they only have around 150-300 HP and almost no armor. Zealots in the wave immediately following have something insane like 100 shields and 1200 HP with armor. In the first 5 waves there is almost no chance to beat them, unless I'm all of a sudden really bad at this. O_o
But units jump at many other points too. You left the Broodlord boss wave in, reduced health from 60000 to 20000 but split him into 3 units, but it's much sooner into the match, around wave 10-13? Where there isn't any chance anyone will kill all 3 of them that early as well. And you still automatically lose if even one Broodlord lives.
Also one thing I found at certain waves is that you don't time out how long it takes for the wave to finish, so almost all the waves start before the previous one ends. I know when trying to kill some of the other hard to kill units, a ton of super fast drones spawn, but since turrets are trying to kill the armored units, the drones all zoom by barely touched and reach the end before the previous wave even does. I just suggest having waves not occur until the previous one finishes.
And like KillerXz already said, Auto-Turret and Missile Turret have the same Hotkey (T), just make Missile Turret (M) or something.
Oh, and another thing I keep forgetting. Changelings always spawn as Marines, and appear friendly, as that is their default nature in SC2. Maybe change the unit that spawns instead of Changelings?
Other than that, V2 is a lot better in terms of turret balance I find. It's just enemy balance and hostility that needs some touching up. Otherwise the map has shaped up a lot and will be a lot of fun once B.Net allows publishing. Also kind of like the need and use of Detectors for the few stealth units in some waves.
Sorry for the wall of text.
I just finished playing a few games on V.2 and I noticed a few bugs. When the void rays and the last boss spawn they seem to enjoy attacking my towers. I also noticed that siege tanks can't hit air units but that might be intentional and finally it looks like you can't build the ghost from the command center, but I'm not sure because i never had enough money to try.
Other than that this map looks great. Keep up the good work!!
edit: I forgot to mention that the missile turret and auto turret have the same hot key "T".
@NukemDukem, strange oO'
@dra6o0n yeah, i am on the way :D The V2 approach, and a lot of new fun elements will be include :D Thanks for all :D
Try to use more interesting elements, like the marauder's concussion grenades, and more specifically, attributes that damages more to other attributes.
Just keep stacking more and more ideas on top of one another and if done well, you'll develop a solid game type that can handle some hours of playthroughs.
V1.2 Available :D