Presenting a whole new TD based off of WC3 Power Towers! This map has been in developement for 1.5 months now and is extremely detailed. It is a mazing TD where all towers require energy to attack.
What makes this different from the other 23451 TD maps?
The power transfer system alone makes this map stand out. Generators generate power and can be linked to other towers to provide them with power. Energy can be stored with capacitors for later use and chains of capacitors can be set up to hold extra energy for each wave.
Is that it?
Not at all! The amount of painstaking detail in every aspect of the game shows this wasn't just whipped out in a few days. Every tower level has its own model and every creep has a unique model. It has three different game modes, including a team mode where players work together and help each other out. All towers have varying abilities and six levels of upgrades.
Ok that sounds pretty cool. Do you have any eye candy I can check out before I go play it?
Of course! Head over to to see the promotional video. Once you decide to give it a try in sc2, search for "Power Towers". It's the 8 player map by me.
Great map! I aint a big bug hunter but i think i found one.
At wave 39 (The preservers) the runners run straight through my buildings.
Also some of the runners started to run back after i've attacked them.
First a bug:
I was playing with some people, solo mode medium - after some guys left or died because they were too confused wave 9 didn't start. At first I thought maybe it was some creep that got stuck again, but I couldn't find one, so maybe it's really a bug somewhere.
Adding to that, you might want to disable resource sharing. When people leave and you get their minerals it gets way too easy.
And what exactly is the purpose of going coop or team mode? You still have exactly the same amount of lives, you can kill other people's creeps in solo mode too and you just have the added risk of being teamed up with people who will lose the game for you
You may want to do some introductory tips for new players. For example, I'd never have guessed that the wall towers are so much better than the other towers in the beginning. And maybe mention that it is ALWAYS REALLY REALLY REALLY important to have enough power.
And more to power: The horizontal pools (or at least the top pool) has way less space for water plants than the other ones - may wanna fix that
The loading screen is nice and all, but it'd be even nicer if you wouldn't simply ignore people who don't have a widescreen monitor. Like me. I can't read anything at all on it :P
And how many waves are there exactly? (or does it say that on the loading screen?)
Anyway, had a lot of fun with it so far, but needs some more refinement.
I played this solo today, you seem to be able to block the creeps where they spawn, and once you start attacking them, they somehow slide down the edge.
The leaderboard wasn't working.
Couldn't build anything past "Level 2" because it didn't have the requirements.
Although Power Towers in War3 was incredibly fun, it had no replay value. You might want to consider changing/modifying this into a Squadron/Legion TD style competitive map.
I played this solo today, you seem to be able to block the creeps where they spawn, and once you start attacking them, they somehow slide down the edge.
The leaderboard wasn't working.
Couldn't build anything past "Level 2" because it didn't have the requirements.
Although Power Towers in War3 was incredibly fun, it had no replay value. You might want to consider changing/modifying this into a Squadron/Legion TD style competitive map.
That's actually really subjective. I played power towers in wc3 so many times it was disgusting. But this map falls flat for other reasons, namely...
ITS NOT DONE.
I tried to play it and the mobs got stuck twice. The waves all have different radii so some can slip through a crack in your defense while others can't and just get stuck. Not only that but there are blatant unpolished qualities such as the wireframes not matching the unit, the water generator is incredibly difficult to place, etc. Just finish the map and do a small amount of internal testing before you release it pleaseee.
Bug in newest version: I was in slot 2, launched the game, but it wouldn't start. It didn't recognize me as the host, and neither did it autoselect the default options and just start the game
Also, Psionic Traps > lvl1 completely fuck up the creeps' pathing.
Unlimited mineral bug still present, any time building hydro stations or whatever on land, gives 2 +10 minerals, old infinite mineral bug fixed btu this one is still present
I'll post this up on the BNet forum once it's backup as well...
LOVE the shadow tower. Pathing is a lot better and normal is a pretty decent challenge. Can't wait to see what you come up with next. The element tower mechanic is pretty nice as well. After a play through I thought up a few more ideas for ya.
All bugs/improvements are based on v2.5
--Bugs--
If player 1 leaves during the lobby then the stats information is meased up.
* I was player 5 but only 4 people were shown, and the first slot was completely break.
Waves
* Currently the text shows but other than line I don't see much of a difference and that difference is they spawn right behind each other (if it's intended I like it)
* Wave 69/70 units have no minimap icons/squares
Jace
* REALLY OP, at least on easy going to try standard next
* Granted I have 2 Jaces using oposite skill sets
* Critical Strike doesn't show the current chance to crit, says 25% at all times while the learning page shows it a max of 45%.
* Learn Withering Agony doesn't show the current damage in the description, stays at 20% while Wither Agony will show 20/30/40/etc.
* +++MAYBE+++ Limit the amount of Jace's you can have
--Improvements--
General Towers
* Can you add the show range button that's on gens/caps to all towers please
Elemental Towers
* I believe it would be better if the, forget the word you use ingame, infect would last for 5-10 seconds and wear off instead of wear off after they've been hit by a different tower.
Locust Tower
* Additional locust info, Rate of fire for locust, amount of locust, range of locust
Shadow Tower
* Can you have CRIT pop up and AGONY popup when the proc
* Maybe change shadow tower to Jace
* Possibly add the backstory of jace to the tower description once it's placed?
--Ideas--
Traps
1. Baneling Trap
* Spawns 1 of 3 baneling types, you select which you want to autocast, that follow units until they explode
* 1 baneling every 10 seconds (-1 second per level)
* Since it's only spawning 1 every 5-10 seconds I believe the damage needs to be significant.
Baneling:
A. AoE
B. Singe Target
C. DoTs target and creates a pool of ooze on the ground that lasts for 3 seconds and DoTs all that pass through it.
General Towers
1. Snipers Nest
* Incredibly long range, 20+
* Really high damage
* Really slow Fire Rate, like 5.0 or greater
Prisoner Towers (I like the idea of having them locked away for a long period of time and escaping)
Seeing as you have some backstory for the shadow tower, this gave me an idea for some more merc towers.
* Similar tower mechanic of Jace
* Have text popups when skills are used
* All towers require the same total XP to hit max level regardless of amount of levels
* +++MAYBE+++ have a cap of total prisoner towers
1. Alchemist Mercenary
* 8-10 total levels (total xp needed for all (8-10) levels is same as Jace)
* Does 0 damage per attack BUT puts a stacking debuff on the unit, fire rate is 2 (-0.1 per level)
DEBUFF:
* maximum of 10 stacks per unit
* The debuff does AoE damage to all units within a base range of 2 (+1 per 2 levels)
* with 10 stacks the damage would have around 60% the damage of a lvl 5 tank
* Stack deals damage every 1 second
Skills:
* Decrease stack fire rate by 0.15 per skill pt
* Increase damage by 10% per skill pt
* 2% chance to hop to a target, per stack attack, within a range of 2, +2 range per skill pt
2. Time Mage
* 8-10 total levels
* Does minor damage and has no effects (effects come from skills)
* Fire rate of 2 (-0.05 per level)
Skills:
* Young Again, increase movement of unit by 15% and increase damage taken by 25% (+15% speed, +25% per skill pt)
* Old Age, decrease movement speed of unit by 20% (+15% per skill pt)
* Infect, 5% to hop to a target within a range of 5 every 3 seconds (-0.5 firerate per skill pt)
!!! Young Again and Old age do NOT stack, either keep the first one or overwrite the current.
3. Genie
* Randomly chooses, every attack, another towers skill/attack (skills/attacks levels is based off of a skill)
* Fire rate of 1.5 (-0.05 per level)
* 8-10 levels
Skills:
* Intelligence, increases the skill/attack used by 1 per skill pt
* Mystify, 5% chance per attack to use 1 additional attack
Sub-Skills:
* Increase the chance by 1.5% per skill pt
* Add 1 additional skill per proc per skill pt
I made the wc3 power towers. I played this, expecting it to be terrible. You know how TDs and remakes can be... put them together...
Instead, I was pleasantly surprised. Most of what I considered the important mechanics are present, and the gameplay feels essentially the same.
What I liked:
The towers are unique (mostly not interchangeable). I feel like I need to play slightly differently to use the various types most effectively.
Sell has a full refund, encouraging experimentation.
SC2 shows mana bars on the towers!
'capacitance' instead of 'capacity'. It's a bit less clear, but oh so fitting.
The power system appears well done. I don't know how well it handles the corner cases I worried about, but it worked well when I played.
I did notice some problems:
The energy board has '0' as the header of the two last columns. Looks like total energy and maybe current energy change?
The elemental tower taints don't overwrite each other (on purpose?). A fire tainted unit attacked by water remains fire tainted. This isn't wrong, but I feel it makes the elemental bonus too easy to get. Instead of setting up careful chains of fire-water-nature-fire-... or spamming low fires and high water, you just put one low level fire in front and all the high level water behind it you want.
The raised waypoint is hard to maze, because the path behind the raised area is gone and ramps aren't buildable. You can't make a cut between it and the side.
The before-last waypoint (beside the corner water) is almost impossible to maze. In particular, runners can bypass attempts to wall along the shore by hugging the shoreline.
The water is so deep it's hard to place generators.
You can keep runners running in circles by juggling. Make two long paths, joining at a waypoint. Block one of the paths at the join. When runners get close to the end of the unblocked path, open up the blocked path and block the previously unblocked path. Now they have to backtrack to reach the other path, and you can repeat indefinitely. The waypoint is always reachable, so the current anti-wall stuff fails. The wc3 version prevented juggling by detecting backtracking and blinking runners that did so progressively further (because juggling causes them to run backwards).
I can't see tower stats on my built towers. How much power is this generator making? How much power can this bridging tower (or whatever) transfer? How much energy will this tower use when it's attacking? These values are only available in the upgrade tooltips.
If runners happen to cross the middle due to being mazed, they disappear and you don't lose a life. They should run right over it if it's not their current destination.
And some minor nitpicks:
Can I block players from building in my area? They can really mess up your mazes.
The minimap doesn't show the waypoints, making it look extremely bare.
The loading screen has a ton of information thrown around. Don't waste this chance to prepare new players for what they need to do when the game starts. Put the basic tips for new players (like "make a generator") at the top and in decently large font. Special thanks and so forth should be off to the side, small, and dimmer.
The leaderboards are a bit clunky. When both are open they overflow the screen. Maybe one board with show/hide columns? I dunno. Players who have left should probably be removed from the boards.
Players should be able to build while modes are being chosen. At least give them the builder and no money, so new players can learn what is buildable now instead of when they feel even more rushed.
In the wc3 version all the generators had a 'fuel' downside (furnaces consumed slowly-regrowing grass, water wheels needed out-of-the-way water, graveyards needed corpses) and it feels weird for that to be absent.
The power transfer effects are based on the sender's upgrade level instead of the amount being transferred at the moment. (In wc3 power towers you could put 1 energy into a cycle of bridging towers and watch it go around, or make more complicated visual effects like a silly blinking pentagram)
The map has the same major flaw wc3 power towers had: rounds become really REALLY long. A lot of people find that incredibly boring, because you're not really doing anything during the rounds.
There's a noticeable pause when you sell several towers at the same time.
SC2 has a lot of features I think you can take advantage of. When a runner is selected, can you show the path it is taking in the same way queued orders appear in melee? Can 'sell' show a +minerals popup like the mineral boxes in the campaign? What about modifying the reaper cliff-jump ability to work exactly once, for an interesting runner?
Towers can't attack at all without power, instead of at significantly reduced rates. But they don't really complain about not being powered, they just do nothing.
The values shown on the board have too many digits. If I have 253 454 energy stored... I don't really care about the 454.
omg its strilance! I've been wanting feedback from you since I released this! Awesome feedback, definitely going to have to implement some of those changes.
-"energy board has a 0 in the header" not quite sure why its doing this, seems to only happen some times.
-"elemental taints don't overwrite each other" Originally it was set up like in wc3 pt but people asked me to change it. With a whole new audience to pt, it's a bit easier for noobs to use.
-"water is too deep" Originally created deep for aesthetic reasons, people have complained about this a lot so I'll probably have to raise the terrain level. Atm, the corner waters don't support hydro stations either.
-"juggling" I do plan on preventing this, just need to find a good way to do so and haven't gotten around to it yet.
-"tower stats" if you mouse over the wireframe when you have the tower selected it shows their stats. I suppose I should mention that somewhere in the map.
-"runners dissappear when crossing the midde" currently its broken for coop and teams mode. Easy enough fix, just haven't gotten around to it yet.
-"block players from building in your maze" just type -kill
-"minimap doesn't show waypoints" good point
-"leaderboards are clunky" yea I know, I don't like the way they are atm either. I've been through a few iterations of leaderboard setups and have yet to find something I like.
-"players should be able to build while modes are chosen" definitely going to implement this
-"generator doesn't have a fuel downside" I began trying to find a way to implement this but have had trouble along the way. I do want to add this mechanic though
-"power transfer effects" Atm, the beam animation slows down when nothing is being transferred. Its not very noticeable though and I might add something else to show how much its transferring.
-"towers can't attack at all w/out power" thats just me being lazy, I do plan on eventually allowing them to attack with now power though.
I haven't played this in two weeks or so. It may be a version issue, but when I played I was able to beat the map only losing two lives. Now, granted my maze was enormous and it took me 5 hours to complete. I ended up going to bed and just letting it run the last 10 levels.
This could be an issue you may want to address with something like ghosting minions (ones that have no pathing) to prevent someone like me from doing nothing but mazing. I assume you were not aiming for your game to take five hours to complete ^_^
Ok i take back what i said is not impossile, just done the 71 waves (victory) ... Altho from 68 to 71 its pointless having a defence as you cant kill them. Started wave 68 with 50 lives and at the end i had 5 left.
@ puritysdisciple:
This is nothing to do with pathing. Its to do with the enemy having zero health.
Presenting a whole new TD based off of WC3 Power Towers! This map has been in developement for 1.5 months now and is extremely detailed. It is a mazing TD where all towers require energy to attack.
What makes this different from the other 23451 TD maps? The power transfer system alone makes this map stand out. Generators generate power and can be linked to other towers to provide them with power. Energy can be stored with capacitors for later use and chains of capacitors can be set up to hold extra energy for each wave.
Is that it? Not at all! The amount of painstaking detail in every aspect of the game shows this wasn't just whipped out in a few days. Every tower level has its own model and every creep has a unique model. It has three different game modes, including a team mode where players work together and help each other out. All towers have varying abilities and six levels of upgrades.
Ok that sounds pretty cool. Do you have any eye candy I can check out before I go play it? Of course! Head over to to see the promotional video. Once you decide to give it a try in sc2, search for "Power Towers". It's the 8 player map by me.
@nekochrono: Go Looks fun!
Quick tip: You can insert the video into your post like this (using the youtube video url that comes after v=):
Also newsed. GJ with the map.
Is diablo the end boss??
Is it!!!! And nice data editing :D
EU release?
unfortunately I haven't found a reliable EU publisher. If you know of one, let me know and I'll publish it on EU
Give it to Mozared or one of the mods that play EU.
Actually I just released it on EU via Mexa so check it out!
Great map! I aint a big bug hunter but i think i found one. At wave 39 (The preservers) the runners run straight through my buildings. Also some of the runners started to run back after i've attacked them.
Anyway its a awesome map.
First a bug: I was playing with some people, solo mode medium - after some guys left or died because they were too confused wave 9 didn't start. At first I thought maybe it was some creep that got stuck again, but I couldn't find one, so maybe it's really a bug somewhere. Adding to that, you might want to disable resource sharing. When people leave and you get their minerals it gets way too easy. And what exactly is the purpose of going coop or team mode? You still have exactly the same amount of lives, you can kill other people's creeps in solo mode too and you just have the added risk of being teamed up with people who will lose the game for you
You may want to do some introductory tips for new players. For example, I'd never have guessed that the wall towers are so much better than the other towers in the beginning. And maybe mention that it is ALWAYS REALLY REALLY REALLY important to have enough power. And more to power: The horizontal pools (or at least the top pool) has way less space for water plants than the other ones - may wanna fix that
The loading screen is nice and all, but it'd be even nicer if you wouldn't simply ignore people who don't have a widescreen monitor. Like me. I can't read anything at all on it :P
And how many waves are there exactly? (or does it say that on the loading screen?)
Anyway, had a lot of fun with it so far, but needs some more refinement.
I played this solo today, you seem to be able to block the creeps where they spawn, and once you start attacking them, they somehow slide down the edge.
The leaderboard wasn't working.
Couldn't build anything past "Level 2" because it didn't have the requirements.
Although Power Towers in War3 was incredibly fun, it had no replay value. You might want to consider changing/modifying this into a Squadron/Legion TD style competitive map.
That's actually really subjective. I played power towers in wc3 so many times it was disgusting. But this map falls flat for other reasons, namely... ITS NOT DONE. I tried to play it and the mobs got stuck twice. The waves all have different radii so some can slip through a crack in your defense while others can't and just get stuck. Not only that but there are blatant unpolished qualities such as the wireframes not matching the unit, the water generator is incredibly difficult to place, etc. Just finish the map and do a small amount of internal testing before you release it pleaseee.
Bug in newest version: I was in slot 2, launched the game, but it wouldn't start. It didn't recognize me as the host, and neither did it autoselect the default options and just start the game Also, Psionic Traps > lvl1 completely fuck up the creeps' pathing.
Also, a changelog would be nice :p
Unlimited mineral bug still present, any time building hydro stations or whatever on land, gives 2 +10 minerals, old infinite mineral bug fixed btu this one is still present
@Megacof: Go
fixed this along with wave 68+ gltiches due to a floating point overflow. will publish shortly.
I'll post this up on the BNet forum once it's backup as well...
LOVE the shadow tower. Pathing is a lot better and normal is a pretty decent challenge. Can't wait to see what you come up with next. The element tower mechanic is pretty nice as well. After a play through I thought up a few more ideas for ya.
All bugs/improvements are based on v2.5
I made the wc3 power towers. I played this, expecting it to be terrible. You know how TDs and remakes can be... put them together...
Instead, I was pleasantly surprised. Most of what I considered the important mechanics are present, and the gameplay feels essentially the same.
What I liked:
I did notice some problems:
And some minor nitpicks:
@Strilanc: Go
omg its strilance! I've been wanting feedback from you since I released this! Awesome feedback, definitely going to have to implement some of those changes.
-"energy board has a 0 in the header" not quite sure why its doing this, seems to only happen some times.
-"elemental taints don't overwrite each other" Originally it was set up like in wc3 pt but people asked me to change it. With a whole new audience to pt, it's a bit easier for noobs to use.
-"water is too deep" Originally created deep for aesthetic reasons, people have complained about this a lot so I'll probably have to raise the terrain level. Atm, the corner waters don't support hydro stations either.
-"juggling" I do plan on preventing this, just need to find a good way to do so and haven't gotten around to it yet.
-"tower stats" if you mouse over the wireframe when you have the tower selected it shows their stats. I suppose I should mention that somewhere in the map.
-"runners dissappear when crossing the midde" currently its broken for coop and teams mode. Easy enough fix, just haven't gotten around to it yet.
-"block players from building in your maze" just type -kill
-"minimap doesn't show waypoints" good point
-"leaderboards are clunky" yea I know, I don't like the way they are atm either. I've been through a few iterations of leaderboard setups and have yet to find something I like.
-"players should be able to build while modes are chosen" definitely going to implement this
-"generator doesn't have a fuel downside" I began trying to find a way to implement this but have had trouble along the way. I do want to add this mechanic though
-"power transfer effects" Atm, the beam animation slows down when nothing is being transferred. Its not very noticeable though and I might add something else to show how much its transferring.
-"towers can't attack at all w/out power" thats just me being lazy, I do plan on eventually allowing them to attack with now power though.
Hello, Great map.
Just a few little problems ive found mainly its impossible to finish on normal difficulty. The pic explains why.
Enemy that cannot be killed... im not sure if this was on purpose. Version 2.1
Hope this is just a version issue and has been fixed.
Regards
Rip
@RipUK: Go
I haven't played this in two weeks or so. It may be a version issue, but when I played I was able to beat the map only losing two lives. Now, granted my maze was enormous and it took me 5 hours to complete. I ended up going to bed and just letting it run the last 10 levels.
This could be an issue you may want to address with something like ghosting minions (ones that have no pathing) to prevent someone like me from doing nothing but mazing. I assume you were not aiming for your game to take five hours to complete ^_^
Hi again,
Ok i take back what i said is not impossile, just done the 71 waves (victory) ... Altho from 68 to 71 its pointless having a defence as you cant kill them. Started wave 68 with 50 lives and at the end i had 5 left.
@ puritysdisciple:
This is nothing to do with pathing. Its to do with the enemy having zero health.