I've been wanting to do a TD for SC2 for a long time, but never really got around to do it, until recently. Mostly because I had a concept in mind, but with no real idea how the end product would look like. That recently changed, after lots of trial-and-error with a pen and paper. Art work has never been my thing (map layout, etc), but I've always considered myself apt at system design.
Raph's Tower Defense BETA
Basic description
It's a mix of a Tower Defense/Maul and a Tug of War, where you play 2v2 and the goal is to outlast the other team. TD's/Mauls and ToW's have always felt a bit too Macro-centric to my liking, so I've added some micromanagement elements (that are optional), in order to appease a larger audience. The concept is a bit like rock-paper-scissors, but a bit more intricate. The idea is to survive longer than the opposing team. Every player have their own spawn of waves they have to handle. It they leak, their team mate can try to clean them up. The aim is that no two games are alike.
The Concept
A more in-depth description
You can build different towers that have (minor) strengths and weaknesses over different types of waves, and if you play it good you'll have excess resources. You can dump them in your base (that I for now have named Guild House), to either upgrade your towers (tier by tier), or construct a worker to harvest minerals in order to increase your income over time, or they can harvest vespene gas, which you use for offensive upgrades. By offensive upgrades, I mean you make the enemys waves stronger. More armor, more units spawning, higher speed, more health, and so on.
There are no scheduled boss waves. Instead they're optional, and triggered by the opposing team. The bosses have different types of auras, examples are +life, +speed, invisibility field, and so on. It's all about harvesting that vespene gas, and sending the right hero with the right wave, at the right time to make your opponents life a living hell. For instance, if you notice that your opponents mass those fast-shooting (and low damage per shot) towers, waiting for a high-armored wave to send a hero with a +armor aura will really make your opponent sweat!
There are more things that seperate this TD over others, but I don't really want to get into them until it's time to implement them. On the subject of own upgrades, the idea is that you upgrade generic stuff like range, damage and so on in your base on a tier-by-tier basis, and you upgrade individual towers for effects (like wider splash, extra attacks, and so on).
The current state of the map
It just got to the point where it's playable. Bugs exist, most towers are implemented, but not all, and most towers lack upgrades. All waves are in the game, but they're not properly tuned (hp, shields, armor, speed, etc). There's also a serious lack of tower upgrades in your base, right now there's only a range upgrade for the tier 1 towers. Enemy wave upgrades are lackluster as well, right now +armor and +amount is the only two implemented.
The basics are in, the base is already there, I just need to keep building upwards by adding more stuff and tweaking the numbers. I also want to make a quick tutorial for the map when things are starting to smell finished. There's lots to implement still, but I've reached the point where I'd love to get some feedback and thoughts on things. Single player mode will be implemented, right now it's roughly tuned to work if you want to try it alone.
Raph's Tower Defense BETA. Try it out, let me know what you think. It's still an early work in progress. I have high ambitions for it, and the development will take a long time. I've just gotten started. I would particularly like to get feedback on the map layout, and how it can be improved (or completely changed).
- (fixed) The spawn wave-trigger doesn't take team2 into account.
- Kills aren't being updated on the leaderboard for Team2 in the first wave, but they are recorded.
- When 4 players vote at the start, it automatically sets the difficulty at 80% (Very Easy).
- Scaling and tuning is so far virtually untouched, and as a result a complete mess.
- Speed Boost doesn't work yet.
- +amount on enemy spawns has no cap.
- Inserting an AI makes things harder for the AI's teammate.
---------------------------------
Feel free to try the map out ( Raph's Tower Defense BETA ), and return with your feedback. Right now it might be close to pointless in reporting bugs, since I'm already aware on so many that needs to be fixed, but if you have comments on concept and design, layout, tactical freedom (or restrictions), and other more broader perspectives, please let me know.
- Most waves now have stripped shields, normalized speeds, fixed models, and don't let attached external weaponry attack anything in range automatically. There's still lots of work to be done with the waves.
- I've worked hard on the wave system, there are fewer bugs now.
- I reduced the overall difficulty so it'd be easier to test things out.
- Added T1 Damage 1-5 upgrades, the cost is rank*100 crystals.
- The T1 Range 1-5 upgrades now cost rank*100 crystals.
- Assimilators have been added to each player. By creating workers, you can collect vespene gas, which is used to upgrade the other teams waves.
- Upgrade Worker Speed Level 1-5 added. Each adds 0.5 speed, to a total of +2.5 at level 5.
- Added command -creep, which displays the recorded number of creep each player has on the map at the time (used for debugging).
Let me know what you think. I'd appreciate balance issues at this stage, as well as map layout. If you wish to report bugs, feel free, but don't focus too much on it since I'm already aware of so many.
- Waves should now work past the first one in games with more than one player. Sadly I can only test the maps out in single player.
- The overall difficulty has been slightly increased, fully upgraded waves were too easy to handle.
- End of wave bonus changed to 10 + 10 per wave. It will probably be increased later, and individual kills will reward less.
- Guild House can now again rally workers. It was mistakenly removed in the previous patch.
- Basic Tower can now be upgraded to level 2.
- All enemy wave upgrades now cost both minerals and vespene gas. The gas cost is currently set at 10 for everything, for testing purposes.
- All upgrade costs and research time now scale the same. This is for testing purposes.
- A bug where the bottom team showed lower bounty reported from kills. The bug was for the display, the correct amount was always given.
- Basic Tower level 2, and Machine Gun Tower level 2 now refund the correct amount.
- Workers now harvest 2 minerals instead of 1 at a time. This is a temporary fix until I get the proper upgrades implemented.
Let me know what you think. I'd appreciate balance issues at this stage, as well as map layout. If you don't want to post here, I check the in-game reviews regularly.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Introduction
Hi there.
I've been wanting to do a TD for SC2 for a long time, but never really got around to do it, until recently. Mostly because I had a concept in mind, but with no real idea how the end product would look like. That recently changed, after lots of trial-and-error with a pen and paper. Art work has never been my thing (map layout, etc), but I've always considered myself apt at system design.
Raph's Tower Defense BETA
Basic description
It's a mix of a Tower Defense/Maul and a Tug of War, where you play 2v2 and the goal is to outlast the other team. TD's/Mauls and ToW's have always felt a bit too Macro-centric to my liking, so I've added some micromanagement elements (that are optional), in order to appease a larger audience. The concept is a bit like rock-paper-scissors, but a bit more intricate. The idea is to survive longer than the opposing team. Every player have their own spawn of waves they have to handle. It they leak, their team mate can try to clean them up. The aim is that no two games are alike.
The Concept
A more in-depth description
You can build different towers that have (minor) strengths and weaknesses over different types of waves, and if you play it good you'll have excess resources. You can dump them in your base (that I for now have named Guild House), to either upgrade your towers (tier by tier), or construct a worker to harvest minerals in order to increase your income over time, or they can harvest vespene gas, which you use for offensive upgrades. By offensive upgrades, I mean you make the enemys waves stronger. More armor, more units spawning, higher speed, more health, and so on.
There are no scheduled boss waves. Instead they're optional, and triggered by the opposing team. The bosses have different types of auras, examples are +life, +speed, invisibility field, and so on. It's all about harvesting that vespene gas, and sending the right hero with the right wave, at the right time to make your opponents life a living hell. For instance, if you notice that your opponents mass those fast-shooting (and low damage per shot) towers, waiting for a high-armored wave to send a hero with a +armor aura will really make your opponent sweat!
There are more things that seperate this TD over others, but I don't really want to get into them until it's time to implement them. On the subject of own upgrades, the idea is that you upgrade generic stuff like range, damage and so on in your base on a tier-by-tier basis, and you upgrade individual towers for effects (like wider splash, extra attacks, and so on).
The current state of the map
It just got to the point where it's playable. Bugs exist, most towers are implemented, but not all, and most towers lack upgrades. All waves are in the game, but they're not properly tuned (hp, shields, armor, speed, etc). There's also a serious lack of tower upgrades in your base, right now there's only a range upgrade for the tier 1 towers. Enemy wave upgrades are lackluster as well, right now +armor and +amount is the only two implemented.
The basics are in, the base is already there, I just need to keep building upwards by adding more stuff and tweaking the numbers. I also want to make a quick tutorial for the map when things are starting to smell finished. There's lots to implement still, but I've reached the point where I'd love to get some feedback and thoughts on things. Single player mode will be implemented, right now it's roughly tuned to work if you want to try it alone.
Raph's Tower Defense BETA. Try it out, let me know what you think. It's still an early work in progress. I have high ambitions for it, and the development will take a long time. I've just gotten started. I would particularly like to get feedback on the map layout, and how it can be improved (or completely changed).
Thank you.
Patchnotes for the upcoming version:
v0.6:
- Missile Tower can now be upgraded to level 2.
---------------------------------Known issues:
- (fixed) The spawn wave-trigger doesn't take team2 into account.
- Kills aren't being updated on the leaderboard for Team2 in the first wave, but they are recorded.
- When 4 players vote at the start, it automatically sets the difficulty at 80% (Very Easy).
- Scaling and tuning is so far virtually untouched, and as a result a complete mess.
- Speed Boost doesn't work yet.
- +amount on enemy spawns has no cap.
- Inserting an AI makes things harder for the AI's teammate.
---------------------------------Feel free to try the map out ( Raph's Tower Defense BETA ), and return with your feedback. Right now it might be close to pointless in reporting bugs, since I'm already aware on so many that needs to be fixed, but if you have comments on concept and design, layout, tactical freedom (or restrictions), and other more broader perspectives, please let me know.
v0.4 Released
v0.4 Patchnotes:
- Most waves now have stripped shields, normalized speeds, fixed models, and don't let attached external weaponry attack anything in range automatically. There's still lots of work to be done with the waves.
- I've worked hard on the wave system, there are fewer bugs now.
- I reduced the overall difficulty so it'd be easier to test things out.
- Added T1 Damage 1-5 upgrades, the cost is rank*100 crystals.
- The T1 Range 1-5 upgrades now cost rank*100 crystals.
- Assimilators have been added to each player. By creating workers, you can collect vespene gas, which is used to upgrade the other teams waves.
- Upgrade Worker Speed Level 1-5 added. Each adds 0.5 speed, to a total of +2.5 at level 5.
- Added command -creep, which displays the recorded number of creep each player has on the map at the time (used for debugging).
Let me know what you think. I'd appreciate balance issues at this stage, as well as map layout. If you wish to report bugs, feel free, but don't focus too much on it since I'm already aware of so many.
v0.5 Released
Patchnotes:
- Waves should now work past the first one in games with more than one player. Sadly I can only test the maps out in single player.
- The overall difficulty has been slightly increased, fully upgraded waves were too easy to handle.
- End of wave bonus changed to 10 + 10 per wave. It will probably be increased later, and individual kills will reward less.
- Guild House can now again rally workers. It was mistakenly removed in the previous patch.
- Basic Tower can now be upgraded to level 2.
- All enemy wave upgrades now cost both minerals and vespene gas. The gas cost is currently set at 10 for everything, for testing purposes.
- All upgrade costs and research time now scale the same. This is for testing purposes.
- A bug where the bottom team showed lower bounty reported from kills. The bug was for the display, the correct amount was always given.
- Basic Tower level 2, and Machine Gun Tower level 2 now refund the correct amount.
- Workers now harvest 2 minerals instead of 1 at a time. This is a temporary fix until I get the proper upgrades implemented.
Let me know what you think. I'd appreciate balance issues at this stage, as well as map layout. If you don't want to post here, I check the in-game reviews regularly.