Cube Defense
Notice:
Game development has been halted indefinitely pending changes in the Custom Game system to make it possible for me to update the damn map, and, hopefully, the removal of the popularity system.
So, the map is up for grabs. It's in the Public Domain and you can pick it up, fix it, change it, break it, fork it or whatever.
It you do try to take a stab at taking over, I'm likely available for light consulting in explaining just what the hell is going on in the code.
Best chance of getting hold of me is at rightlyslandom<at>gmail<dot>com
Cube Defense
Remake of the old classic, Cube TD for WC3, by CordialSpam.
Up to 8 players try to keep 30 waves of mobs away from the center, using 5 kinds of towers, 3 of which are upgradeable.
What sets this TD apart, is the fact that mazing is not only possible, it is required in order to complete the game at all. And if you want to stand a chance on the higher difficulty settings, you'd better be ready to understand and abuse the pathing, block the mobs from doing what they want and force them to do your bidding and take the long way around your maze - and preferably run through it two or three times before they get out on the other side.
Defend the Cube either alone, or with an Ally, using the in-game dialog to choose which you prefer. Dynamic team placement allows for any combination of teams of two and solo players in any one single game, meaning you don't have to look for a game with your preferred game mode. Just join up and start defending!
Features:
- 4 Difficulty settings
- 2 Game modes
- Dynamic, in-game Team picking and placement
- Individual difficulty
- Selling of towers
- Working range indicators
- Snaring of flying units
- Anti-blocking feature
- and Awesome awesome gameplay.
Known Bugs:
There is a known, game breaking bug that kicks in for many people around wave 20-25, depending on how many people are in the game. Stuff starts turning invisible and the map becomes very hard to beat indeed. It seems to be caused by a memory leak of sorts, debug tools are non-existant, I am at a loss for what is causing it, and don't intend to remake the game from scratch to try and fix it, at least not until the Custom Game system is "good".
im glad ur passionate about blue roaches. i would like blue icy roaches too.
it's not a sc2 version thing, right? everyone should have the latest patch 16.
i'm loading games by dragging and dropping hte map file onto the sc2 icon. i dont imagine that would be the issue.
or should i be launching it thru the editor and clicking test mode? is that what you're doing? I'll try that.
btw, the roach color or attack color in .07 isn't blue, but the hydra got extra green tinted.
update on the air snare blocking punishing bug: the air unit doesnt have to land on a structure. even if it lands on plain open ground, it counts as if it had been blocked, and starts attacking everything within its range. this started in v 0.6
Insane difficulty, in my opinion, is fairly easy up until level 21+ when the armor comes into affect. That seems to make a HUGE deal. I think the earlier levels could be buffed a little bit, but the later levels definitely qualify for insane difficulty. Has anyone beaten it on insane? Level 24 and beyond are very hard :X
edit: I take it back, level 5 is usually a fairly close call for me...other than that all others until 21+ are easy.
I haven't a clue. It works for me, it doesn't work for you, and I have no idea what would cause that. I'll do some digging, because damnit, everyone should have Blue Roaches!
And the Range Indicators are a pretty big thing to not have working.
i never had blue roaches, or pre-built buliding range indicators ever, since i started playing from v 0.4
what are the localization issues?
Making Insane harder is definately something I want to happen, I'll just have to figure out how hard to make it and when to ramp up the difficulty; In short, when you're expected to have a proper maze.
I still can't figure out why you don't have Range Indicators and the blue Roach, gwho. You did at one point? If yes, can you tell me in which version the problem occured?
The only cause I can see would be localization issues. I tried a fix for that in v0.7, please let me know if the problems are still there.
not right now, b/c any time i use hydra snare, it bugs out and kills everything, saying i blocked path.
but up to level 12 (yeah i know lol), there is no difference at all from hard. maybe it's cause i'm using my ultra path-maximizing setup (but not really b/c they die at the same point as in the hard mode with the same setup)
in hard mode, with my setup, ground units never even got to the 3rd point (yellow circle in my picture in a lower post). meaning there was a ton of room left for error and inefficiency.
but none of this is as good as actually beating insane, of course, so i will not flake out, and will get on that asap.
but apart from that, i think the concept of my suggestion of making insane harder and more calibrated to the maximum possible known full-pass setup still stands, b/c even the earlier levels on insane had tons of room for error. and the idea is if someone comes up with an even more efficient one than the known "best", then the difficulty for insane be calibrated to that setup. so u can see the point is to more or less REQUIRE that players figure out a setup that is equal to or better than the known best setup.
even if the difficulty doesnt require THE tip top best setup, it should be much much much more closer to it than it is to hard mode.
oh, and in the hypothetical insane mode that requires path maximizing path exploitation, there should be a hint given in round 1 telling the player that that is the key to solving it. i think it would be best if it started off that level 1 was impossible to beat without pathing. why on level 1? so that players get the idea of what the key concept is before investing like 5 or 10 minutes into the game and then finally being faced with this dilema. if it's right on level 1, then they will immediately figure out pathing, and then get into the train of mind of how to further exploit pathing for all the other levels as well.
apologies for verbosity.
gwho did you beat insane :o?
Rounding the numbers of attack speed is genius! just like no armor. i truly like your style. and "he picked insane; i guess that was a misclick" is so good. haha. the rest of your wave quotes as well.
I'm playing 0.6 version and:
hm, insane doesnt feel as difficult as i might have expected it to be. i had an idea. what if insane mode's difficulty was such that you HAD to use path exploitation and room for inefficiency was pretty tight? other difficulties can be such that u can make a windy non-multiple-fullpass defense and still win.
It would be taking your map (or at least the special maximum difficulty mode) to a new level b/c players would have to figure out mega path exploitation to win it on the hardest mode. if they can't figure out how to maximize path exploiting, they haven't reached the level of pathing efficiency needed. It would push players to approach the maximium efficiency possible via full passes, a concept that i find lacking more frequently than i would think in TD. And it's always nice to have a really really challenging TD for veteran players.
I can't figure out why you'd be having problems with the Range Indicators and the Ice Tower color gwho. As far as I can tell both of these are working perfectly.
The armor is differentiated, so it affects the higher DPS towers more than the lower DPS ones. It isn't a perfect percentage thing, but it is close with a few exceptions.
I agree on the "Just buff HP instead" notion though, I will probably end up doing just that instead. Way simpler fix.
Most of the towers have an attack speed of 1, which makes DPS calculations very very easy indeed. Def towers and the Snare tower have a speed of 0.8, which also gives very neat DPS numbers. The only tower that I can remember rounding is Def level 4, which does 2.3 dps less than advertised.
I'll look into the Range indicators, I was pretty sure I fixed those at some point. And why the Ice tower ain't it's usual lovely blue self... I am stumped and will get that fixed ASAP!
Thanks for playing the game and keeping the feedback rolling.
Well, I gotta say nice job on the insane difficulty. I ran through it a couple times using my "hard" build and can't get past level 24. I think I could do it if I just touch up my build a bit more. I'm very close... Good challenge though. Love cube defense :)
the dps labels aren't exactly correct are they? did u do testing? howd u get them to be such round numbers, by adjusting the attack speed?
the only thing important about hydra snare cd is whether u can use it twice in one airwave. if u can, then it's automatically overpowered. if u can't, it doenst matter how long it is b/c whether it's 60 seconds, or 5 minutes, as long as u can use it once per airwave, it's once per airwave. if anything, i think they were overpowered to begin with b/c they only cost 40, and u can even buy 10 of them easily. but even 5 is overkill if u have viking turrets. airwaves were too easy imo even with just a couple of hydras.
nice work on the difficulty adjustments.
some towers don't give you range indicator when ur trying to build them. i wonder if ur aware of those or not.
btw, the screenshots have the roach ice tower is an icy blue. did u decide to revert it back to black along the way? i think the icy blue roach is way cool.
btw, increasing potency of slow is a major buff, especially in the late game. but adding armor is supposed to make it harder. these are two forces in the opposite direction and u don't necessarily know whether the net effect will be to make the game easier or harder. i suggest changing parameters in one direction (buff or nerf) at a time.
also, armor punishes low damaging towers and necessitates higher damaging towers (assumign the armor isn't ridiculously low like 1-5). but thats kind of meh, b/c immortals are so cost efficient and u get those anyway, while lesser towers don't contribute much damage anyway. it was as if u already had armor implemented.
but u know what i liked best about your map? it had no armor. this means calculations are much easier. those maps that included armor AND had ridiculously high numbers just made calculations unecessarily harder when you can get the same effect by adjusting the hp alone. all that matters in the end of the day is the # of shots. i dont actually do calculations, but it's just nicer knowing u can have one scale instead of convoluting things up with factors like armor when u can get the same effect by increasing hp.
the true effect of armor is making lesser upgraded towers useless. that's not necessary, it was already effectively so.
The Snaretower (Hydralisk) slows down Air Units, that's a must if you want Ghosts for AA.
I did lower the Cooldown on Snare, but I don't want anti air to become BuildFourSnareTowers. It can easily become way too good, so I am weary of buffing it too much. That said, it probably still needs to be better than it is.
But keep trying to break the game and tell me what you find!
Marines attack if you maze too close to pathing arrows and just make a straight line to the destination.
Edit: They also walk through water..
Thanks, you are right I put in way too much detail, the only importan thing, other than layout, is to how many AA units you need at the start of the AirWave.
I have been working on some other builds (man this map is fun). And the one I absolutely cannot get to works is a cannon build. It always falls apart Wave 20 (point defense drones). With 17 Ghosts (1000 DPS) I need 5 seconds of fire per Ghost Per drone (85,000 health). Unfortunately they fly so fast the ghosts cannot get that 5 seconds of damage per unit (and I have not been able to field more than 17 by wave 20).
Scenarios I am attempting
Recomendations - Give Ghosts a slowing shot against air uints, or add a unit that slows air units Hydra needs work... it can't ground units long enough for a bunch of Imortals to destoy, and low DPS and 1 minute timer make it a deal breaker. It its snare was on a 10-15 second cooldown so it gets a couple shots per wave it would be more useful.
If you're still getting weird errors and unfair treatment, or just mobs not behaving in what seems to be the correct way, please take a screenshot of the situation so I can take a look at it.
And to all your people complaining about difficulty:
v0.6 should be more to your liking.
ddonq: mind being a tad more specific?
Seems you're all beating the Cube a bit too easily. Guess it's time to make that Insane difficulty setting, then!
Fat units should no longer exist, by the way. If they do I'm missing something. If it isn't mazeable with a 1x1, there is something wrong and I'll get to work fixing it.
nice walkthrough agent. u made every level so detailed.
i think u get about little more than 2 full passes with your setup. they pass 3 times, but the maze length is not equal to or greater than the train length.
Unfortunately i kept getting "punished" for blocking and they destoryed my towers.. even though i was not blocking. that needs to be fixed.
I think a new difficulty setting would be cool. I just beat it on hard and not even one of the mobs touched the first way point =/