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".
Duo mode!
Go play with a friend! Or, well, if I could publish the map and if the beta wasn't over, and all that. But still!
man i love cube defence thanks a lot@@
Wave 18 is broken, will update it once Europe gets patch 17 and I verify they aren't gonna break something else.
Working on some improved multiplayer functionality, but that got set back a bit by having to fix all the stuff that broke with patch 16. Oh well, in a few days, then.
If you're having trouble, try to maximize the amount of time mobs spend around your hard hitting towers, so you can build fewer of them an can afford more anti air.
Getting them to run past a maze with a clump of upgraded towers 3 times is a good initial aim. I believe the current maximum is 6, but less will suffice on the lower difficulties.
It seems as of v0.8 they aren't destroying the towers when I use the same maze as before. You were probably right, because I was building fairly close to the spawning point.
Anyway, thanks! Still haven't beaten easy yet :P
I fixed a bug, as it says above, where building near the mob spawn location would cause em to become confused and shoot first and start moving later.
Hopefully.
If you experience something like that again, do keep me posted.
There isn't really a Punishing logic as such, the way it happens is that if the mobs can't reach their target, they will walk to a spot as close to it as they can get, then go idle and default to attacking. If they kill one of your buildings, they are reissued a move order to where they are supposed to go, and, if the way isn't clear yet, it'll repeat until it is. The Punish text is just to let you know that you have been doing something wrong.
If you still think your buildings were attacked when you didn't block, please provide some more info, like which wave it happened on, where you were building and if at all possible, a screenshot of your actual building placement.
Nice map, very much enjoying it.
Though I keep getting penalized for blocking, despite not blocking the path at all. It does fully connect through, but it happens when built up against a wall. Not sure if this is intended or not.
Idea for TD maps:
http://forums.sc2mapster.com/development/map-development/3855-counter-for-unit-of-times-fired-damage-dealt/
@ dog22
IC, cool stuff i just figure if i have zero roaches, just placing them somewhere will be a big gain, esp if they're near immortals. i only get like 3 roaches, very spread out. Slowing becomes more effective late game when units are much faster, and you have high DPS towers, of course.
yeah, the map does take a long time to redo a certain level... and it takes long in general too.
Lol, slightly random, how about doubleing the movement speed of all units and doubling the attack rate of all towers? hahha..
Nice job :)! Air sure is pretty tough in this defense. But like you said, ground is pretty easy compared to air. I probably don't have the best maze possible, but I did a little variation on what I had before, very slight though. I basically took one of your pieces of advice and it really made my maze a lot better.
http://img249.imageshack.us/f/cubed2.png/
I basically just opened up that bottom part like you said. It definitely made a difference. Thanks for the tip. As far as hydras go, I think you may be right...but with this map it's hard for me to test out things or stray too far from my regular build (because it takes quite a long time to get to level 24 and up so I don't like to experiment much). And roaches...man I just don't know what to think. I would have to think about placement a lot before committing to roaches. I'm just a bit too lazy to figure out the best spots for my slow towers. Oh well!
I just recently tried out a build with the defensive towers (ones that should air and ground). It actually ALMOST worked. I strictly used these and no anti air. I BARELY lost at level 16 (the mutas left with a sliver of health). Perhaps I could refine it and see how well it holds on level 24.
I just beat insane. level 24 definitely catches you off guard b/c u need a 4 more vikings than the previous air round. so far, you've been adding vikings steadily, but u need to save up money from previous rounds and expand your vikings a lot.
i used 8 vikings and 5 hydras for level 24
i used 11 vikings, 6 hydras for level 28
the ground was never a problem with my maze. i was microing, but i really dont think i need to for this HP setup in this version for insane mode.
the main thing for insane mode is that level 24 airwave HP is much higher and u need to know beforehand to save up vikings for that level.
Hey, BTW, SR, wouldn't it be nice if the towers were able to turn, even tho they cannot move? immortal already does so, but thor, hydra, infested, marine, roach do not yet.
and for snared units, a count down bar so u can know when the timer runs out. (the blue bar u see when a building is building, or when an egg is morphing)
aw, colossus don't walk anymore, they just glide? boo. walking colossus ftw
is this a fluke for v.71? im sure i was playing .71 and the tinycruiser attacked me.
so i went into data editor, and removed the ability to attack altogether from the tinycruiser. ground units need the ability to attack for anti air, but air units dont need to at all, right?
@dog22
i like ur point about mazing essentially acting as more ground defense and thus u can invest more into AA. makes total sense.
btw, what sort of maze setup did u use? did u find a different clever way to totally boost your previous maze layout?
in regards to efficiency against air, what if u get more hydras for more snare? utilizing ur ground a bit more than 2 snares might improve efficiency? u dont want 10 hydras when theres only 10 flying units of course, but more than 2, so that u can at least have ground fire almost constantly at something.
1 hydra for 40 might go a lone way compared to 90 for an extra AA tower, if the immortals are twiddling their thumbs more than they should
like your final 12 AA and 4 hydras. what if it was 11 AA and 6 hydras? that one bit of composition change might be worth a lot. obviously u dont want to trade 5 AA towers for 10 more hydras. diminishing returns on hydras, but great returns when there are few. im sure u get what im saying.
oh, btw, u know how u were microing ur hydras like crazy so wave doesnt clump up? if u position hydras such that they dont have continuous coverage for a super long time, they will automatically swtich to the next target insstead of shooting at the same guy. with good positioning of hydras (actually bad positioning since u want just enough coverage; overcoverage is bad b/c they keep shotting the same target), u can save yourself the need to micro target with your slow towers.
also, just like the law of diminishing returns for hydras, if u have zerro roaches, getting some can allow you to free up more money on ground as well.
Maze efficiency is INCREDIBLY important. I usually have more AA towers than immortals as the game progresses because I can cut my ground a bit because my maze will make up for it. Air also gave me the most trouble (especially lvl 24). I also disable hydra snare and only manually used it when my anti air started to seem like it was falling a bit behind and couldn't keep up. You MUST make sure to manually target the air units coming in AFTER you snare something (because your hydras will just keep shooting the disabled / snared unit on the ground which means the one in the air isn't being hit by hydras.
Other than that...good luck. I also didn't use roaches. Don't know if that will help or not.
edit: just ran through it one time to check exactly how many AA towers I actually had.
Level 20 - 6 AA towers, 4 immortals, 1 hydra.
Level 24 - 9 AA towers, 6 immortals, 2 hydra.
Level 28 - 12 AA towers, 4 hydras (forgot to count immortals, but it seems to be going at a pretty steady rate of growth for each type of tower).
This map is killing me (on Insane)! my problem is AirWave, I never seem to have enough AA at the right time. What are you guys getting though LVL 20 and LVL 24 with for Anit Air? (note: I've tried increasing my AA but then tend to be short on Ground units). I usually have 1 or 2 hydra but with their snare disabled (I just want the slow).
Depending on the answer I may try to build a more efficient maze, but right now I think it may be an issue of haveing the correct amount AA and the right location.
PS I really like roaches, the slow is a nice benefit and their damage is OK for the cost (not as good as Thor).
It is definately something I'll do, but it isn't a huge priority since, well, we can't really play multiplayer right now anyway.
I am planning to add 2v2v2v2 as well as All Together. How exactly it'll work out I am not sure yet, but it will be in there, and hopefully before release.
Wow...putting in some sort of co-op play would be such an amazing idea for this map. Making it so the two players have to maze together in order to beat it. That would be so fun. You'd probably have to make the mobs a bit stronger (not sure about this, but I would think two people working together on the map right now would be too easy???). This could lead to some pretty cool strategies and ideas...I think.
Setup for 2players: (one player using my normal setup, the other player doing something similar asymmetrically to first player)
http://img39.imageshack.us/img39/838/2ppath.png