EnderCraft TD
EnderCraft TD
Influenced by my favorite tower defense game: Bloons Tower Defense 4 by www.NinjaKiwi.com.
50 waves of 14 different kinds of creeps and 11 unique towers with multiple upgrades along with 2 emergency drop units for those creeps that sneak by.
3 difficulties and 3 levels makes EnderCraft TD a unique Tower Defense experience. Made for 1 - 2 players.
Anyone who enjoys this mod I would encourage to go to www.NinjaKiwi.com and play their Tower Defense games.
Disclaimer: I have no affiliation with NinjaKiwi.com or with their products. Just a fan.
Search 'EnderCraft' to find under custom maps on battle.net (damn Blizzard's Most Popular system).
Please report all bugs or balance issues/suggestions to [email protected] or leave a comment here.
What makes this TD Unique? There are so many!
-12 of 15 creeps only have 1 life.
-13 out of 15 creeps spawn a/some different creep(s) when killed
-All attack towers have 5 unique upgrades, whether it's splash damage increase, range increase, added abilities/behaviors, etc.
-Towers aren't all vanilla, meaning they don't each have a standard weapon that fires at a creep. There are:
- Radial towers, fire radial shock/fire/freezing damage/effects in a radius around the tower every set amount of seconds based on the tower and upgrades
- Mobile towers, A "tower" that you set up a patrol for in between waves and it drops turrets and bombs on the path and another tower that walks a set path shooting at random enemies and can be upgraded to buff other towers.
- Teleportation towers, towers that launch creeps backward in the maze
- Bunker towers, a tower where you get to select the exact kind of damage you want to inflict by adding any combination of 4 unique units to it.
- Portal tower that warps in units to fight
- Mineral Farm, a tower that produces minerals every wave
- Turret/Bomb drops, inexpensive units that are temporary that you can drop right on the path if creeps get by your towers
- Normal towers, "vanilla" towers that target individual creeps
Hey, I'm back! And with a new Tower!
So I created this mod back in 2010, it's now 2013 and it is still fighting for 9th place in the Tower Defense category out of roughly 80 TD mods; so it's still kicking hard after all this time. A lot has changed since I was modding (arcade? what the hell?) so I've been trying to keep up.
I introduce to you a new tower (and the last): NetherGate Tower. It warps aliens from other planets to fight the creeps for you.
- Level 1 costs a measly 100 minerals to enable warping in of a fast moving zealot.
- Level 2: Hellion with an attitude
- Level 3: Dark Templar (a "ghost with a scythe") that speeds around and kills so fast you can't keep up
- Level 4: Archon that demands respect with a range spanning half the battlefield and dishing out 5 attacks a second
- Level 5: Thor: You thought Behemoth Missiles were something? This guy can take down half a Brood Lord in one go; not to mention its 20 attacks a second against ground biological creeps.
The unique thing about this tower is the warp-in is random and limited to 3. So if you have a level 3 tower, you have a 1/3rd chance of getting a Zealot, Hellion, or Dark Templar. But a Level 4 will chop the Zealot (close the gate to that planet) and open the portal to the Archon's nebula. Works the same way for level 5.
Have fun with it, let me know what you think in the comments.
Can't beat hard difficulty or Expert level? Read this
So I've played a total of 4 times online now and have noticed quite a trend; people are not using the drops, among other things. Here's a list of some quick strategies that I've found (if you have some please post them and I'll add them here):
- When a stalker or other higher level creep slips by, throw down a few turrets in the path and decimate them; the low cost of 15 minerals each isn't that bad for saving your lives. Also, if you get to the tanks and are unprepared with bomb towers, throw down a few Drop Bombs, their splash radius is very high and can kill 3 tanks in 1 drop at the cost of 35 minerals.
- Also, there's advanced strategies for certain towers, such as the Crawler tower and manipulating his walk with building to walk along the path a lot more, which with Crawler Crush, can destroy creeps rapidly.
- The general rule for a teleportation tower is it throws a unit back 2 steps, meaning wherever a creep has to make a turn, that's one step. So don't put a newbie TT where they could be throwing units back around 1 corner, put it right where it will throw the creep down at least 1 long stretch. That is, until it's fully upgraded and will send back as far as the beginning, then you can use relocate to move it (and it will transport Ultralisks).
- Towers compliment other towers, find these combinations and use them. One example would be the Vortex Tower puts enemies at a very close proximity when they exit the vortex making them perfect targets for any tower that deals splash damage.
Current Version: Release 1.21
Version Information:
1.24
- Balanced prices of NetherGate Tower
- Lowered initial price of Parasite Tower
- Raised initial price of Crawler Tower
1.23
- Fixed not being able to upgrade Parasite Tower bug
- Slashed prices of Parasite tower as it was way overpriced
1.22
- Re-balanced NetherGate Tower prices
1.21
- Added last tower: NetherGate Tower. It warps in different aliens from different planets to fight the creeps for you.
- Added new creep on the last level and endless. Play to find out what it is; it will definitely mix up the gameplay
- Fixed bugs where holding down a key to populate a bunker or mineral farm resulted in dead/idle units
1.20
- Farmer hotkey has been changed to F so no more accidentily selling your mineral farms
- Flame Tower's blast has been sped up and made smaller to lessen the annoyance of it always being on screen
- Fixed Bunker and Mineral Farm unit bug where the units would not enter the bunker when created
1.17
- All creeps' speed increased by 0.5
- Additional trigger added in attempt to work around flyers getting stuck bug
- Dart Tower prices re-worked
- Bomb Tower nerfed; range decreased by 1 initially, and upgrade now increases range to 7
- Teleportation Tower prices re-worked; the prices have been raised, but for those who know how to use them, may still be too cheap
- Added doodads to expert level in certain places to increase difficulty
Thanks to Guily for his thoughts and for the thorough schooling of me on Expert-Hard :)
1.16
- Re-balanced Parasite Tower:
- Can now target non-biological creeps, even though it cannot kill them, it can pass it on if killed by another tower.
- The 1 splash radius taken away from the tower before splash upgrade.
- Splash damage upgrade now upgrades to a splash radius of 3.
- Bug fixed when the parasites wear off of a host, they don't still pass it on to a creep when killed.
- Also re-fixed a bug for selecting Endless mode as player 2 when player 1 has left the game.
1.15
- Countdown timer now only starts when one of the players click the start button
- Farmers are now non-refundable, meaning regardless of how many farmers you have in a Mineral Farm, you will only get the 75 mineral refund. This means players can't sell off all their Mineral Farms towards the end for a huge mineral boost, making the last rounds easy.
- Hotkey changed for the turret to R as to not confuse it with the hotkey for 'Select all warpgates' which will come up with certain towers
Thanks to D-Tran for pointing out these issues. I encourage fans to post suggestions or send emails if there is some way to improve the mod.
1.12
- Fixed creep count bug introduced with new tower
- Balanced pricing of Parasite Tower
- Nerfed Parasite Tower - parasites can be carried by non-biological creeps, but parasites can't kill them.
1.10
- Fixed Parasite Tower bug where it would not continue the parasites if another tower killed the creep.
1.9
- Added a new tower: Parasite Tower, with 5 upgrades and finally some use of zerg buildings.
- Added code to try to help the idle creeps bug
- Buffed endless wave again
1.8
- Fixed bug where if player 1 loses, player 2 doesn't have the option to select endless round
- Round 50 buffed significantly
- Endless round buffed significantly
Let me know how the balance works out for round 50 and the endless round.
1.5
- Made a work-around for the creep count bug where the round won't end. Considering the massive amount of triggers that are going off (esp. in 2-player mode), sometimes the creep count is not being registered correctly, leaving the player(s) stranded. Now it will wait a minute after that last creep has spawned and check to see if there are any creeps left and manually set the count to 0, therefore ending the current wave.
Big thanks to Stephan who sent me the replay of this occurring.
1.3
- By a lapse of memory, I forgot to take out debugging code that caused wave 1 to be overrun with high-level creeps. This has been fixed.
1.2
- Crawler crush kills Armored creeps
- If you select the "End Game" option after wave 50, it will end in victory instead of defeat
- Leave buttons are now in endless mode that will allow to leave in victory instead of left status
- Scores for creeps adjusted to reflect accurate scores for those who go head-to-head in endless mode (buildings no longer contribute to score)
- Pathing for flying units tweaked; this is the last real bug I have had trouble with, please report in the latest version if it happens, thanks
Release 1.0
- There is now a 50 second timer on the start button where it will automatically start the round if start buttons aren't clicked
- Difficulty is shown to Player 2 when Player 1 selects it
- The Nuclear Blast upgrade for the Flame Tower now hurts Shocked creeps
- Defeated players are no longer booted from the game in case they want to stick around and watch
- Now you have the option for an endless wave if you beat all 50 waves
- Crawler Tower costs re-balanced
- Multiple bug fixes
-Flying creeps getting caught in corners (if this is still happening, please report level, player #, and section of map if you can)
-Teleportation bugs
-Crawler Tower upgrading too quickly bug
@Avalon & Badger
Comments dually noted. I will be releasing 1.6 that will make round 50 and the endless wave harder.
And thanks for the bug report Avalon, this will also be addressed.
I would agree with the crazed badger.. I lasted an hour and a half before someone set my computer up the bomb. in endless you also lose the ability to upgrade mobile def towers and crawler towers, although there are a few levels of the mobile defense tower where you can upgrade it even while the round is going on..
Just noticed v1.5 Host player leaves mid game, player 2 does not get a dialog asking to enter endless mode or not, it just advances to round 51 on the score board and gives you the option to leave, yet no creeps spawn.
I did notice the fix for the creeps zero'ing out, still seems I only cause them to "get lost in the mix" with vortex towers.
Great job on the map, targaryen23 (I read Song of Ice and Fire too but the next book is taking forever!). I just passed it on hard/expert this morning. I tried the endless mode too, but I found it to be too easy in that if your tower setup is good enough to pass level 50, it seems to be good enough to kill unlimited creeps in endless mode as it stands now. If you spend a little extra money after level 50, it seems to last forever without any hope of losing (I went AFK and left it running for 30 minutes and didn't lose anything more). So in the interest of replayability, maybe some new mazes, modes, or a more difficult endless mode would be good, where it really ramps up like crazy after a while so eventually you will lose no matter what.
Once again, awesome job!
@venosaur
Congrats! I don't think I've done that yet.
Time to make it harder I guess :)
Woot As of 1.3 Release I've beaten Hard/Expert. Still a bit of Pathing bug not to serious though and I crushed it anyways.
Played few game is buggy and the game cant end stuck at wave 30+. Always there will be Creeps left: 1 or 2 cant see the creeps. Check on vortex no creeps was stuck !
Added replay below!!! Refer to here thanks
My apologies everyone; the flyers getting stuck bug was giving me a lot of trouble and this was part of the debugging; forgot to take it out before uploading the new version.
The new version is now out.
Seconding "kuj0"'s comment! Single and multi-player you get massive numbers of broods, voids, corrupters, ultras and mutas. On wave 1. Please squash this bug!
i just searched it in the custom games, made one and tried playing with an AI partner, about 20 seconds in i get a wave of voids, corruptors, broodlords and ultras
i tried making one solo and same thing, it was both intermediate one was easy one was normal
finally completed all three maps (but all on easy :)). there was a 'bug' during the expert map where the overlords just flew around in circles until they were downgraded 1 by 1 by my ghost bunker
I've played this map often, but my last three tries that have gone over the 40 level mark (46 to be exact), I've seen the no-shoot bug...
I used many flame(nukes) fully upgraded + tons of crawlers and at first they stop walking, but eventually they stop shooting too. the flame towers stopped shooting suddenly also (not just lag: everything just went through until the end). otherwise fun stuff.
Thank you Veriath and meghanrye23.
It has been suggested before to add a nuke type ability; this may well make itself into the endless waves in the release.
@EpikFrost - I found the best way is to take the tanks out with the inexpensive time bomb drops. They cost only 35 minerals each. Then, you're other damage towers can clean up the rest.
Thanks for playing guys!
Man, can I get some tips on the elite level? I have no real trouble until the tanks show up and I have to build 2 bomb towers to take them out. Any tips?
Increddible fun map but i think i found a "Bug" ..... :( The "Teleportation tower" doesnt work. Every time the tower attacks it says "Trigger error"
first, i must say: totally awesome, incredibly addictive map. in fact, this has been the BEST tower defense map i've played.
in fact, this is so fun that it feels like an entirely different game all its own!
that being said, here are just a few more suggestions to further make this map ENDLESSLY REPLAYABLE.
after level 50, with the Endless Waves, it would be cool if the player receives a special power tower or something every 10th or 20th level of post-level-50 survival. or something like an Instant Nuke power that allows the player to instantly kill every creep on the map. this would be cool so that we would have stuff to motivate us, aside from of course the shitload of fun.
i hope you'll consider these suggestions. again, totally incredibly awesome map, and thanks so much for making it.!
Diggin all the new changes. The crawler is great, incredibly powerful, early on, saves you from leaks often and the double attackspeed buff is awesome late game. One thing Ive noticed with the crawlers if you upgrade them too fast or build them too fast they can get stuck, mostly in the begging of the map, one time i had one immobile in the center of the map, and then it reset itself after it was upgraded.
Is it possible to rotate which side the broodlords spawn on wave 50 of expert to make it harder? I was all setup to take on both sides and then each one spawns on the left.
The msg needs to be updated letting players now about detectors, since the change was made to lvl 4 and the msg still says "extended range"
As of v.20 after completing the map, it did say player 2 was victorious instead of the host(me) after player2 had left the game.
New status report on requests being added to the release:
Thanks for all the bug reports guys. The corruptor was accidently reset to default; hence the weird behavior with that. This should also fix the issue shown in BillAckman's replay, since corruptors can't be teleported.
I know there has been suggestions to change around the Crawler Tower to have more say over what path it walks on; I'll basically put that one to a vote; let me know which way you like it better. Also keep in mind that towers in the way of the Crawler Tower will affect its pathing so you could alter it to walk more on the creep path; so that would add another aspect of strategy.
After this is complete and the rest of the bug fixes and slight enhancements are in place, the release will be upon us (thank god! My wife would like to get me back one of these days :) )
@EpikFrost - Appreciate the comments. I thought I had the teleportation bugs fixed, do you remember which version you were playing?
Thanks everyone.
I have a replay of a glitch if you want to see it. The teleportation tower caused the corruptors to jump over the ridge and just fly across the map to the end area killing me instantly.
Wanted to start by saying, this map is awesome, thanks so much for it.
- I can confirm the 2 damage issue on the behemoths - I am loving the crawler addition although I am not sure if the "crush" option is worth it on the beginner level as it barely walks into the paths. - Teleport towers seem to cause an error on busy maps (can't read the whole thing as the message is cut off).
Cheers.