Formation Defense
Test your skills as a commander in this tactical defense game, where you and up to six other players attempt to protect your colony from hordes of enemies, while saving as many refugees as you can. The map has a very simple layout, allowing newcomers to sink their teeth into the standard defense formula while rewarding those who stick with the map with a wealth of strategic choices and abilities. Be warned: reaching and completing the final level, even on the easiest settings, is no easy task.
Equipped with its own set of achievements, nine factions to play as, multiple difficulty settings, multiple ways to win, and a simple, yet effective tech tree, this game provides a ton of replayability, while giving everybody enough options to grant them a comfortable challenge.
So what are you waiting for? Get out there and defend your colony!
Version 2.0 has added in a competitive mode, so you can test your favourite strategies against on onslaught of your friends' units! With this change comes countless others, most notably to balance, terrain, and visual cues designed to help new players.
I look forward to your feedback. Anything from whether you enjoy the game or not, to bug reports, or even balancing opinions. I WANT TO HEAR IT. Feel free to post here. And just ahead of time, I’d like to say that if you recognize this game from Warcraft (doubt many will), it was designed to be a faithful recreation, while adding a bunch of new features and removing bad ones. I created both the old Warcraft III version and this new one, so I haven’t stolen anything.
I would appreciate it if you try the game through the Battle.net system instead of using your editor. Let's get that popularity moving :)!
2.0 is GREAT.
I love it. great work and i hope you make more maps.
Will upload on SEA with your permission when finished.
2.0 has been released on the US servers. I'll post it here as soon as I figure out how to upload a secure version...in the mean time I definitely recommend trying competitive mode online with friends.
That's actually not a bug. What's happening is that your tower is healing refugees instead of attacking. If you don't want that to happen, either get a Refuge or turn off autocasting for the refugee healing ability. :)
There's this strange occurrence where towers have delayed shooting and then you lose because the towers didn't start shooting until 20 mobs pass them.
It's happened to me in 3 games and just happened to at least 3 of us in one game.
v1.4 live.
[Edit]: released v1.5 to resolve a few issues created by 1.4.
@fortunate1:
I've actually had this reported to me a fair bit recently. I have a massive update coming out (hopefully this weekend) which will rectify a ton of issues and add new upgrades. A trigger has been put in place for this, but thanks for the replay :).
@dra6oon
Haha, sounds fun. I think there are enough Tug of War games out there right now though. Another might just clutter the popularity system further. I've had requests for other, more cooperative game modes though, so we'll see what happens :P.
@anteatereater
Make sure you're on the second page.
this is a fun map. i like the achievement system. it keeps me coming back to play again :)
some bugs ive seen so far:
- some regions only have a 1x2 space to build so you cant stick a structure that's 2x2 there. i havent figured out if it's random or by player. it happens to me mostly when im in the top left.
- the pathing for the lvl20 boss gets screwed up sometimes and he decides to hover between the cliff and the lower level.
- kerrigan's skill can be cast on the lower level too. this is kinda cool since it could distract bosses. but for unskilled players, casting this against regular mobs and not being able to kill those mobs by the time the lings disappear cause the mobs to be 'stuck' since their opponent is suddenly gone. only a tower or recasting the skill can nudge them. this means waiting 4 minutes or forfeiting the game if that player decides to leave (his mobs dont disappear nor will the next round begin for everyone else). to fix this i guess clear out players units if they leave or have the lings spawn from kerrigan's position by default (if you cant disable casting to lower level).
- there is no victory button. you have to quit instead, resulting in a 'defeat' or 'tie' on your record. maybe you can make it so that once you manually click quit after the show, itll count as a victory
- there is no tech tree for structures. this would be nice since some factions have different 'pebble shooters' and some can make refuge while others make temples.
- maybe you can include some information on the factions in the f12 screen so we can refer back to it later.
keep up the good work! :)
Make a map called "Formation Wars!" Same idea, but formations vs formations, as in you send your army in this formation, and they'll send their army in their formation, but the opposite direction.
The battle are timed into rounds, and any left over units that crosses over a opponent's base, will decrease their lives by a fixed amount.
How to play:
It is top vs bottom, with players able to play units in a formation, similar to nexus wars, except that the buildings reset every time the round starts.
1 Building = 1 unit
1 building is 2x2 in size, so you have to carefully create units that syncs up with other units.
In a formation, all units MOVE AT THE SAME SPEED, and only stop to shoot at a opponent in front of them in a "aim angle". This means a marine moving north will only shoot another enemy unit that's in it's path.
Think chess, but more linear.
You can have unique units. Like marines are able to shoot in a wider radius but shorter range, and firebats can shoot through multiple opponents but narrow range, and the ghost shoots the furthest but narrow range. Tanks are essentially the same as ghost, hellion is as firebats, and marauders as marines, except only good against armored.
Units move only in a direction directly north or south of their "spawn" and will only attack in that direction, with the intent to cross the enemy's border.
So i have played quite a few times since my first post, not sure if you have noticed this yet or not. But when a massive amount of units are let through they will get stuck around the corner. I will try to attach a replay and take a look at your map and maybe propose a workaround. Great job on the map by the way, im still learning new stuff, ive only beat 50% so far.
Edit: After reviewing the replay i remember coming across this same bug in my map, i fixed it by making all my creeps movement radius 0 so they can move through each other (at least just the creeps on the bottom). If you dont want them to move through each other, you will have to make some kind of creep correction trigger. I'm still new to mapping myself so i cant really give input on how to make the trigger though.
Glad the tutorial helped. I was worried it was too much info in too short a time, but I guess it works well :).
I'll change the tooltips as requested. Keep on playing ;)
Definitely more understandable now, so I get what I'm doing. Used a couple hours on it, got up to wave 25 I think.
Only 2 suggestions: it's still not clear what the difference is between a battle medic and a doctor; the description for the doctor is very vague. Second, it took me a while to figure out that the sensor tower looking building was what upgraded into a defensive tower (the pebble shooter), so that description can be made clearer as well.
Those are my only 2 suggestions atm, will be playing more in the future.
Good mod!
Trying out today. Will let you know my thoughts.
1.2 is live!
Glad you enjoyed it! It must be doing well, since it's already over 1000 (for popularity). I have an update coming out within the next few hours which should provide some guidance for newcomers.
The MULEs are really tough. I assume you mean level 18? (Level 7 looks a bit like MULEs). Box Formation is definitely an asset. I tend to go for 3+ upgraded healers by that point and fill the front row of my formation with high health tanks. Then I fill in the back rows with some rangers and order them to fall back through my leader, so they're nowhere near my fighters. Lobster Mechs (upgraded Automatons) would definitely help as well, especially if you've upgraded them to have the Graviton Beam ability.
You may also want to consider trying a different faction. I'm not sure who you were playing as, but the Psionic Practitioners' unique unit is a fantastic tank for some of those tougher rounds.
lol, I came here to tell you I really liked your mod and saw I was already being talked about (my mod anyway) :)
So I played it online and found myself dying on the 2nd round the first time, just b/c I didn't have the time to figure out what was happening.
I then played it about 5 times in single player and was able to figure out more; the formations, the upgrades, the enemies chasing the runners on the outside of the base, etc.
I still couldn't get past the MULEs though, no matter how many times I tried; I know the square formation is mentioned as being good against mechanical, so that input was good.
I think the mod has an amazing amount of potential, you just need to give the users more guidance.
I will definitely be watching the progress of this one; it is the first unique TD-esque game I've seen on b.net and has the potential for the top of the popularity list.
You might even want to put it in the Tower Defense category when you publish it just so TD fans can see it when they filter, but that's up to you.
Yeah, I was afraid that would be the case. As I said in the Loading Screen, I am trying to incorporate a tutorial in there, but it's a matter of trying to find a good way of implementing it without making experienced players wait a really long time for the game to start. I'm currently brainstorming though.
If you used the help menu, you would notice that there is actually alot of instruction in there. The tips appear across the side of the screen, but only if you haven't disabled tip notifications. Try turning that off and playing again. And I'll get on the tutorial! :)
[Edit]: I'm implementing some changes and starting work on a tutorial now. Telling me to look at Endercraft was good advice. It's exactly the sort of thing I was already picturing, but creating a Dialog for it is genius.
Would be nice if it was explained better in game, something like endercraft TD. like start off with just sending guys up top then on round 3 after you explain some basic stuff like you can buy and upgrade civilians, and buy builders to build towers in the brown areas, then send the bottom waves. I was fairly clueless and it took me 2 games to find out how to play. You have to remember the people that play your game didn't make it, it really needs some guidance.