Hell TD
Remake of the WCIII map Hell TD
-==Now in Beta phase==-
Current features:
- 40 Creep Waves
- 1-8 Players
- Players vote for difficulty on map start! (70 / 85 / 100 / 120 % Creep HP)
- Lives are calculatet at the beginning the following way: 20+(Players*5)!
- Enemy kills give money based on current wave!
- Your income is shared with your neighbour!
- Typing "-getlost" will destroy every tower in your territory that isn't your own! (To HELL with these kill stealers ;D)
- You can sell your tower for 75% of what you paid including upgrade costs!
- Vote kick system to kick noobs/afk/whatever reason!
Towers:
- Anti-Air Turret (Level 1-10)
- Arrow Tower (Level 1-20)
- Bouncing Tower (Level 1-20)
- Chaos Tower (Level 1-20)
- Siege Tower (Level 1-20)
- Stormy Tower (Level 1-10)
- Flaming Trap (Level 1-2)
- Frosty Tower (Level 1-2)
- Upgrade Tower
- Speed Buff Tower (Level 1-3)
- Damage Buff Tower (Level 1-3)
- Speed Buff Tower (Level 1-3)
Planned additional features of coming final version:
- Sorted Leaderboard for a proper view who has the most kills
(Original WCIII map by SuPeR-HuMaN and Raigne, edited by ZzyzzyxX)
Feedback is always appreciated, may it be suggestions for further additions you would like to see or bug reports.
Thanks
I'll watch it asap :)
edit : Too bad i couldn't play it, got an error msg, known issue by blizz :(
ah i see we went down to 15 lives, but never the less it's beatable atleast with two players
http://www22.zippyshare.com/v/77824439/file.html
I would be interested for a multiplayer replay if you could share yours Fropper thanks :)
tested it in multiplayer with two players, there we beat it. i think we lost 5 lives on air level 3 if i remember correctly
next version will have siege towers (with splash) but ground attack only
Newest version is indeed harder, didn't find a way to beat it @tm nice work :)
the buff itself are infact stacking (damage tower level 3 gives 100% bonus damage), but the toltip shows the wrong amount. forgot to change it after i nerfed the bonus damage from 175% to 100%.
the speed tower should give you 100% speed bonus at level 3, but i am not sure if the 3 buffs stack additive or multiplicative. i'm gonna have to find a way that makes it obsolete to give higher levels of the towers to old buffs too. at the moment when you build e.g. a speed toer level 2 and a speed toer level 3 and the towers would only apply one strong buff, you would get both bonuses.
damage/speed tower bonuses are not additive, it just does the largest value though the tool tip says that they add all 3
v0.06 now released @ battle.net
make sure to play the correct version (0.06 v0.3). the older 0.06 v0.2 is too easy :p
Hi !
Additional "Arrow Tower" upgrades are great but it allow you to compress your towers a lot only 10-15 fully upgraded "Arrow Tower" with "Upgrade Tower" fully upgraded too is enough beat the game with no lives lost (and I'm not even sure if less tower shouldn't work)
Few possibles balances
- Reduce bonus damage / speed from upgrade tower.
- Greatly Increase later waves HP.
- Make the "Arrow Tower" upgrades more costly per increment.
- Reduce income per waves (especially later ones)
But well as you said map is alpha, better balance when all towers out :) Keep up the good work love the TD !
This is a very potential TD map I'd like to see u guys balance it, currently it's just too simple With like a dozen towers and upgrade them all, the game is simply a piece of cake For balance, please increase hp for later waves or decrease tower's atk. Hey, please keep work, I love this map indeed.
Changes were good but map still rather easy (lost a few lifes on air & last level), like Exile00 i have just used a lot of arrow towers + lv1 upgrade tower (dmg + speed).
- The arrow tower upgrade is really not interesting for the price, price should be lowered or damage augmented, it's much more efficient to build an another arrow tower for the same price.
- Flame tower must be upgraded for sure (like 150dmg @lv1 & 350/400 dmg @ lv2 + more range @ both levels) price for upgrade must be lowered too.
- Would be great that you edit completely your towers in the editor too, to see the ammo (arrow or flame thrower) launching from your towers, it would give more life to the map.
I know it's an alpha, but keep up the good work, map have a lot of potential !
Beat it again. Changes were good. Lost 6 lives on the zerg air level.
More suggestions:
The range when you put down the arrow tower (the circle that comes up) needs to be extended to fit its actual shooting range.
Because of the range on the marines now and nothing to slow units, I did not find a need to use flaming towers this time around. Might want to up the damage on them or wait and see the effect mixed with other towers you are putting in.
The creep buff was good. So was the way points (much better!).
When I meant range on the upgrade towers, I meant the circle area that comes up when you lay down a tower type deal. Like, when you lay down a arrow tower the circle comes up showing its shooting range (thought it is different now), that circle should always come up for the upgrade towers when you click on them.
Did not see wave 7 error this time around.
I look forward to the other towers because it seems like it can turn out to be a great map. Keep in mind, with so many tower wars and defense maps coming out, make yours stand out! Make difficulties, race modes, boss levels, levels where whoever does the most damage to a single high HP mob gets more gold that round, a level where medivacs travel with the units and heal them, invisible levels, etc. All this will make your map stand out and keep people coming back. I still continue to play Hell TD in WCIII, in fact, just a few days ago. But this time around, make the map different and especially so compared to other TD maps.
Good luck and I will continue to help test!
Definately take into consideration right now, the mobs DO and almost always will go down the middle path at one wave or another until you have those new towers.
@Exile00: I have applied some changes as you suggested:
- Bigger marine range
- displays now how much you get after selling a tower
- flame tower tooltip updated
- upgrade tower tooltip updated
- creeps have now 1.5 times of their old hp
- attack shortkey changed to T, so no more conflict with arrow tower upgrade
- -air command exists, for the rest I don't see the need to add it atm, all non-air waves are the same (just more hp, different model) besides the last wave of 5 uberlisks
- waypoints added for the creeps so no more travelling of the creeps directly on the wall
- the defeat counter is intended for multiplayer games as a highscore. when not so good players leak mobs your own tower could pick them up and you get a higher "score"
- added information about kicking noobs in the loading screen
- range added in the tooltip for damage and speed tower
- wave 7 error fixed
- no plans atm for not allowing for other teams to build in certain spots. because I don't know how to do that
@Inbajoe: fixed
@the420kid: difficulty raised
very fun played it solo but far far 2 easy few marines with 1 of each upgrade tower = gg just rinse repeat it around etc great design though just needs tweaks to be uber
Really liked the Hell TD in WC3, hope this turns out well. Just a needed fix I saw when playing was the marine's upgrade hotkey 'a' which is the same as the attacked command, the latter which takes priority, so you have to manually click the upgrade which can be troublesome.
Played the lastest version (3) and have comments because I love Hell TD, please don't take it negatively.
I have only played in the top left spawn.
But, make marines range bigger, at least so you can put three rows of them instead of two.
Might be a good idea to put how much gold you get back after you sell a tower if at all possible.
I also can not see the range of the upgrade towers, which after a few tests were three marine rows away (range wise). Might want to make that showable when you click on it. I am still unsure the range on the speed tower (seems about 3 units away as well).
On "Wave 7", I get a "trigger over flow" or something of the sort. Might want to check that out.
Put that the flame tower can not attack air units in the tool tip.
Put that the upgrade tower upgrades into a speed/damage buff tower in the tooltip. Also, put how much damage/speed comes with upgrades. I didn't know so I had to look every time through each unit after an upgrade.
I'd give the creeps more HP, I never have a problem beating the map. Two rows of marines with a full damage tower and a flaming tower/2/3 of them at the beginning = win. Or to add to that, add difficulties for the host of the game to choose. Easy or medium what it is now and a hard version.
The shortcut to upgrade the arrow tower (A) does not work becuase it conflicts with manual attack shortcut key.
I would suggest putting in commands such as, -next, -air, etc. So people are able to see levels coming and what to prepare for.
Have you also considered not allowing for other teams to build in certain spots? Like in other peoples respected zones.
I have noticed from the lane I have only tried, that the units tend to be more at the bottom of the lane than the middle/top. So the towers you make at the very top of the map (especially if you make two rows of marines), the second row may not be hitting all the creeps. One reason I suggested making marine ranges bigger. Like, I just restarted the map, all the creeps from the first wave travel at the bottom of the ramp and the lane. Might want to adjust it so they are in the middle.
I also do not get what the unit defeated counter is for. It would only make sense for me at least, to look at a counter in which peoples lives are left. I do not care how many creeps they have killed.
Also suggest putting information in the loading screen about the map.
Flaming Tower now deal no damage to flying units.
and you get cash depending on the current wave.
every 5 waves it increases by 5 starting with 20
Some minor issues i found on your otherwise great map :)
Nice TD, would be good in the future i bet, keep up the good work :)
This is a remake of the WCIII map Hell TD so this isn't supposed to be a maze td, but a normal td where you place your towers on the cliffs surrounding the creep's path. Only exception will be the Flaming Tower which will be placeable on the path, but it will have a collision radius of zero. At the moment it is a bug that you can build the arrow tower in the spawning zone and on the path so seperating the spawnzones is not necessary. I'm at work atm, so next version with tower placement restrictions will be available in about 7 hours