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.
released a new version, mostly bugfixes and balance changes
Don't know maybe because the third wave creeps name "c0ckatrice". I heard they deleted a map because of the word ass .~ But maybe the uploader on US just deleted it himself for whatever reason. I think Xenrauk uploaded it on US.
About the lag I can't do much. It's because up to 25*8 high poly models are getting shooted from alot of towers :P I already used many of the smaller models but wanted to keep as much zerg units as enemies as possible because it fits better the style of hell td. And I think it lags for everyone when atleast one of the eight players is having graphical lags, otherwise the message "player xxx is slowing the game" would make no sense.
Hm, Im in the US region. Why would they delete it? Hate it when blizz plays the big brother role. grr. Map is great though. But one issue. It starts lagging like hell after wave 21 even on lowest graphic settings.
I have only an EU account and on eu realm it's online.
don't know about the other realms though.
Hmm... I just tried joining Hell TD in SC2 and it says map not found. Did blizz delete it? I played like 10 times already for the past 2 days, what happened?
Great map, awesome for ppl like us who have single player only =)
Hi! I'm a player in China. U see,there's many players who cannot read english. So,I want to translate the map into chinese(zhTW) can I publish the map which I've translated? I want to make U know how the translation worked:) So can you accredited me to do this?
My E-mail:[email protected]
I wonder if the translated map is sth. like tort:)
this is the same bug as in the beta. I thought blizz fixed that. Atleast on eu servers everyone can see the text properly without the old method of localization the map everytime.
try this version: http://www.sc2mapster.com/maps/hell-td/files/27-hell-td-v0-19-localized/
Hi Fropper, First off, Hell TD was one of my favorite maps for War3, so thanks for bringing it to SC2. I published one of the versions couple days ago to the US servers, with props to you and Nashoa of course, though had to fill in the Map Info to do so. I got a chance to play one game, although with just 4 people, 2 quit as soon as it started and the other halfway through. Played to the end on 70% difficulty and it was pretty easy especially after the other player quit and left me with 3k to upgrade towers with, so should be good for beginners.
I know it's now in beta testing but I'm afraid not many are going to give it a chance until the text at least is cleaned up. I have a screen shot as an example:
Hell TD Start screen
Looking forward to seeing this one improved :)
Thanks Dest1nyCP
Its published in asia server.
published on eu server
I have no us/asia account so someone has to publish it there for me when wanted to be played
publishing on eu servers is not possible at the moment
"Connection to publishing service has been interrupted. Pleasy try again."
could you please upload it to EU Servers enGB>?
the map is broken with the newest patch but a fixed version with more creep waves and other fixes will be released later today
EDIT: fixed now with version 0.15
-For the moment I'll stick with the flaming trap being a trap, but I'll try to add a flaming model around it so it's more obvious how it's meant to be used. I've even added a help text on the loading screen that the flaming trap is best placed on the creeps path ;)
-Yeah that will be the best, so it's more like the towers in wc3 but I don't want Hell TD so dependent on different kinds of damage like element td. the normal units used in melee maps haev a fixed amount of bonus damage against certain armor types but I think there is an option do increase damage in %'s.
-Thats how it will be in the next version.
-Towers on the second line are inferior to first line towers in every TD game, so I see no problem there. After all it's about planning where and how to place your towers and one can't say there is too little space to place enough towers on the first line.
I have an idea for the flame trap, why not make one like a flame thrower ? it would be easier to make it work since there is already lots of map with such tower and you could help yourself with the Terran's Helion too, and it would be much much easier for users like me to see what the tower do exactly :) you could keep the AoE / DoT effect with a little balancing i think it would be very good ! I direct you to ZigZag TD who already have such a tower (dragon tower) :)
For making different tower/enemy you could focus on mechanical / biologicial / psy unit and add bonus on towers for theses sort of unit (i.e : flame tower = big dmg on biological)
for the resell feature you could do something like "upgrade price x level-1 x fixed % = sell price" would be easy to do i think and somewhat balanced
One think i haven't though is if you change the creep block in more of a line it would be good to narrow the creep path too so that the tower are not too far, or upgrade the towers range because if you make 2 lines of towers on the same side the ones in the back would not be able to fire as efficiently :)
For your remark on microing tower i think it's against the TD spirit :) but well that's my choice ^^
Good luck :)
Thanks for the feedback guys
-Seems the sell system needs a rework, will change it in next version to give back 75% of all costs you had on the tower
-Armor needs to be fixed so chaos tower are more efficient, will probably give arrow towers only 66% armor penetration instead of 100%
-ah I'm so bad @ coming up with good ideas to make the units more different (thats why I remady a map instead of creating a new td from scratch :P) but yeah I know something needs to be done, atm there are only two different kinds of creeps (three if you cont in the five "boss" mobs on wave 25
-I will have a look to how make them more in a line instead of a block
-Try to aim manually with the siege and chaos tower (frosty aswell) works like a charm like this :P (aiming with frosty to slow every creep and aim with the aoe towers right in the middle on the creeps, the rest gets easily finished off by bouncing and/or arrow towers
-I don't know what I will do with the flame trap. I initially wanted to implement all towers of the original map and already scrapped two towers. Divine tower: Who saves up 5000 minerals to build one? Would only be possible on easy if at all. The tower is only an updated chaos tower level 20 anyway, so it should always be better to spend the money on a combination of different towers. And second, stormy tower: What do I need for a singel target ground only tower that can't even be ugraded?
Finished v0.14 @75%-85%-100%, i must say nice work on the aura towers, the tower effect + range indicator are awesome, it's a good map as always but some things still need work :)
- Resell features (already pointed out that one :) )
- Flame Trap not good @ all (too expensive, effect weird, etc...)
- Chaos Towers are good but since armor level is never more than 1 or 2 the cost difference between Chaos and Siege is in favor of siege. Especially since arrow towers have piercing armor features too !
- More waves would be great (i know already planned :p)
- More difference in creeps (different type of armor etc..)
- More differences in towers damages (in combo with the line above :) )
- Look @ waves that have something like 35 upgrades on armor but 0 or 1 armor really.
I think waves spawning should be reworked too, having all the creep in a single block cause a lot of problems even the splash tower (chaos, siege, frost) aren't able to fire on the creep in the background before those of the foreground are destroyed, because of that splash towers are rather inefficient and to win the map @ harder level, you need to switch on a combo of very rapid weak towers (arrow, bounce) instead of slow, powerful, splash ones.
Yes you could say why not build towers on both side of the creep path ? Well I've tried and it's not good too because you spend too much resources to upgrade + aura towers both sides, and end up with weak towers both sides instead of a very strong side.
I would advice to make the creep spawn in a different shape actually it's something like a 5x5 square, could you try something like 3x8 (with one alone to make 25 :p) to have the creep more spread in line to make others towers really good :) (maybe improve splash towers ROF to balance things a bit too) :)
Keep up the good work it's one of my favs :) I know it's still a beta and a work in progress :)
Yeah I have to agree with darkboz, the resell feature should def be reworked. Also, I noticed that on many waves (if not all?) you only changed the armor level, not the actual armor.