Racing Tower Defense
77 LVL 4v4 Tower Defense Racing map ! Beat the final wave first ! You can retry every wave and keep all income from the mobs.
Every Tower you build spawns a unit which you can micro to beat the wave faster / more efficient.
Currently Alpha - 71 lvls implemented, all towers implemented
If you want to help me test my map and you are on european bnet, please add me:
Char: TheDuke
Code: 146
Server: EU
Change log:
- v0.8:
- lvls 72 - 77 added !
- 11 bosses added !
- autocast enabled for several mobs
- autocast enabled for bosses
- v0.7:
- Scoreboard fixed
- Mobs now share visibility with enemy team
- Ghost: Personal Cloak ability removed
- High Templar: morph to Archon ability removed
- Archon Tower added
- Terran air upgrades added
- v0.6a:
- Fixed an error where players leaving could break the spawn trigger and ready dialog (no more waves would spawn)
- Waves no longer spawn for players who have left
- Attacking Towers no longer disappear during enemy waves
- Attacking units now spawn with the right ownership
- Attacking units now share vision and detection with wave mobs
- v0.6:
- Teamplay completely reworked:
- Every player has his own dedicated area to defend again
- Mobs spawn for every active player and walk trough all the other defend areas before ending the wave
- Quick wave end when all defending towers die, no need to watch mobs walk around any more
- Teams can build towers in an special region to attack the other team, units from this towers will spawn with the enemy wave and can be controlled
- Wave sizes decreased due to performance reasons
- Other performance optimization
- Teamplay completely reworked:
- v0.5:
- Gamemode changed to 4v4 !
- Lobby settings configured
- v0.4:
- Zerg towers added:
Zergling, Baneling, Roach, Hydralisk, Infestor, Lurker, Ultralisk, Mutalisk, Corruptor, Broodloard - Protoss towers added:
Zealot, Stalker, Sentry, High Templar, Immortal, Colossus, Phoenix, Scout, Void Ray, Carrier - Zerg upgrades added:
Air + Ground Armor + Weapons 1-3, Centrifugal Hooks, Citin Plating, Metabolic Boost, Adrenal Clans, Grooved Spines - Protoss upgrades added:
Air + Ground Armor + Weapons 1-3, Charge, Blink, Flux Vanes, Extened Termal Lance, Graviton Catapult - Tower salvage animation fixed
- Several minor Fixes
- Zerg towers added:
- v0.3:
- Salvage Ability of several towers fixed
- Zerg and Protoss tech buildings added
- v0.2:
- minor fixes and changes
- lvls 60 - 71 implemented
- Goliat Tower added
- Wraith Tower added
- Science Vessle Tower added
- Battlecruiser Tower added
- Yamato Cannon upgrade added
- Hurrican Missile Pods upgrade added
- Defense Matrix upgrade added
- v0.1:
- lvls 1 - 59 implemented
- not yet mp tested
Nice map but i think lvl 60 is little hard) I can't beat it any way ....
i have a good idea forgive me if u have made it already i didnt test v0.6 online yet why dont u make the team attacks allied with the attacking waves on the other team
Thx! Will change the color.
Currently working on the new version, gameplay will be changed a bit again, still teamplay but with dedicated build areas for each member. Mobs will run in a loop though all 4 areas.
the last version is awesome if you are working on next version pls change the color of waves to black or white because team 2 have there same color
Ok, new version is out with new team based gameplay !
You can attack the other team during the waves.
Not much tested yet... try it out.
New version released ! Added Zerg and Protoss Towers !
Also I'm announcing a major change for the next version, I will change the map from the current 8 player FFA to team vs team with modes for 1v1 to 4v4. Reasons are that I want more teamplay in my map and also performance. No ballancing changes will be made till then.
@kimoss90:
What I ment is a number of lives per wave, sometimes it can be anoying if the last mob of a wave failes you... The overal mechanics of being able to repeat waves won't change.
making number of lives for player is not a good idea also not fair for map newbies also you made your map as the first one finishes all waves win it means that failing waves is necessary.
Hiho
Actually I can change the amount of units quite easily, I have two array variables storing the amount of units to spawn and the spawn delay for each wave. Also the unit types arent hardcoded, but the trigger actually pics the units in the small regions around the map.
However, i will not do any balance changes at the moment. I had my first multiplayer test yesterday with a friend and the map becomes unplayable quite fast (performance wise). So I probably will have to scale down all waves quite a bit in the future. Also I want more micro-heavy battles, so scaling down the numbers might be a good idea anyways.
The problems with the short cut waves is anyway a different one. My victory condition for the waves doesn't check if there are still mobs spawning. So if you manage to spawnkill all spawned mobs before the next spawn it will think the wave is over and won't spawn the remaining mobs.
I will change this in a future release, I want a new victory condition anyways where players have a few lives before they fail a wave. Sometimes it can be quite frustration when the last mob makes you fail the wave...
Expect a new release in a few hours. I will have Zerg and Protoss Towers by then.
I can understand that part and it makes sense, i just wanted to let him know that there was an error and the wave was cut short after 4(ish) kills. Just kind of an FYI.
R0aan he cannot change number of units in each wave he set a trigger for all the waves unit number,if he tried to do that he will have to set a trigger for each wave and that will take maybe a full day on the computer without doing anything else
Enjoying the changes so far. Zerg and Protoss buildings are up but not the builders correct? Also i had two other suggestions:
1. I recommend adding pathing blockers to not allow units to enter the spawn zone. Mass marines can spawn kill waves and only ever have to fight very tough units 2-3 at a time, and easy task for 60+ marines
2. Waves 8, 23, and something in the 50's i believe are cut short. Wave 8 is marines and four siege tanks spawn killed the first four marines and the wave ended.
Awesome concept and great work so far.
Thanks for the info, forgot to test that.
I have fixed it in the current version i just uploaded.
Hi, I dl v 0.2 i found a problem in salvaging all added units (Wraith - Goliath.etc) but all the old units (Marine - Firebat.etc) are working perfectly
Hi Guys! Thanks for testing !
I'm aware that there are stille several balance issues, the map will need a lot of futhure testing...
The Zealot lvl is quite hard, thats true. I will eighter make it easier or put it a bit later in the map.
I will fix the roaches in the next version.
Wave 10 (Zealots) seemed freaking impossible. My strategy could have been wrong but i couldn't find anything that worked, just farmed up the cash till i got passed. Only other suggestion is more units/races, but i am sure you already know that =)
the map is gr8 just in the roaches lvl i didnt get any minerals pls fix it in next version and add some units thnx