Tower Defense Classic
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Tower Defense Classic is a user made map for Starcraft 2. Built upon concepts introduced by tower defense maps from Warcraft 3, Tower Defense Classic (TDC) was designed to not only recreate the experience these maps offered, it brings them into a new era.
The map was designed to recreate the classic experience of many WC3 era TD maps, particularly Arkguil's TD, from which this one is based on. However seeing as that map is well over 5 years old at this point, there've obviously been a lot of developments to the genre that needed to be integrated. Back when the original came out, there was no such thing as tower upgrading, and mazing was the absolute key to winning. Such is the main focus of TDC. So, here's a list of all the features:
Primary Features:
- - Terrain was specifically designed with mazing in mind. All the lanes are carefully sized to fit 7 towers across the height/width.
- - 21 Different towers each with a specific use. Such as Dark Shrines, which deal greater damage to units stuck in mazes, or Warp Prisms, which shield your towers against attacking enemies.
- - Varied unit tactics, such as cloaked units, flying units, cloaked-flying units, aggressive units, burrowed units (not yet implemented), nydus waves (not yet implemented), air drops (not yet implemented).
- - Tower upgrading and auto-leveling. Many towers will gain experience and automatically upgrade on their own if left to amass kills, or, levels can be purchased with minerals. Higher levels increase stats and unlock abilities unique to each tower.
- - Bunkers, which allow for players to design their own tower by filling it with different units with unique attacks and abilities.
- - Six difficulty levels which control how many units spawn per wave, ranging from Casual (50%) to Insane (300%).
- - Four game modes (with a fifth on the way!): Classic, large waves which need to be defeated to advance. Continuous, where enemies spawn constantly, regardless of which wave you're on. Periodic Waves, a combination of Continuous and Classic, much in the style of Plants vs. Zombies. And Time Attack, much like continuous, however the goal is to win as fast as possible. Also, the longer you go without losing a life, enemy units will gain a stacking buff which lowers their HP but increases their movement and attack speed. Losing a life will reset this buff, thus increasing the time needed to clear a level.
- - Player advancement system. Enemy units give killing players experience, which is taken from that unit's EXP bounty, which is set dynamically based on difficulty and adjusted by player-enemy level difference.
- - Lifetime statistics tracking, including Games Won/Lost, Units Killed, Towers Built, Waves Passed, Highest Wave Passed, Best Time, etc.
- - Player Levels unlock additional difficulties and game modes, as well as providing an overall evaluation of a player's experience and skill.
- - Talent System (Not yet implemented), which gives players various bonuses to help augment their play style. Talents will modify such things as build speed, minerals earned, tower attack speed, etc.
- - Veterency Points (Not yet implemented), or VP is rewarded to players for their progress, such as for winning a game. VP can be spent, for example, to research tower tiers sooner and without the mineral cost, or to unlock special higher tiers not accessible otherwise. VP is a cross-map currency which will be used in future projects, providing incentive for players to try a variety of games while simultaneously advancing in all of them.
- - Achievements and Challenges. (Not yet implemented)
- - Wave progress indicators, such as units remaining (Classic Mode) or current game progress (Continuous, Periodic Waves, and Time Attack).
- - Unit Tips, which give a brief overview of a new enemy's stats and tactics.
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I suggest that the translation of the VCE could take him anywhere, instead of the small distance. Because if I want to play alone it's impossible to close the 2 entrances walking. Longer distance for translation!
Hey Saeris, just wanted to let you know how much I'm LOVING THIS MAP!! This is the closest to Tower D from SC1 I've seen so far, so it got my attention IMMEDIATELY. I've been playing it for the past couple of days, and here are some suggestions I have for the map:
- Add WAY more levels, I'm going thru 27 way too quickly; thinking maybe 40+
- Get all the towers working (obelisks, spire, etc...); not sure if Creep Tumors are working they way you intended, might wanna double check those
- Show/tell interceptor damage so ppl can choose whether or not to waste money on them
- Either add 2 more player slots for middle, or have 2 of the slots spawn @ middle to begin with (I'm not sure if you have to pick certain colours to spawn @ middle or not)
- Maybe lower the level requirements for the additional modes; I'm only level 12 after 4 games completed & starting to get a tad bored
That's all I can tink of for now; if I think of more I'll hit you up. Keep up the good work!!!
Wow i didnt know that.That is pretty much...bullshit^^
Hope so too, but could you help me how i can get a downloaded map startet in SC2. I dont know where to put it and google neither the forum will help me :/
Hey, looks like a great TD. Hope it will get done soon. Is there actually any possibility that this map is going to be on EU servers? I ask this because ive downloaded a map here before but i had no clue where to put it so i can access it in SC2. Anyone has an answer?
edit: just read the text (looked the video before), it will base on Arkguils which is pretty much my favorite TD ever. I did a TD myself based on Arkguils (another race, others towers but same map and codes) Really awesome, keep up the good work
Cant wait for this map to come out. It sounds very cool! :D
Hi This Sounds Like A Great TD. But Is There Any Way It Can Be Uploaded To SEA? And Is It A Team Play Map Or Solo? Or Both? Thank You For Reading This Have A Nice Day.