Turret Wars
Turret Wars is inspired by the Turret Wars map from SC1. The map is divided into two teams of up to 4 players on each team. Each team will have waves of units sent across their side of the map. The team must destroy the waves before they reach the end. Teams will get 50 lives. All kills will get added to the other team's waves. As time goes on, the waves' health and speed will be increased. Each kill grants one mineral.
Please note that the below video is from an older version of the game, not all of the abilities work the same. I will record a new video once game features are more finalized.
Three different types of towers to create:
Terran: Medium Range, Medium Fire Rate, Stronger against Armored (Medium) Units
Protoss: Short Range, Fast Attack Speed, Stronger against Light Units
Zerg: Long Range, Slow Attack Speed, Stronger against Massive Units
All Towers can be upgraded once to enhance their abilities
There's a hierarchy of tower building:
10 Basic Towers unlocks the Basic Units and utility towers. 3 Basic Units unlocks Tower upgrades. 3 Upgrade Towers unlocks the Advanced Units
Twelve Special Abilities used by the SCV:
- Add Enemy Health (Permanently adds 50 health to your opponent's waves)
- Add Enemy Speed (Permanently adds .5 Speed to your opponent's waves)
- Offensive Warp Prisms (Adds 4 Warp Prisms to your opponent's waves. Warp Prisms grant no minerals to opponent and will not not be added to your teams' waves after death. Warp Prisms are light units.)
- Speed Burst (Speeds up all your opponent's waves by 2.5 speed for 10 seconds. Using Speed Burst while a Chrono Slow has been used on your opponent's team will return your opponent's waves to normal speed. Speed Bursts do not stack.)
- Lower Ally Health (Permanently subtracts 50 health from your waves)
- Lower Ally Speed (Permanently subtracts .5 Speed from your waves)
- Offensive Brood Lords (Adds 4 Brood Lords to your opponents waves. Brood Lords grant no minerals to opponent and will not not be added to your team's waves after death. Brood Lords are massive units.)
- Chrono Slow (Slows all your team's waves to .1 speed for 10 seconds. Using Chrono Slow while a Speed Burst has been used against your team will return your team's waves to normal speed.)
- Create Ghost. Ghost is spawned in enemy area. It can attack enemy units/towers, but only gets 3 shots. 1 shot will kill basic units/towers, 3 shots will kill advanced units/towers.
- Create Sentry. Sentry can create a mobile Chrono Shield that slows all waves inside the shield to .1. The Sentry will destroy itself 10 seconds after casting Chrono Shield. Sentry can also attack Ghosts.
- Create a Vortex at the enemy base. The Vortex is at the beginning of the enemy base, sucks all the enemy waves into it and unleashes them on your enemy all at once.
- Create Enemy Ravens. Creates 5 Ravens in your enemy's waves. Once the Raven is killed, it reduces the killing unit/tower's damage 90% for 10 seconds.
- Proximity Mine - Lay mine down on the ground and when an enemy wave unit gets near, the mine will automatically detonate for 500 damage.
- Remote Mine - Lay mine down on the ground and choose when to detonate it. There's an individual trigger for each remote mine, or you can detonate all mines owned by you from the SCV.
Bonus Units
Three types of bonus units have been created, they appear at random times in random places on the map. To get the bonus, you must move your SCV to the bonus unit before the unit dies (approx 30 sec). Each unit type has 4 different bonuses to give:
Zergling:
- Creates bonus Sentry. Sentry can create a mobile Chrono Shield that slows all waves inside the shield to .1. The Sentry will destroy itself 10 seconds after casting Chrono Shield. Sentry can also attack Ghosts.
- Player gains (random number between 1 and 50) minerals.
- Players team each gains (random number between 1 and 25) minerals.
- Lower Ally Health/Speed
Interceptor
- Creates bonus Ghost. Ghost is spawned in enemy area. It can attack enemy units/towers, but only gets 3 shots. 1 shot will kill basic units/towers, 3 shots will kill advanced units/towers.
- Creates a Vortex at the enemy base. The Vortex is at the beginning of the enemy base, sucks all the enemy waves into it and unleashes them on your enemy all at once.
- Steal (random number between 1 and 25) minerals from each enemy player and give them to each ally player.
- Add enemy health.
Observer
- Create Nydus Canal. Creates a Nydus Network in your area (randomly placed) and creates a Nydus Worm in the enemies area (randomly placed). When your waves reach your Nydus Network they will be transported to the Worm's location. Lasts 10 seconds.
- Create a Blackout. Creates a Fog of War of the entire map for your enemies. Your only unit that can see is the SCV. There is a light switch that will get pinged on your enemies minimap. Take the SCV to the switch to regain vision.
- Create Enemy Ravens. Creates 5 Ravens in your enemy's waves. Once the Raven is killed, it reduces the killing unit/tower's damage 90% for 10 seconds.
- Jackpot! Takes 15 minerals from all players and pools them into a jackpot. Type -roll within 20 seconds to roll a number between 0 and 100, highest roller gets it all!
New command:
-stuck
Type this in chat if your SCV becomes stuck or unusable and a new SCV will be created for you. *Note* The error that was making this occur should be fixed now, but I'm leaving the command intact just in case.
Took a long break from Starcraft, but I'm back!
I've updated the map's looks to be (hopefully) a little less boring.
Changed the code for how units spawn, hopefully this clears out any issues of lag that was occurring in the previous versions.
Tweaked the wave's spawn times.
I'm honestly not sure if there were any other changes, I started the changes way back in August, then took my break and finished them up just recently.
More balancing will definitely be in the works, if you have any suggestions or comments, please let me know!
Is this still been worked on. I love this game from SC1 but no one seems to be playing it. I've tested it but not in full game.
Speed upgrades make the game end quickly.
I think the income need to be increase very slightly. When I have played this, I almost never get to do the upgrades to increase or decrease the stats.
Would love feedback on this, I know its still got some tweaking to do, but with your help I'll know which direction to go! Thanks :)
I think I fixed all the lobby issues, teams should be able to be picked as normal.
Fixed team setups. Before, if there wasn't a full game, people could all wind up on the same team, regardless of where they were slotted in the lobby. This is a SC2 bug with the lobby. To counteract it, teams are automatically split, unfortunately this is regardless of where they are slotted in the lobby, but I think this change is for the greater good.
The new version 1.06 *should* have everything fixed that got messed up from the patch.
This last patch really seemed to mess up a lot of things on the map, I'll try and get to fixing them as soon as I can... :(
Bonus units are implemented! I saved two versions of the map (since bnet is kinda up now) one with the solo play from before and one that is bnet ready, I've already published it out to bnet :) See change log for details!!
Thanks! I'm currently working on the powerups, I hope they'll add another element to the game. I think I might tone back the normal waves a bit more too, and try to add more elements like the SCV abilities. Just to shift a tad more focus to interacting with your opponents.
Great new patch. Feels a lot more balanced, and the SCV debuffs are definitely worth the cash now.
Well I think I fixed those issues. First the SCV issue can be fixed by typing -stuck.
The lag shouldn't be bad any longer (unless a game goes on for a VERY long time).
I still think that the low level ones should be 'useable' all throughout the game, but upgrading will give more bang for your buck and give you more breathing room to spend resources elsewhere. But in the new version (1.05) the changes to the types of armor should create more variety in the towers/units used.
Thanks for the good feedback, it's always good to have! :)
First time, built an assortment of towers/units (including two upgraded spore towers) got about 650 kills
Second time, built ONLY TURRETS. After about 1000 kills, my SCV inexplicably froze (wouldn't respond to orders, just sat there with the build button hilighted). So i started to just upgrade the existing towers. I got to about 1100 kills and the game just started REALLY SLOWING DOWN due to massive numbers of units on the map (the computer's waves were just breaking through to its final battlecruiser defense). After about 1200 kills and its getting EVER MORE LAGGY the game just completely froze and i had to force close.
Judgement - there's no bonus to saving up to get better units. I believe this is because there's no armor penalty later on to the low dmg defender units like turrets, everything still has 0 armor so they do same dmg.
ALSO, if this is going to be a bnet map, you've gotta find a way to design your map to cut unit counts on screen.
Yea, I've noticed that v1.03, the waves don't let you do anything but focus on your side, and even then for me it seemed that you have to be constantly building to keep up. Actually, I'm working on 1.04 as we speak, I think I'm close to having them pretty close to where I'd like them. I'm lowering the cost of the special abilities too to 75 so they're more in reach to harass your opponent. :)
I like you ideas on the powerups, so keep 'em coming if you have any more later on!
But expect 1.04 soon, it should give more freedom to save a little or use some abilities without feeling like you can just autopilot with a few towers.
Thanks again for the great feedback, it's always much appreciated!
Yeah the mothership forces you to place turrets further down the line, especially in the newest version. Money is really tight now.
The idea of a random 'powerup' unit has potential. There could be several types of these that do different things. Like a powerup unit that when killed spawns at the opponent and attacks his towers, has an aura which slows the attack speed of his towers, buffs the health of units around it, etc.
As it is now, it doesn't feel very competitive or like I have a lot of power to heap hurt onto the enemy. The constant stream of units becomes normal. How about a powerup unit that unleashes mobs on the enemy when killed rather than a 1:1 kill:send type of stream?
Just some thoughts!
Thanks for the great feedback culpfiction!
I'm definitely going to be looking more into this and tweak the health and possible tune the splash damage down to not be all you need.
Yea, on this one, I haven't messed with it too much because I'm not 100% sure how well kills will get dispersed among team members. For now though, I can just assume a straight 25% of solo play kills will go to each player in a full game.
One thing I'm trying to work on is to find a way to encourage spreading out of towers. Right now I can see that the whole team could just pile up at the beginning, which to me seems to defeat the purpose of having the long track. The one idea I already have in there, the Motherships, seems to help with this since it lets units sneak under it while the towers have to focus the Mothership. Tweaking units and towers may help this problem as well though.
IDEA: Make some 'powerup' type units that appear randomly in the waves. This unit would come out randomly every 30-45 seconds or so. It would have much higher health than normal units and there wouldn't be a life loss penalty for letting this one get through. When the unit is killed, it could give bonus minerals, steal minerals from enemy, maybe any of the special abilities the SCV can do, or maybe some other unique abilities (ideas always appreciated!)
I really like this take on tower defense - a head to head type of play rather than a cooperative or strictly against the computer style which gets old. This reminds me of Tetris Attack :)
I agree about the lowered number of units and increased health. Plus, all you need currently is a handful of spore splash towers to kill any and everything. If health values were higher, splash towers alone couldn't take down some of the harder mobs, and it would require more varied towers.
I anticipate that the better towers should be more expensive as it only takes a few missile/photons before being able to build BC's, splash spores, etc. and at that point, there's no reason to build lower towers.
Keep up the good work!
I fixed this and updated the other hotkeys, thanks for pointing this out. :)
You have blink and build on the same hotkey.