Vexal Tower Defense
Update coming in the future.
Tower Defense.
Featuring:
- 43 levels, including bosses with special abilities unheard of in a WC3 Tower Defense.
- Some levels have special abilities, again, which were unheard of in WC3.
- Unique towers which were not possible with the WC3 editor, such as towers with the Carrier's Hangar ability, upscaled to store an unlimited number of a variety of powerful units, or Sunken's ability to stack and uproot towers.
- Two unique races, Humanoid and Sunken. Sunken is currently a work-in-progress. The races are polar opposites in terms of play-style.
- Hero-Towers. Hero-Towers gain experience and level with kills, and are allowed to choose their own distribution of skill points, as well as purchase powerful weapons to equip.
- Three modes of play: Full Team, Left vs Right, and Solo. More modes are currently in the works.
- Intense difficulty. You will not win your first try. You will not win your second try. You will need a full team of coordinated players to make it halfway through my game.
Created by Vexal.525
Some notes:
- I usually am not able to actually test versions of my map privately. Due to the nature of Battle.net 2.0, in order to originally test this map, I had no choice but to upload it publicly in its half-finished form. It is still unfinished. Every so often (as in, every few hours, a few times a day), I upload a new version with a small addition (such as a new tower, unit, ability, or balance change). If I were able to complete this map in privacy before uploading it, I would. However, due to the fact that the maximum party size is 6, and this is a 10 player map, it is almost impossible for me to organize a full private game. I apologize if a version is uploaded with game-breaking bugs.
Feedback: Post here, PM me here, message Vexal (525) in-game, or email [email protected]
I have uploaded a map with the triggers and object data in my TD.
This file contains all of the triggers and data for my tower defense. Feel free to open and examine these. You may take any part of this map's triggers. You may reuse any of my methods for creating an object. However, I request that you not use any of the ideas contained in this map. You may use any piece of an object's data to learn how to apply a similar function to your own object. You may not copy the idea of the object itself.
If you wish to build your map ON TOP of this one, please contact me first. I will not forbid such action, but I have disabled certain function to prevent such from happening without studying the map. I did so because I am uploading this with the intention that people will use this map as a tool to answer specific questions, ie "how do I make a hero" "how do I make a tower launch units" etc.
I do not request credit on maps where parts of my map are used. I DO request that you contact me if this upload was helpful, and let me know exactly how it was so. So that I may keep track of whether this is useful to anyone.
Feedback: Post here, PM me here, message Vexal (525) in-game, or email [email protected]
really need /stuck command. It usually happens on the medic level
Theres also a bug with the medic level, mostly all of them or able to be killed, but a couple of them run off and start healing and just stand still out of the range of towers....makes the game stop :/
Not sure if you can do this but you could create 2 computers, one for each team, that take the units of anyone who leaves and have them allow their team to control those units. Haven't played around much with the SC2 editor but that's more or less how I would of done it in SC1 (if you were allowed to share units of course).
I'm really sorry. I've been considering using player banks to keep track of people who grief. I really do not know how to prevent other players from controlling units upon leave. I thought I fixed it before, because when I tried selling the towers of the other team, it auto-canceled. Apparently it does not consistently work.
If anyone has any tips on how to fix this, I would greatly appreciate the help!
I'm sure - we were around level 39 and had 5 or 6 higgs bosons on a guy that got disconnected. I was the only left on my side and the other side then started selling the higgs and other towers. I tried to stop it but there were 4 of them so they just kept re-selling the towers until I got tired of cancelling it.
Well, I mean now it looks like it shoots a ball of fire and then does splash dmg and that is the end of the attack (But of course that could just look like that due to the fact that so much is going on by that point and hard to make out the new attack as opposed to the old bright neon lava) as opposed to the old one that would land and then continue to continuously do dmg for like 3 seconds. I like the new way better as it hits the intended target. But if it steams out for the same 3 secondsish then that is even doubly awesome. But it is a great new change. Also, one thing I thought of which would be neat. Inside the brood warren, or even maybe the command center, allow the sunken to build maybe an old school scourge. Basically a flying baneling. Don't make it anything special. Maybe just 20g and it does 300dmg in a splash. Just a thought. But overall, the updates are splendid. And UT rocks ha. I went to San Marcos a few years back. :)Vote for Leslie for Mayor!
The lava spewer is identical in terms of stats, except I changed the projectile to always land on the unit. Unfortunately, it looks ugly now. I have to do some work to make it look like a constant stream while still landing on the unit.
Jingle, are you sure? As far as I know, the only thing the other team can sell are bunkers. I've tested the other towers, and they were not able to be sold.
I plan on having at least 50 levels "as soon as possible".
In LvR, opposing team can still sell the other side's towers and take the money.
Great change on the lavas attack by the way :) Its nice it is faster. Shame it doesnt do the constant stream anymore, but cant have everything. I like this way better I think.
Could we please get an updated change log?
Also I was seeing version 2.2 yesterday yet its 2.15 today? Could you please specify somewhere which is the latest version.
Sunken also need some much needed endgame anti air. Hero's cap out at level 21 is that meant to be like that or a bug? since I was capped from level 35 made it a bit of a pain having no further upgrades.
Thanks, much appreciated
Omen
The correct answer is, build an awesome sunken maze and have the humans build Higgs in it XD.
-I have to say though, it is really hard to justify the nuke, with the amount of money required to tech and buy one you can get like 7 higgs (and 1 nuke doesn't even come close to 7 higgs). Sure, in the long run the nuke will beat the higgs in damage/mineral efficiency, but the only problem is that point is way past what you need to actually clear the game atm. I mean with the amount of minerals you have to spend to get 2 nukes you could have 10 higgs which is probably more then you need to clear any wave. Not to mention it's safer going for higgs anyway since when going for a nuke you are pretty vulnerable especially at later waves. Sure you are pretty vulnerable while going for a higgs but once you get that first higgs you can hold off quite a bit while you try and get more.
If you ever intend to make more then 42 waves the nuke might be more viable but as it stands now it's just not very efficient when you could spam higgs instead.
Lol Hey Munky i'm Wally. :P Like 100% sure we just played. Can't really see what trick for sunken air there could be. Only a few units actually fire at them. >_> Air never has a type, so type advantages matter little D;
Yep higgs definitely broke. Got 1 of everything plus bunch of upgrades.
How come you went 2.2 to 2.14~ that's backwards.
Also ya i found the trick of sunken to make them decent for air. I think they are fine.
The higgs reqs are screwed up and u cant build them apparently; testing that now.
can I get a changelog of V2 and 2.14? I know it can be a hassle but its really good to know what changes :o
How much memory does your computer have?
I've never seen that happen before.
I fixed the attack bug, sorry about that.
Last few days, there's always someone to crit error during the Mothership wave, just happened to me again (2:5 chance?), here's the error its coming up with:
ACCESS_VIOLATION (0xC0000005) occurred at 0023:3E2AAAAA. The memory at '0x3E2AAAAA' could not be executed.
Its only on this map, and it seems to occur right around the time units are being brought back from the void zone thing...
Not sure if this is an isolated issue, but I went to play today and my (or anyone else's) defense units don't seem to be attacking oncoming units. When I attempted to attack directly the oncoming unit (by clicking attack and on the enemy unit), a message popped up telling me I can't attack an allied unit.
Hope this helps.
its there but its invisible
disregard the tempest thor thing, seems like it still dissapearing, lol.