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]
Payload affecting the energy bonus for pulse rifle was a bug. I did not know it affected it until someone pointed it out. I promptly corrected. Community rage. I decided it better the way it was before. Payload now affects both weapon damage and energy bonus damage. I increased the energy cost to make it less of a win button. You must now be careful which stats you choose.
Anyone figured out the changes in 2.20 yet? Please post :D
i know the nerf was justified, I'm just saying the price is too high for what it does now.
Well the nerf is justified. My front row hero solo'd one of the wave 43 bosses before that change...... with nothing but a slowing guass cannon for support. It needed the nerf :(
i think the cost of the pulse rifle should be decreased or increased in dmg to make it more useful
yeah i kinda figured that was the case with the payload. It basically makes it worthless getting the pulse rifle, lol.
Zethgryn, Pulse rifle doesn't seem to be gaining the Payload damage bonus that it used to. May not seem like much, but each pt in payload, was a 10% damage bonus (roughly). So that 10pt of payload you put in early ingame, to help with initial waves, was actually doubling the damage of that 180 eff Pulse shot.
As for the resource/control of leaving players, is there anyway you can lock teams? The reason resources are sent to everyone, is because everyone is technically on the same ally side. It would be nice to not have ally chat, to send tips+tricks to your opposing team.... making it less likely for others to offer advise in chat (which is VERY common... new players screw up.... they need help, which most aren't willing to offer in public chat). This would also completely stop the other team from destroying a quitting players base (but allies still could), and for the above, would split minerals amoung team members only.
I agree with Sgat, its very hard to see whats changed on our own. Any form of a changelog would be great.
Vexal i was wondering if you made any changes to the pulse rifle. It seems weaker than before.
Vexal, is there any thread with a detailed change list? Would be nice to know the minor tweaks/fixes as they come around.
(o, and on the Levi, not sure if a final test, but bio stasis kinda reset's all monsters orders.... and causes them to go nuts :P)
Can you make it so that the opposing team never has control of any units if a player from your team leaves? I know you made the rainbows to avoid some problems, but people are using the other team's dropout players to build bunkers to wall and destroy things and using their old sunkens to wall. I've had a few good games ruined by people doing that now.
Ah I was hoping there was some secret way to kill them and why aren't there just winning parameters.
placeholder wave until more are added.
What is with the invincible marines on level 45?
Sorry. I was working on a new unit for Sunken. I had to upload a bug fix, but forgot to remove the test unit I was working with.
FYI, yes, every one of its tentacles will have either lasers, nukes, or a combination of both.
seriously what is up with this Leviathan garbage...
Spawning pool nerf is insane and impossible to do jack to massive anymore. which when combined with snipers. massive becomes next to impossible to kill until much later in the game. Only method atm is save quick to lavaspewer or pulse rifle.
Plz unnerf the spawning pool on massive back to the 162dmg.
Hey vex... not sure if this issue has been posted, but a guy the other night took control of a dudes scv that left on our side and waited until the wave got to my base and then built a bunker in my base to block. Had i noticed it before I saw it, i would have sold one of mine to not block, but the wave had already destroyed like 6 of my towers including a homing rocket at wave 20. He was apparently sour that we still had 30 lives and they were about to lose. Perhaps take away control of other players SCVs from opposing team the same way you did the selling? Dont take away full control as if someone leaves, the team itself can atleast make use of his hero tower.
Also, theres a really big paradox in the overall style of the TD. If the team consistently kills everything evenly providing all players with an equal amount of kills. Then NO ONE can afford to build up the required towers for other stages like stingers for wave 5 etc. etc. The ONLY games Ive ever won were when I was in front and got 1k kills and able to get 2 apocs myself which I had to build in the last persons maze of bunkers. A lot of people hate playing behind me and incidentally leave, yet when most play front, the mins get distributed oddly and no one can afford the good towers until later after subsequent lives have been lost.
A bug I saw was someone exploiting the ground units by blocking them with what should have been a diagonal path, but for some reason they didnt want to take it and just ran up to the bunkers and sat there 4-5 waves in a row, I left after that.
1 Last thing is the Pulse Rifle... its VERY tedious to see someone hardly build a base and just buy a 400 mins purchase that rides them on ez street until like wave 36ish. Any tower that is more expensive than that or = in price is obtained later in the game or cant amount to the same damage which means the pulse rifle is either under priced by 100% or is doing twice the damage it should be. Obviously, if you nerf the PR, you have to nerf the last wave a bit, but it will force people to actually play the TD...
Sorry for long read.
Also how about a vote system for the options of lvsr/solo/team and difficulty; because if the first guy there picks team or solo. everyone leaves. rightfully so.
@adamwarren that's because someone walled off and didnt wall other side of their maze. The fix for that is to give medic's a weapon to destroy your base.
Griefing: the sell ability of towers of missing people is back again. You had it autocancelling in 2.2 and then when u went back to 2.1# it was gone. The rainbows are still there but the other side uses the other side's worker of someone left to build and kill. There was a game where both teams got to like 38 or so and a team dropped someone and lost. they took a worker from my team and started griefing us as they are sore losers. I say destroy the worker of a missing user; if not somehow break ability to control the units all together.