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]
I find that massing that many apocs just isn't worth it. I've used 1 with many higgs (not upgraded) and have seen a no leak cruiser round, perhaps that would work better for you. In that game both of the last bosses were downed as well, though i barely remember what happened. Just used disrupter to slow them while they went through the higgs maze :p
The biggest thing i've seen people do that leads to fail later in the game is they build all of their good stuff in one area, like the back of their base for example, or someone will abandon their spot to build with someone else. With air rounds, like the dreaded cruisers, they just fly over your base so no matter what you do you only get a certain amount of time to attack them. Everyone needs to maximize face time by spreading out their good buildings from the front to the back of their area. Any blank area is hurting you on air rounds. If all 5 people build in the back area you'd still not defeat the cruisers simply because you won't get enough time hitting them, regardless of how much stuff is there.
Yeah beating it feels like a great accomplishment. I'm just sad that the updates aren't out yet. :c
Well somehow I finally managed to beat it, but only with the help of others feeding minerals. I feel it would be impossible otherwise. We had 5 apocs down in the last lane, and they took out everything, though we did leak on the battle cruisers, but we had 26 lives left. and went down to 12 after the cruisers.
The the boss, who is impossible to bring down, we got through the shield but couldnt even touch the green bar, so only lost 2 lives and beat it with 10.
It feels good to finally beat it, as ive been playing this since day one of SC2.
The baneling thing will be an upgrade, not default. It will be meant to make them viable later in the game.
I'm not sure how to make the earlier towers allways useful. They do less damage because they are cheaper. Dps is the only difference between towers. I'd have to go back and give unique abilities to the earlier towers to change this.
Round 34 is Panthers, not 37. But some things I have noticed. Dinopack and I usually play together, and we have beaten it multiple times.
-Creep. Not only can you not build on it (which I notice you are trying to fix,) but something else you may not have noticed is that after round 28ish they do not slow down the enemies. I dont know if this is intended or a bug - but if its intended, 300 minerals is WAY too much for using this early game.
-Snipers. While effective mid-game, they have no endgame viablity. Having gotten to 40 using a sniper build, over 1200 kills, Im still not confident you could take 42 with it. Even 34, 36 and 37 are very very hard using it. Granted those levels are meant to be tough - there is only so much you can do with this build atm.
-Sunken. Keeping in mind this is not finished, it puts on a VERY poor showing 40+. After 34 you are lucky to be taking the entire line down 50%. On 40, you are lucky if you even take out 1 bar.
-Diversity. As humanoid, EVERY other tower becomes obsolete once you reach Higgs. Maze + stacked Higgs and 1 apoc is GG. I would love to see some of the early game towers have viable upgrades for 34+. Sunken is a lot better at this, although there are still a few things that I feel could be utilized more. The upgrades for crawlers are so expensive that you can not utilize the very unique stacking ability of Sunken. Ponds start to lose their potency after 30ish, even stacked.
-Heros. Absolutely love Burst Missile. Recently attempted using the Pulse Rifle, and it turned out decently well. Not quite as effective as Burst, but definitely viable. Would love to see more of these.
-Motherships. Although they melt to decent players, they lag everyone. Ive lost multiple games due to graphics stacking on the Void Zones. Maybe use a different move?
All in all, it is balanced very well, besides the scaling of 34+, and even that is able to be compensated for. Would love to see more levels in the future.
EDIT: Banelings! If you do make them not die on contact, PLEASE increase the price, or tone down the damage. 1 of them would clear the first 8 ground waves.
How does anyone get past round 37 with those panthers, the speed on them is insane, even with a creep infestor, i feel the speed is way to fast.
I mean granted me and Queen just played with just us two on LVR, and got to that point, all rounds before us, didnt really get through half our maze. but the panthers went right through it and we leaked about 30 which caused us the lose. We were both Humanoid, she massed snipers, and i went down the tech tree, we each fed each other minerals for maximum effectiveness and were able to take down both boss levels.
Any tips be appreciated.
Having played this map dozens and dozens of times and having beat all the levels as well, i'd just like to make some random comments:
- I feel like there are supposed to be two intended ways to play Humanoid. Either go for higgs and apoc or go for snipers (in the long run of course). However, i have yet to see any possible way for someone to use snipers anywhere near as well as someone who is using 5-10 higgs by level 43. Snipers are amazing until you get to around level 34-37 and at that point they start to diminish in value rather quickly. I feel like if the game is planning to have more levels, there will need to be a way to utilize snipers better post 40. I also feel like snipers are too slow to build once you get to later levels since you'll be wanting to build lots of them between waves. Some games I've found myself having snipers queued constantly near the end and i never can build them as fast as i get minerals. Perhaps a very expensive upgrade (1k or so) giving them either increased damage to massive/armor or some type of shot that can hit multiple targets would help them out. Just a random idea. As it stands now, if you're playing to win, there is no reason to ever use anything other than 1 of each building and go for higgs/apoc in the long run.
-On the subject of higgs/apoc, once you get to later levels, every single tower besides these becomes obsolete. No upgraded tower (well, maybe archons, but they are even more $$ than higgs) even dents enemies near the end. These building are totally necessary. If you filled your entire base with Protectors you would not even come close to killing the wave of battlecruisers. Most building are obsolete even after the first 5 levels (lasers, turrets, spiders, as well as upgraded lasers and turrets which are never useful at all). Maybe there should be a way to make these towers to still be useful so the game isn't just a bunch of people building higgs.
-Sunken have little variety. Mazing is something you have to do for success with humanoid or sunken, its just a matter if you're maze is filler buildings like bunkers/crawlers or real buildings doing stuff. Obviously maximizing your face time with the wave increases your damage drastically. If you don't at least do a little mazing you aren't working to your potential. That being said, sunken are left with a couple of viable options. Mazing primarily with upgraded crawlers, mazing with tech buildings thrown in as primary damage (festering ponds, lava spewers), and mazing with brood warrens as primary damage (which isn't so great now, but you are working on). Right now, what you have in the game for sunken can be used very well into the mid-30s, but after that i see it begin to fail. Even upgrading and staking your maze to the max seems to do little to the late-30 waves, and lava spewers/awakeners just don't do enough damage at that point. I believe this will be solved as you add more towers or more upgrades.
-Hero units... I love the burst missle, its great and worth the money. However, I still haven't seen anyone use its best weapon effectively (forgot the name :p ). I've seen it used a few times but the amount of efficiency it requires causes you to lack greatly on crew size or payload, therefore making the attack rather awful. Is this meant to be used in later levels when your hero is able to level more than it can now?
Anyway, I love your map, so keep up the great work! I just hope you keep working on making levels as much as you are with updating the towers and abilities. The whole 43 levels are clearly possible with whats in the game so perhaps adding more would help point out what stuff is bad in the long run and what isn't.
Armoreds are not tough if you have the proper units against them. Sunkens are good against armored too.
It's good to hear about the future update on sunken : sounds lovely. Currently I am addicted to sunken (after i get bored with snipers). They don't do enuf post lv35....and i usually start bumping my $$ to humonoid players after lv31 All games I made post 40 requires a good group and that u MUST prepare for the difficulty leap post 30 (if u have a good group, not like anything would even barely make it to the last player)
The "mob getting stuck" bug is still there. Vikings REALLY need some AI twist. We just laugh at them now when they go air and ground, back and forth.
Thanks again for this great map, and gratz on making page one :>
Glitch ended us :( Found a decent group (of 4, 1 dropped at start) and lasted until the massive between 35-40... two got stuck in the diagonal where the waves meet...sniper got one, but the other ran too far...one in the group had to leave so we could use the out of bunker attack glitch thing to kill it...died at 40 with 3 nukes at my base...that wave is interesting. Third nuke was behind top of tesla coil http://img291.imageshack.us/img291/9328/nukesx.jpg
I have one complain and its the fact that you did not say you would lock colors/slots so we actually know where we will be before the game starts.
On another note :
Also the builder needs patrol. Game is a little bit 2 easy if you don't play with retards. But i guess it's how its supposed to go.
I agree with Queen(and back off fellas shes mine :P) it seems armored is the new tough rounds to beat compared to massive, i think there needs to be a little more extra damage to them, i mean we had like 3 striders and hardly put a dent in those panthers :(
Love all the ideas Vexal, and your map is great. :) But those damn panthers......
One last thing: I'd like to have an upgrade which makes the Marine for Humanoid useful. At the moment, I just laugh at people whenever I see them train one, and think to myself, "sucker!".
Here's what I've been considering adding to sunken. I am not entirely sure on the best way to implement some of these:
- Give the units in the Brood Warren armor type bonuses. As it is now, they all do reduced damage versus massive, and that's it.
- An upgrade for the speed of Brood Warren units. As well, I'd like for the creep from the Infector to increase the speed of the Brood Warren units.
- I wanted to have an upgrade to increase the overall leash range of the Brood Warren's units, but I cannot figure out how to do that. If anyone knows how, please let me know.
- I'd like to have a way to upgrade each unit from the Brood Warren so that they remain viable the entire game. However, I am not sure of the most balanced, effective, or fun way to do this. Should it be similar to the Ghost's? I do not like straight damage upgrades, as they are somewhat bland. I do like the way the Ghost scales, and I would like to have similar mechanics for the units in the Brood Warren (also, the firebat).
- Sunken needs an interesting, awesome end game tower(s). I really like the way the end-game towers for Humanoid turned out. I put a lot of work into them. But for Sunken, I do not currently have ideas on what to do in terms of aesthetics and art. It's more difficult to come up with projectile ideas, since they are a more biological race, and the easiest effects to add are based around energy, lasers, and lightning. I like the way the attack for the Piercer turned out, but I don't want to overuse lasers.
- I'd like to make the Crawlers more effective. Originally they did 50 damage each, and they were fine in the beginning of the game. However, once you got a reasonably-sized maze (of nothing but Crawlers), you were unstoppable. I ended up decreasing their damage to balance them under the assumption you have 20 - 50 of them. Unfortunately, they are now useless until you have that many. And by the time you have that many, they don't do enough damage relative to the scaling of the enemy HP.
- I need to re-evaluate the effectiveness of the Awakener and Spewer. I balance everything with a spreadsheet (in Google Docs, I don't have Office). I have a formula for DPS per Mineral cost, as well as plain DPS. It goes:
((Base Damage) * (Range) * (Splash Radius)) / ((Mineral Cost) * (Time Between Attacks))
For DPS, it is the same, but excludes the mineral cost. For Humanoid, the damage per cost starts at around 20 (for the Turret), and increases steadily as you climb the tech tree (to around 70 for the Ion Cannon, and 100+ for the Apocalypser). I build the tower around an intended target number.
In my calculations, the effectiveness for the Awakener and the Spewer look great. But in practice, they seem to be quite useless. At this moment, I do not know what's wrong. The same thing goes for the Phaser for Humanoid.
- The cost of the Spitter (Hydralisk) should be decreased. - There needs to be a cap on the number of Spawnlings (Zerglings) you can train. Too often, people build 100's, and the lag becomes unbearable. It is CPU lag (because the AI itself controls them), so even if you have a very good computer / graphics card, the game will slow down (even if you aren't looking at them on the screen). People do this as a method of griefing, as well.
- Sunken of course needs more towers. I do not like adding filler towers that just fulfill their DPS / armor type requirements for the tech tree. I like each to be memorable and unique. Yes, underneath the aesthetics, each tower simply has a generic function, with the exception of the slowing tower for Sunken. But I want that fact to be the last thing on players' minds. I'd like each tower to look like it uses a different type of weapon, based around a different type of technology (for example, the Tank and the Tempest both do Splash Massive damage, but I hope that's not the first thing that comes to players' minds when they look at them). That is why updates take me so long.
- I have plans for a Scourge type unit for the Brood Warren. As well, I'd like to add an upgrade to allow the Explodling (Baneling) to not die upon attacking. Can you imagine if Banelings in melee worked as such? I also have plans for a unit based off the Mutalisk, but I'm not sure exactly what it will do at the moment. Lastly, I'd like to have the Brood Warren have an ultimate unit, that very obviously is the most badass thing it can pump out.
- I'd like for the different methods of playing Sunken to have more clearly defined specialization. I'd like mazing, teching, and the Brood Warren to be three different types of playing. I'd like a player to be able to make more decisions (such as upgrades) that more clearly define which direction the player is going in. That is the gameplay for Sunken I had originally intended.
- Solo mode will no longer share lives.
- A distinct Sunken Hero, but the likely-hood of me actually finding the time to develop one is very low.
If anyone has any comments or complaints about my upcoming changes, please let me know. If they aren't "good" ideas, feel free to be blunt about it, so I don't waste time implementing them! And, as always, I'm open to additional suggestions.
Sunken deff needs some more units and upgrades, like maybe upgrade to festering, and the broodwarrens. Also more Anti Air please.
All right. I'll try to have an update for sunken by the end of the day or tomorrow morning.
i know sunken is still a WIP but explodlings and those hydras cost have got to come down or have some kind of upgrade because they are not worth buying. Really all of those units that can be built in that thing need upgrades
I can't see any possible makeup with core damage is done by spine crawlers ever. The rate of spawns HP increasing versus the fixed potential of crawlers is terrible. They are a maze unit, I would take a 1 cost "wall" that did absolutely nothing over crawlers most of the time. I have not had any time I've said "oh well that spine crawler was sure required to win that round". >_>
I agree with Zumtil..some stuff takes way too long to build. Mixed with the shortened time in between waves it also makes it impossible to to help noobs.
Ok dude, everything is fine except one fucken thing...
The fucken loading screen...you gotta fix that..
So many games dont go through cause they dont start. and people leave.