Wow TD
The tower defense map that consists 30 waves. All the towers and monsters in waves are imported from great computer game World of Warcraft.
Monsters are taken from different Wow locations. You can find here Gordoc Brute from Dire Maul, Mindless zombie from Tirisfal Glades and many others. Every 7-th wave is air wave, every 10-th wave is Boss. The last boss is DeathWing. Towers are different hero classes from Wow. There are Orc Warrior (melee tower), Elf Archer (classic weak range basic tower), Draenei Frost mage (classic slowing tower) and some others. Also here you find that memorably horde and alliance towers from Warcraft 2 and Warcraft 3. In this map all the towers are upgradeable. Monsters runs through checkpoint and you can build a maze to make their way more long. Also in this map every monster has 1-2 % chance to drop an item. Items are helms and shoulders, you can give it to any your tower to increase its parametres. Finally, there are minigames in this map. Players play them after each boss. Minigames allow players to earn extra minerals for tower building. These are the most notible features of this map.
Planning to do
Map developing is stopped at 25march2012. I have made all the stuff i wanted. No new things will be added to my by me. May be someone else will continue work ion it, i don't know. Map is published at EU server by me and at US server by KorvinGump.
This is old video for demonstation (trailer for map isn't made. I would be happy if anybody makes it for me)
How do you attach items to the right and left hands etc? I am trying to attach the dk helm to a dk model I made in the wow model viewer
I have my own project site now:
http://www.sc2mapster.com/maps/wow-td-freaxxs-edition/
Hi Freaxx, I would love to try and test the WoW TD you are working on.
Add me on BNET: ZeroǂRomance.433 (EU)
Can talk more on bnet, thanks! :)
Hi again :)
I've been doing some work on the map and now i'm searching for people to test it with me. I've already published the map under privat conditions, which means only i can open a game. If anybody is interested, just send me a private message here on sc2mapster.
What i have done so far:
What i want to do in the future:
Again, if you'd like to help me out and test the map with me just send me a private message.
I am very sorry to hear, that you are not going to continue developing this great map :(
But i'm very glad, you took so many things we wrote into account and fixed them. Also thanks for uploading the map in it's final version, so other developers can continue working on it.
I myself am very new to the editor, but i took the map and implemented the item shop we talked about. Maybe i will release my version of the map in the future, but before i do that, i want to be certain, that everything works as i want it to. And also i would talk to pinky first, if he's ok with it ;)
Well, i have not been replying for your comments for a long time. Sorry for it guys.
First of all, thank you all for your feedback. Your positive criticism helped me to find and fix a lot of bugs and bunbalanced things in my map.
My last message was made about 3 weeks ago. But many thing were changed in my map since that time, so i am going to respond a few last comments. I was nicely surprised when someone had created special account "wowtdcommentaccount" just for making comments for my map. It is really amazing :) Also those guys Freaxx, Minq1, TryXor and others gave a lot of suggestions and advices. I read your comments and made changes to my map based on them. Thank you again.
So, let got started:
Well, finally, i want to say that i have stopped developing my map. I am just bored of it. I have been making it since 1 december till 25 march (3.5 months). Also it's size is 20,7 mb (maximum allowed map size is 21mb), so i can't insert more stuff into this map without dependencies (but i don't want to use them right now). So this is completed product. May be somewhen i will return to add few thing to this map, but it is just a guess.
By the way... While i am writing this message, my map is very popular at EU server (still at first page along more than month). But at US server it begins to rise only now. Nicely... I wonder what fate does await it there? I foresee a few comments from american fellows.
Lol, i have a good feeling. It is a feeling of well-finished work. You know, my previous maps were not popular ones. But this one, last one, is! I am enjoyed.
Additional bugs
UFO:
Angel:
Balloon:
General:
It would be awesome, if you could release a full changelog and not only those couple of sentences when i press F12. I wonder every time, if you did put the angels to something usefull or not ;)
Do you guys even bugtest at all?
list of bugs found in literally the first game with new builders:
Angel
UFO
Lastly, I made this post because I enjoy the map alot, so thanks alot for making it and gratz for getting it on the frontpage (EU)!
is there going to be anything special on the upgrade from elf archer to angel with bow but it seems its its not as good as the fully upgraded elf archer as it got more health and same damage and such so it kinda seems pointless to upgrade to angel so are there going to be anything you are going to do about that ?
I love the idea of the item vendor :)
Cool map, I have played it a lot.
Some issues:
Items: Too unpredictable, if you get a good item early on, you're set for a long time. If you dont get an item early on and you're basing ur defense on the bio towers, ur in for a rough time. I think there should be some sort of vendor or something, so you could for example sell items u dont want (crappier items like christmas hat or the pumpkin head) and buy other ones. Like you would get 1 gas for the christmas hat and a angelic halo would cost 10 gas. Maybe also be able to buy gas with minerals.
Towers: Fel cannon: Projectile way too slow. If your tower can oneshot a flying mob, it wastes at least 2 shots on it. The tower will almost allways waste 2 shots on a mob, since it has fired 2 more shots before the projectile that kills the mob has reached its target. Wich means a lot of fliers will get thru just because the tower will stick with one target for way too long.
Goblin rogue: This is kinda useless as it is. The poison damage takes a long time to actually do good damage, wich means u need to build a LONG maze. Apart from that, it can only hit one third to one half of the waves. It cant hit undead/mechanical or flying, wich means it cant hit wave 1, 2, 4, 6, 11, 18, 19, 20, 21, 23, 27, 29 or 30. (This is if its deathmatch and other people are also playing deathmatch, else it can hit wave 1). Now this is 13 waves out of 30, almost half the waves in the map. If its supposed to be of any use, it has to do a lot more dmg or hit a lot more mobs.
I wasn't answering to your post. Someone wrote something about him having to increase the popularity of his map, which i think is his concern, not anybody elses.
Other than that i completly agree with you, the goblin tower doesn't seem to do much and the deletion of the totems on griphon builder (electric still has them) is sad ;)
Sure he does this for free but he has to get real critisism and not something like "oh you have added something, super cool!" so he can improve his td.
I said this was just my opinion but the goblin tower would need a big buff or else he is still useless like hitting all enemys and not only biological because this just totally screwes you if he is part of your maze and you count on him and then he doesnt attack this or that mob wave :D
the new builder is basically a copy of the griphoon rider for the orc tower plus an ability he got but i havent tried him yet so maybe he is fun with his ability.
deleted totems made me sad because i thought they were a really nice adding
He just released an update on march 14th. Also he does this for free, so don't run around demanding things.
So far the major differences introduced with the upgrade are:
- new tower (goblin rogue), that poisons the enemy and does damage over time
- new builder (haven't tried him yet)
- deleted totems :(
- forbid to build towers on classic players territory :)
If you bring back the totems, introduce a voting system for minigames, make the bank file a little safer (how about a checksum, like squadron td does?) and nerf the snakes [attacker unit] a little (so far i haven't seen anyone who was able to fend them off in round 5), i'd be the happiest person on earth :D
i think the goblin tower is maximum useless and you did put out the totems for whatever reason i dont know :D
wtf everybody can steal items from other players. Why the hell did you enable this?! What the hell is wrong with you? srsly?!
Hi, Another fan of your map here.
About the undead priests blocking bug (please, fix it): It seems there is an algorithm, triggered by the building of towers and rocks, that checks if the last tower has blocked the way (if so, erase it and give back minerals). I guess the trigger is only for a given player building on its own field (so it does not check it when it is another player who builds there). So maybe a solution is to call the algorithm when a tower is placed to check the maze/field where it has been built, regardless of who built it.
Thank you very much for the map.
I think building undead healers in enemy territory is intended, since it heals (and even sais so) units crossing its way. It just shouldn't be able to block the enemy maze (like your own towers) and its not supposed to be built on classic players' territory
I hope you are still updating the map and reading this as i didnt see a comment from you a week now. Anyways, just wanted to give you my notes:
- the system with the gold for the person who finishes the wave first is somewaht unbalanced as you get about 900 gold more on a complete playthrough which is one and a half complete lvl 4 tower.
- the idea of Thilindir is quite good that there should be a wave with superhigh hp and who damages it the most should get the most gold as this rewards the player with the best and longest maze.
- sure, the undead healer shouldnt be built in enemy territory
if i remember another thing, i will let you know