| 07-05-2009, 09:36 PM | #1 |
This is a concept TD map I created a little bit ago that I think I've mostly abandoned, the reason being that it is an incredibly hard map to balance given the nature of the towers and the upgrade system. Enemies come from the entire left wall, I think it's 30 units per wave, 20 waves per round. The basic idea is there are three tower types: front, middle and back. The play area is tremendous and some towers are downright capable of firing across the map (Eye of the World) and don't fire often, mostly to enforce such a tower as being a back tower, or only fire halfway across the map (Stormcloud), enforcing its status as a middle tower. Some towers have special effects like only being able to fire once the last wave of a round is out (Apocalypse). Another tower is only allowed to hit each unit once (Volcano) and another tower only fires to the left, but does so in a dazzlingly destructive manner (Abbadon, which is my favorite tower by far). There are a few abandoned towers still in the object editor but are unable to be built in-game. The Magnet tower went through a disgusting number of iterations and I abandoned it twice before settling on an acceptable version. I've made a massive attempt at balancing the towers themselves and there aren't that many glaring issues between the tower types. Because each tower has a vastly different firing mechanic or usage from the next, it doesn't play like many other tower defense maps and has a significant learning curve, especially when you look at the upgrade system. At the bottom of the map in-game is a large blank space with only 10 buildings. These work like a mix of the Grid system from Final Fantasy 10 and the License Board from 12. Any number of players must put a certain number of unique points (one player researching the same thing another player did doesn't count as a unique point) into an upgrade Block to unlock surrounding Blocks. This unlocks new towers, allows you to build more towers, special abilities, spells, upgrades, etc. Feel free to use this code in another map but I only request that you credit me due to the amount of time invested in coding the damn thing. The map relies heavily on vJass so you'll be unable to save it using the standard editor. I'm putting it here because even though I've abandoned it, if anyone thinks the map is salvageable and has a few ideas for me, I'd happily work on it again but it got very difficult to balance because people quit ten minutes into the game mostly I think, because they didn't get it. Those that stayed enjoyed it but usually admitted it had some problems. A couple of players really enjoyed the thing, which was great to see. One last thing: The map is full of debugging commands because it really never got out of beta. To start, red should type -ku to kill all the enemy units and then -t to bring up the starting menu. Choose to skip the tutorial because I forget if it works. :) |
