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Step TD

07-08-2009, 06:30 AM#1
shadowange1
Step TD beta
This TD is all about giving players the ability to choose their own path. Its not like a typical td where there is this one main build eveyrone must follow if you wish to beat it!
This TD also offeres a wide selection of towers! each with there own unique ability or use.
Players can either mass towers or build dense mazes to achieve victory.
Strategy and giving players the option to do what they want were two very important concepts I thought about while making this TD.
Also this TD enables you to play in a rigorous team mode or a simple single player mode. There is also a flood mode which adds to all the more excitement in single player mode. Team mode was made with the thought in mind that players must actually work together to achieve victory. Players can each build on their own or maze together with no consequences since gold will be given out by time rather than kills. No player has there designated area so each can build whereever whenver. I hope these game mechanics will help this map succed to small degree at least.

So down load the beta map (thats almost complete) and test it with your friends on battlenet or via lan! or if u dont have any jsut solo the darn thing! hahaha
just remember when playing this TD.... u gotta think fast!
-shadowange1<<<<<out

If u wish to read more detailed information here it is. or skip to the bottom to dl the map and test it or see some screen shots of what the building space for team and solo modes look like.
Background:
The name of this map is Step TD and is still currently in its beta stage.
During the past few months i have been working on a td map on my spare time and I have finally finished enough of it for me to produce an beta version of the map for testing.
I have tested it in single player many times but i need more testing and i would like anyone that wants to test it to do so and even host it on battlenet if you want.
This map now has more modes to choose from.
This map is also a fun and intense map. It leaves no room for slip ups. Towers can only be destroyed and not sold.



Map Details:

SINGLE PLAYER (1-7 players, one needed)
Each node is on a higher level accesible by a ramp. One can build at the end or make 4 different mazes for each node.
Gold and wood are given after the completion of a round or during flood mode they are given by time.


FLOOD MODE (1-7 players, one needed)
Same as single player except monsters keep coming out one by one until u die or win.

TEAM MODE (1-7 players, 7 recomended)
In team mode all players must act cooperatively to destroy the oncoming monsters.
Gold and wood will be distibuted by how many creeps have spawned. Players will not gain any bonuses for killing more creeps or killing less.
I did this to attempt to create an enviroment in which people work together rather than try to work to get the most kills.
In team mode players may also have to build together to win. Its not just about everyone making there solo maze..... though the game can probably be won like that
Creeps also come out as in flood mode so there is no chance to rest.



All modes have....
Every time a creep takes a step (ascends to the next area) it will gain % more hp and 50 movement speed.
This will happen untill the unit is maxed out in movement or health.
Creeps that reach the end are teleported back to the first node and keep all "step" bonuses and a life is also lost.


Towers in this map are a bit different.
First off towers can be turned into different ones using wood.
The farther you go into a tree the stronger they become.
Towers can also upgrade themselves with gold.
This upgrade applies to all towers of its kind.
The tower will remain the same one and can still change.
I also have all the basic towers made, which is over 45 towers.
I still need to make the advance ones, which are about another 10 towers.


Difficulty Setting
These difficulties can be set on all modes
There is also only the default game mode set and 3 difficulties for it.
The default difficulty is easy with lowers creeps armor to -6.
The other difficulties are normal, which is a no armor bonus or penalty, and hard which gives +6 armor to all units.
At this point only red can pick the difficulty, so make sure someone is red.


Beta Updates
Hidden information:

Beta 3.1
-Fixed issue with giving people gold and wood after you lose
Beta 3.0
-Added upgrades to all towers
-Balanced a lot of the towers
-Fixed issues with some towers
-Added the "bonus effect" to make the game more interesting, After level 15 units will have a 20% chance when spawned to gain one of 7 bonus effects, these effects can range anywhere from auras, to damage reduction, and even to evasion
-Fixed some terrain issues
-Fixed a bug where players would not lose lives
-Attempted to make game easier by:
-Changed difficulties from -3, 0, 3 to -6, 0, 6 armor penatly (easy, normal, hard respectively)
-Increased the time between levels in regular mode
-Added 5 gold and 1 lumber to each round for flood mode and regular mode
Beta 1.3
-Added 40 to max creeps in team mode. Now 120 creeps can be active at once
-removed attack from creeps
-made an anti-block creep spawn every so often to defend against blocks
-creep moving system made more efficiently
Beta 1.2
-added a max of 80 creeps to be active in team mode
-changed multiboard to reflect that
-changed team creep respawn rate to 1.5s instead of 1.0s


I would like to thank anyone in advance for giving this td a shot. I tried to create something different and appealing. I also tried to give the player the option of several different stragegies, whether it be mazing, where to build, different upgrade combinations, and stacking strong towers. In addition to that i also tried to make people play as a team more in team mode..... from what ive seen most td's always try to make players get kills rather than help the team... I wanted to eliminate that and promote a team enviroment.

Plz give me any feedback. I appreciate all feedback given as long as its productive and not flaming.

Screenshots
The first one is how the single player space looks like and the second one is how the team one looks like.
Hidden information:

Hidden information:
Attached Files
File type: w3xStep TD 3.1 (Beta).w3x (114.7 KB)
07-15-2009, 07:53 AM#2
shadowange1
Okay i just updated the text and attacthed the beta map.....
Added beta updates to update between beta versions
Need some people to test and respond if u have a chance
i would really appreciate it. Thanks!
07-23-2009, 11:56 PM#3
shadowange1
Bump
*and update* to beta 3.0
This one has a lot of updates.
I urge everyone to try this td, i promise i tried my best to make it unique in its own ways and that it will give u a new sense of a strategy td.
No ones really posted here.... If anyone can plz test this on battlenet or solo i would be very grateful.
Its basically fully complete and ready to go.
Will rep if u test, will add a screen shot from editor to show what area looks like.... and a minimap.
07-31-2009, 03:54 PM#4
Fireeye
I've played it once now and there are some, kinda obvious things to me.
- When you upgrade skills and build a tower of the same type afterwards, its skill level won't be set correctly. E.g. if i built a tower, upgraded its skill to max and build another tower of that type, the skill level will remain at 1.
- The netherdrake tower is way too strong with its 5% to instant kill, i've built like 3 line of them with a speed aura tower, some shamans and the enemies didn't even pass the first row.
- There seem to be no victory trigger. I've played till Level 60 and afterwards the timer looped, but no enemy unit were spawn.

That's what i got so far, i guess i gonna take a closer look and edit this post someday .
08-01-2009, 07:13 AM#5
shadowange1
Thanks foryour feedback Fireeye. I am actually wo0rking on all thoseissues
they actually are fixed in my current build.
The problem with the upgrades was that it wasnt set to apply to all units. i think that was the issue and fixed it. I still need totry every possible combination( or a lot) toensure this fixes those issues. If that doesnt work i will just trigger the upgrades.
I am actually making the nether drake for weaker. its % will only get to 3% and start at 1%.
I havent added a victory cause i am currently working on the balance and gameplay at the moment.

And Fireeye have you played team mode or plan on doing so?

Again thanks for your help =)
and i will soon have an updated version out. i am just a little busy working on a spell for the contest.
08-01-2009, 09:46 AM#6
Fireeye
Quote:
Originally Posted by shadowange1
I am actually making the nether drake for weaker. its % will only get to 3% and start at 1%.
If you based it off abilites like bash or critical strike (I'm quite sure i saw a stun buff), you'll have some trouble without triggers.
The chance to procced for most on attack things (evasion behaves different) are round down/up to the next 5% chance.
Thus a non-triggered Critical Strike/Bash with 1% or 2% will never work as it get rounded down to 0%.
Can search a bit later for that thread.

Quote:
Originally Posted by shadowange1
And Fireeye have you played team mode or plan on doing so?
I'm planing on playing Team Mode.

Quote:
Originally Posted by shadowange1
i am just a little busy working on a spell for the contest.
I'm quite busied with the spell too.
08-01-2009, 11:50 PM#7
shadowange1
currently it is a bash that deal 999999 damage or something like that. but i actually planned on triggering it because i wanted it to be able to work on units that bash and cs cant work on.... And i was actually in the process of testing that bas thing cuz after i changed it it seemed wrong lol. so i was gona test its actual proc chance. but i guess i dont ahve to do that now since im going to be triggering it. Thanks for the helpful tip =)

There might be a glich on team mode. i played it and it froze on a level. i mean endless lag. well correctly put it took up 100% of the cpu on all players even my very good comp. I think its a timer issue though. im planning to look into that soon.

@ FireeyeGoodluck in the contest =)
team modes hard. but it can be passed.
thanks for the feedback.