| 03-14-2004, 02:43 AM | #1 |
Ancienthold TD
Yes, it's a TD; but that's about where the similiarities to other Tower Defences end. Ancienthold's main purpose is to provide a truely unique and interesting experience by "twisting" the stereotypical image of the TD around (ala, making sure this resembles nothing like a Maul). To find out how, just read the following... Features
o Seamlessness: Enemy waves never stop - they are constantly being pumped out from all direction. o True Defence: Not only do the enemies move to attack your Commander unit at the center, but they attack and try to destroy any towers along their way - regardless if they're blocking or not. This provides for multiple strategies that will be needed. o 100 Levels: There will be 100 levels of enemies. Each level lasts 1 minute each (however, we are thinking of changing it to 30 seconds) with no waiting time inbetween each level. o 100+ Towers and Barricades: Well over 100 towers and barricades will be used to counter the enemies - with each tower having an upgraded version of itself. Barricades are a special, low-cost "towers" that can be used to block paths or cause "passive" damage to enemies; barricades never have attacks. o Hero Towers: There will be 11 Hero towers to choose from; though they cost a lot of money and begin only slightly powerful, they quickly gain levels and can eventually hold off entire waves on their own. o Absolute Command: Building is not done by a unit moving to a specified location, per se. Instead, you point-and-click where you want it built, and construction begins immediately, regardless of how far you place the building. (Which means no more waiting for a builder unit to fly across the map to build at a crucial time.) o Map-wide Spells: Each player has a "Commander" unit; if it dies, that player loses. However, each Commander has a list of abilities to choose from, in order to cause map-wide destruction. o Upgrades: 33 upgrades are available (not including upgrades that certain towers may research) to really hold up a fight. o Difficulty: There are four preset difficulties to choose from that players vote on before beginning the game. They are: Easy (1 spawn every 15 seconds), Medium (1 spawn every 10 seconds), Hard (1 spawn every 5 seconds) and Hardcore (2 spawns every 5 seconds). Abilities
This is a list of abilities that all Commanders are able to cast. Note that some of them apply to a point called the "Point of Command", one being on the four main pathways. o Pyrohelm: - Level 1: Deals 30 damage to all enemy units on the path of the targetted Point of Command. - Level 2: Deals 60 damage to all enemy units on the path of the targetted Point of Command. - Level 3: Deals 90 damage to all enemy units on the path of the targetted Point of Command.o Repairations: - Level 1: Restores 400 health to any one target tower over 30 seconds. - Level 2: Restores 800 health to any one target tower over 30 seconds. - Level 3: Restores 1200 health to any one target tower over 30 seconds.o Men-at-Arms: - Level 1: Sends 4 soldiers along the on the path of the targetted Point of Command to kill any enemies in their way. - Level 2: Sends 6 soldiers along the on the path of the targetted Point of Command to kill any enemies in their way. - Level 3: Sends 8 soldiers along the on the path of the targetted Point of Command to kill any enemies in their way.o Thunderstorm: - Ultimate: Destroys all units on the map. Project Members
o Vandell: Team leader, kitten and mascot, stats/tower/upgrades/enemy conception and creation, balancer and tweaker. o Legolas: Bossy, primary triggerer/JASS expert, secondary icon work (no offence) and primary terrain. o SoulReaver: The-guy-no-one-sees-often (JOKING), secondary trigger work, primary skinning, primary icon work. COMING SOON: o Pictures. o A list of found problems. o Beta-test signup. |
| 03-14-2004, 03:58 AM | #2 |
Sounds good, good luck with it. |
| 03-14-2004, 04:12 AM | #3 |
'sank you, we appreciate that. If you need to know anything, just ask.. |
| 03-15-2004, 11:03 AM | #4 |
o SoulReaver: The-guy-no-one-sees-often, secondary trigger work, primary skinning, primary icon work. wtf vandel om online every day... Just use msn..... you havent even tried to contact me... What about showing some of the work we have done? |
| 03-15-2004, 05:22 PM | #5 |
The main post has been updated with the following: o The commander's abilities are now shown. |
| 05-07-2004, 02:59 PM | #6 |
Progress has ben kinda slow lateley... |
| 05-08-2004, 08:40 AM | #7 |
Any screens? I'm interested in what the terrain looks like. |
| 05-08-2004, 08:56 AM | #8 |
I like the idea about monsters attacking your towers... but with the thing that they keep on going forever, are there many different types of monsters or just one type? |
| 05-08-2004, 02:49 PM | #9 | |
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many types.... |
| 05-12-2004, 12:42 AM | #10 |
Ich bin zuruck! SchlieBlich! .. uh, I'm back! Finally! Anyways, yes. I'll start doing some kick-arse postage and map-making! To answer your question, AoH, even though Soul already did, yes, there are many types of monsters - though it's continuous, note above I said there are -100 levels- of enemies to go through. |
| 05-23-2004, 03:49 PM | #11 |
Okay we really havent done much yet, and progress has been very slow lately. Vandel and Legolas, lets finish this shit now. We are almost done. Vandel and legolas why dont you post some more screenshots in here? We have lotsof! |
| 05-23-2004, 04:06 PM | #12 | |
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Yes, sir! *gets on taking pictures as of this moment.( |
| 05-23-2004, 04:07 PM | #13 | |
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I agree. Unfortunatly, Vandell is almost never online, and he has the plans for the rest of the units. If you could help come up with the rest of the units, I'd gladly make them and finish the 2 sections of terrian left. |
| 05-23-2004, 04:38 PM | #14 |
Argh! I can't seem to upload them, so.. I'll send them to Legolas and see if he can. |
| 05-23-2004, 04:48 PM | #15 |
Here's some pictures for your viewing pleasure. Feel free to make as many flames as you like. n.n The map isn't -completely- finished, but it's, as it says in my signature, 80% complete. Track is completely done, all we have left to do are some fillers for the big empty spaces at the west-side of the Full Map screenie. (They're only eye candy - they have no effect on actual gameplay.) Enjoy! |
