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Station TD

03-22-2004, 02:02 AM#1
Quickshok
Station TD is a new, strategic sole survivor Tower Defense which requires extensive use of tactics. You will have to plan a short time ahead, juggle food, gold, and space, and sometimes sacrifice a lifeline or two in order to save more. Station TD not only introduces Stations, but is the first Tower Defense of its kind to completely require mixing different tower and attack types. Instead of having a one or two towers each jump in quality, there will be tons, for you to mix different strategies.

Some Features:
-Over one hundered different towers
-Three different types of towers (towers, units, and stations)
-New and remade armor and attack types (i.e. magic armor, and blunt attack)
-Upgradeable spawn movement
-Different unit and tower upgrades
-and many more...

Levels
-Each wave of spawns is made up of 8 different levels
-There is an order of monster types and their armor types
-The order of the levels is in this order: 1 Crab (unarmored), 2 Bandit (light), 3 Skeleton (small), 4 Warrior (medium), 5 Mage (Magic), 6 Bear (heavy), 7 Machine (fortified), 8 Hero (heroic)
-After each wave will be a break

Stations
-Towers which hire units that garrison inside, adding an attack
-Each unit hired takes up one food
-Can manually target with either one, or all of the units in the station
-Can dismiss a single unit at a time, or sell, dismissing all units in the station
-Each has a command which tells you how many units are inside the station
-Different station types (i.e. animal dens, which send out all units inside to run and attack enemies at periodical intervals)
-Every kind of station has upgrades which affects the units that type of station can hire

Units
-Cheap, quickly built towers, which each cost one food
-there are ranged, melee, and spell casting units
-Can be sold for 20% more than normal towers (70%)
-Can be upgraded

Towers
-Your everyday, average towers
-sell for 50% of the gold taken to build
-towers themselves can be upgraded, as well as building efficiency

Charity System
-You can build towers in other player's areas, and they will revert control to the player who's area you built it in, and give you 'charity points'
-Charity points will give you the good feeling that you helped someone
-You will also earn charity towers when you reach certain amounts of 'charity points'

Bonus Levels
-During a random level for each set of levels the current level will be replaced with a bonus level
-Each player will have a hero, which is placed between the normal areas
-During bonus levels, units will spawn between areas, in which the players will work together to defeat them all
-The team will have an amount of "bonus lives" for the bonus levels
-When they run out of bonus lives, the team will lose the bonus levels
-Each tier will have upgrades which affect the player's hero

Progress

Towers: | | | | | | |
Waves (5 sets, 8 levels each): | | | | |
System: | | | | |
Upgrades: | | | | |
Misc. Perks: | | | | |

I still have a lot to do. I've been testing the towers as i go. Thusfar there has been no "perfect" strategy. There are limitless different successful strategies. I am in the process of making the lifeline system, in which your lives will float around your base, and you can upgrade them to do different things for you. I also am planning on making a certain amount of bonus levels, where monsters will spawn between the bases, in which you have a hero to destroy them with.
03-22-2004, 07:14 PM#2
Hunter0000
Sounds interesting...

How do you plan to do your stations? Invisable units?
03-22-2004, 11:14 PM#3
Quickshok
yea they're invisible units with locust ability and no collision
03-30-2004, 04:23 AM#4
Quickshok
Doesn't seem like there is any interest in it at all, but i updated the info a little anyway, and am posting the minimap.
04-06-2004, 01:44 AM#5
Mech-Sheep
Any unique TD is a good TD to me ^_^
04-06-2004, 07:02 PM#6
AoH
Quote:
Originally Posted by Mech-Sheep
Any unique TD is a good TD to me ^_^

Good opinnion..
and I fully agree.

And the world needs a tower defense where you really need tactics...

And add a lots of small features so people thinks it looks nice and complicated to do..
Like a multiboard with bars for the kills or the lives..
and maybe a function that makes the unittowers face the enemy they´re attacking..

such small things is needed to succes on b-net


-AoH
04-07-2004, 06:52 AM#7
Quickshok
Yup it is very unique. But its not nearly as fun now when im testing it (as if thats the only reason im playing it) as it will be once done.

At first i was gonna have it be pretty serious and everything, but now i'm gonna have a ton of random spontaneous (sp?) stuff like drunk units, and seemingly screwing over (not really doing it) a poor random player.

Also i added more to the first post.
04-08-2004, 05:09 PM#8
Shvegait
Quote:
Originally Posted by Quickshok
Station TD...is the first Tower Defense to actually require mixing different towers, and attack types.

How confident are you in the accuracy of this statement?
04-09-2004, 04:32 PM#9
Quickshok
Well i've never played a Tower Defense that has as obvious of a need for different attack types as this one, so i guess it's the way you take that on whether or not that's true
04-09-2004, 07:01 PM#10
Mech-Sheep
The maker of Burbenog TD has a point. His TD also utilizes different attack combinations and such (so no 3925932 UBER TOWER OF PIZZA).

It wouldn't be the first one.
04-10-2004, 04:49 AM#11
Quickshok
yea its not the first, but it is completely different than burb TD in many ways. I just edited it so that it now says "...first of its kind..." since most of the professional TD's out there already aren't sole survivor
04-12-2004, 01:22 AM#12
Magical-snaiL
Yeah, sounds very nice... I'm a fan of solo TDs myself, but I'm not exactly the trigger or map guru so I want to keep my maps simple... when do you plan to start having a version ready to playtest?
04-13-2004, 03:45 AM#13
Quickshok
Quote:
Originally Posted by Magical-snaiL
...when do you plan to start having a version ready to playtest?

Not for a while, i still have a ton of towers to finish, and even more balancing. The rest of the stuff is pretty much little cosmetic things, but don't expect it to be too soon.
04-13-2004, 06:26 AM#14
AoH
can you give an overall atatus of how much work there is to be done?
(and about the mixing towers thingie..)
many TD´s requires mixing different types to complete all the levels..
burbenbog is one(as named before)
And for example Cube Defense BE is a TD where you need many kinds to beat the monsters even if you play in the difficulty small speed & low hp.
04-16-2004, 02:33 AM#15
Quickshok
Quote:
Originally Posted by AoH
can you give an overall atatus of how much work there is to be done?
(and about the mixing towers thingie..)
many TD´s requires mixing different types to complete all the levels..
burbenbog is one(as named before)
And for example Cube Defense BE is a TD where you need many kinds to beat the monsters even if you play in the difficulty small speed & low hp.

Well if the pattern of 20 towers per tier stays, then i still have about 100 towers to make. I have 16 more levels to finish, not including possible extra levels you can stick around for. I still have to do the entire bonus level/hero system, but that will be the last thing i do. Other than that it's just little cosmetic things that need to be done. And then there is the massive balancing to finish...

I'll post a table of the attack and armor types soon (when i'm bored and have nothing else to do) and a couple example towers.

Oh and heres a SS of a player area