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Minotaur's Labyrinth v2 (Its a TD)

04-20-2004, 09:19 PM#1
Lil Blue Smurf
Well, for the rare few that actually played the v1, this is nothing like it ^_^

Anyways, I just thought I would go ahead and list some of the things I am doing and try to get more interest in it. (And no I don't need beta testers atm, I have about 25 already)

Okay, I guess I'll start with the basics.


Game Modes

Solo - You play the game with lives seperate for each player, when you die, you die, there is no competition among the players and you are allowed to stay and watch the others.

Solo Battle - In this mode most of the game play is like solo mode, but this is a last man standing competition. Players have the ability to spawn units for other players, similar to "tower war" game.

Team - In team mode there are 2 teams, up to 3v3, although 1v1 can be played as well. In 1v1 this is essentially a non-hostile compitition between the players, like Solo Battle, but without the ability to affect the other player. With more players, lives on each team are pooled, which means if you have a lousy team mate you may want them to leave. In Team Mode an additional build area is opened up where the team is able to work together rather than in their seperate areas. If one team dies, the other can continue to play.

Team Battle - Team battle is simply Team Mode and Solo Battle Combined. This is a Last Team Standing game play, with the ability to affect the others teams game play.

In addition to the Game Modes, A Difficulty (Easy, Normal, or Hard) can be selected. I have left out some of the details as I don't want to give away everything before it is done.


Map Layout (Power vs Maze)
Some maps are considered Power TD's, like Morts, others are maze, like Dixel.

I tried to make it so that both are required in this game. What does that mean? Well, if you just build high power towers, you will die. If you only maze with the basic towers, you will die. You have to find a good balance between upgrading towers and adding to your maze. The same goes for tower types, but that will be whole section in itself.

The way the map is done, there are no set paths on which units must travel, but neither is it a simple rectangle in which you build. The game starts you off with basis for making a maze, and while that may sound restricting, there are any number of ways you can use what you start with. To be a bit more clear, you start off with a hedge maze full of holes in the walls, how you decide to fill the holes, and where the path leads, is up to you.


Levels / Unit Spawning

There are 51 Basic Levels.
Each level lasts for just under a minute. Units are spawned in groups or alone (depending on level) at regular intervals. There is no time between levels, spawning is continuous, so the action never slows or stops.

The following are variations that can be added to each level:
  • Units spawn in groups of 1, 2, or 3
  • Levels may be Magic Immune, Trap Immune, Heavily Armored, or Poison Immune. A level will not have more than one of these attributes added.
  • Levels have varying armor types which affect damage recieved from certain structures.
    Armor Types:
    Unarmored: Takes extra damage from normal attacks, less from Seige.
    Light Armor: Takes full damage from all towers, no extra damage.
    Medium Armor: Takes extra damage from seige attacks, less from normal.
    Heavily Armored: (Also considered a Special Attribute) Takes very little damage from anything but magic attacks, Magic attacks do bonus damage.
  • Speed on levels will vary. Some units may be fast, which means you need to do huge damage in short time. Some units are slow with increased hp requiring a continuous whittling down of hp.

Bonus
There are no actual bonus levels, rather multiple ways to get bonus cash.

The First way is to build a tower that gives bonus money to units killed while affected by it.

The Second is to buy a bonus unit spawn. All bonus units are flying (where as all normal levels are ground) which means any maze built will not affect it. If a bonus unit is not killed, it will not take away a life, you only lose the money you spent on it. If you do kill it, you get double what you paid for the unit. Bonus units hp increase as cost goes up.

The Third is kept secret for now, mostly because I am not sure if I will be able to implement it, and if I do, If I will even like how it functions.

Battle Mode Only
In the battle modes players will also have the ability to spawn units at other players locations. Most units will be similar to normal units, they may have any of the armor types or any of the special immunities. There will be a few flying units that, while they don't take away a life if they get through, work as a distraction to towers and possibly allow the normal units to get through (much like bonus units). The final type of unit will be unique in that it may have multiple specials, specials only on battle units, or other non-standard attributes.


Towers
Towers is probably not the best word to use, structures may be more discriptive as "towers" are only a part of the arsenal.

Some of the tower types are as follows:
Blockers - Not anything fancy, just simple buildings used to maze or direct unit flow.

Towers - These are what you'd expect. Buildings that block the path of the enemy, shoot stuff, and have the occasional special ability (magic towers). Towers have one of 4 attack types.
  • Normal: Attacks all units, does extra damage to unarmored units, less to Medium Armor units, and almost none to Heavily Armored units.
  • Seige: Attacks all units, does extra damage to Medium Armor units, less to unarmored units, and almost none to Heavily Armored units.
  • Magic: Magic attacks do full damage to all units, but are unable to attack magic immune units.
  • Other: These attacks can range from attacking all units to attacking only a certain type. One example is Poison, which attacks all units and does full damage, but cannot attack poison immune. Or Essense, which attacks every unit, but has less bang for the buck.
Traps - Traps, as far as I know, are unique to this TD. There was something like them in Skill TD, but not quite the same. Traps are structures that are built in the ground, allowing units to walk over them. Traps can affect any number of units that pass over them, from 1 at a time, to every one, even if there are 50. Traps are either physical, or magical. Magical traps cannot attack magic immune units, and no trap can attack trap immune units.

Mechanical Bunker - These again, may be unique to this TD, but I am not sure. With out going into too much detail, as they can vary widely. Bunkers are able to build automatons that enhance thier performance or add new abilities to the tower. An example is the basic Mech Bunker. You can build up to 5 automatons, each one will increase the bunkers attack speed and damage.

I am working a couple more types of towers, but will not list them as some may not end up working.

All of the above types have multiple buildings that fall in their catagory. Everyone has upgrades ranging from a few with 1, to many with 3 or more.
There are also universal upgrades for towers, and tower type specific upgrades.


Other Stuff

The map has on it, every normal level unit, and every buildable tower. I spent a lot of time getting a system to work that will give you all the details about both. What this means is that you can click on a unit and get all it's attributes (which Circle Defence has done, although not exactly the same), Or click on a tower and find out what abilities it has, what upgrades it can research, or what it's attack is. This is mostly useful to new players. As a little bonus you can click on the minotaur and get some info about it :D

The map also includes the custom hedge tiles, and possibly other unit skins, or tiles.



If anyone has any other questions or suggestions please let me know. I have already stuck in a few towers and a trap that my testers suggested, and would be more than happy to try and implement things people would like to see.

I have not posted any screenshots for now, but might add some later. There are still a couple things up in the air that I don't want to stick in a screeny yet.
04-21-2004, 12:21 AM#2
Magical-snaiL
Sounds crazy... where can I download v1 to try it out?
04-21-2004, 02:44 AM#3
Quickshok
lol 25 beta testers...

sounds cool :) . Are the blockers gonna be any different from eachother? Like are some going to have some effects, or an attack with little effect? The bunkers are pretty much the same concept as my stations, but different functions. And how does the spawning work? do they all spawn at the same time or one-by-one or whatever.

Seems like a dozen new TD's have started open production over a couple of weeks here

BTW do you mind if i use ur trap idea. I think they would be a nice addition to my TD, but if you do mind i won't add it in
04-21-2004, 03:19 AM#4
Lil Blue Smurf
Well, v1 used to be here, don't think it got transfered, I might re-upload it, but like I said it is nothing compared to this one, so I will probably just leave it be. Yeah, I just looked at your Station TD thread, if I read it correct they are similar but not the same. And as far as traps go I really can't stop you. If my map gets spread I am sure "trap" structures are gonna start popping up in a lot more TD's, oh well, at least I can claim to be the first even though most people won't believe me :) Good Luck on Stations BTW, I have been waiting for some new TD's that are worth playing to come out. ( Also added how levels spawn to the first post)
04-22-2004, 05:26 AM#5
Magical-snaiL
I was planning on making a TD, and it seems to be similar to this (I think...). My idea was to have, basically, an empty square with two openings in opposite corners, the unit spawn, and the unit end. Players would have to create their own maze in the empty space to stop the enemies from going straight to the end. Is this the way your TD is setup, or is it different? I don't want to seem to be completely ripping your idea off :\
04-22-2004, 10:32 PM#6
Quickshok
If i understand right, you start out with a bunch of permanent blockers at your base, then you manipulate those to make your maze. I kinda like that idea. I believe he said it's like you start out with a hedge maze with a ton of holes everywhere.
04-24-2004, 02:14 AM#7
Lil Blue Smurf
No, neither of those are correct, although having pre-placed blockers that you have to use is a very cool idea. I'll post a few screens in a bit, but you start off with walls all over and you can place towers in the cracks to change the route. I might add in the blocker thing though, it has some cool possibilities :D
04-24-2004, 03:30 AM#8
Magical-snaiL
Thats good to hear, I think I grasp the idea of how it works now... I'm going to try to make a map that players start from complete scratch and have to build their own maze.
05-04-2004, 07:53 PM#9
Lil Blue Smurf
Okay, I got a lot of people asking, so I went ahead a put up the old version of minotaur.

http://www.wc3sear.ch/index.php?p=Ma...5300ee6ba52bca

It is a little easy after you get the hang of it. And I know the minimap makes it look bland, oh well. I guess post comments and suggestions here. Have fun, and look for v2 in about a month.
05-12-2004, 02:03 AM#10
Lil Blue Smurf
Wow!!!
I went ahead and posted v1.2b on another site by suggestion, and I got 12 5 star ratings before getting a 4, which is pretty damned good. currently with 28 it is still at a 4.67. It has given me a little more juice back, so I will try to get working v2 more than normal. I didn't realize people liked it so much. Number 7 out of all the 550+ defense maps :D :D :D
Anyways, once I get some more of the major things in, I will be posting more updates, I already have a few good ideas not listed :)
06-05-2004, 08:39 AM#11
sheep_killer_zp
smurf i love ur map and evry1 i played with also.
but u neeed to host more dl-only or it wont be recognized
i have a feeling this is going to be the next big td
06-05-2004, 03:10 PM#12
|)@rk-Revenant
Is there a Minotuar boss? The Minotuar looks a bit like a tauren cheften. Anyone who knows something about Greek Mythology knows the Minotuar, Icarus, and ????? (forgot the old man's name). Nice TD, Smurfy Boy!
06-08-2004, 09:02 AM#13
Mordiggian
Quote:
Originally Posted by |)@rk-Revenant
Is there a Minotuar boss? The Minotuar looks a bit like a tauren cheften. Anyone who knows something about Greek Mythology knows the Minotuar, Icarus, and ????? (forgot the old man's name). Nice TD, Smurfy Boy!

I presume the word we are searching here would be Zeus?

Well, actually norse mythology is closer to my heart.
06-08-2004, 01:43 PM#14
Lil Blue Smurf
Okay, small update here.

Total "towers" functioning in game currently: 62 (Thats about double the number in ML1) with another 2 dozen or so in the works.

New tower types (not in previous version) that are functioning:
Radiation
"obsticle" types
"aura" types
"bunker" types
"automaton" types

Progress (roughly):
Over all about 75% done. The mode selection and difficulty selection (as well as their settings and most triggers) are done (may tweek it some still).

Battle mode has about 40 "battle" units in testing mode.

Bonus units are functioning. (Third bonus idea still being worked on :( )


Still to do:
Finish implementing all towers.

Rebalance everything (this is a large chunch of the 25% left to do)

Possibly add more "battle" units to get closer to 50.

Remake non-competitive team loss cut-scene.

Lots of beta testing.

Possibly do a short (skipable) intro.
06-08-2004, 07:47 PM#15
13layde
I played the larger map version of v1 and really really liked the idea. I was hoping it would get more popular and spread than it did on east and if i could host i would still.. It's a great game though with a lot unique things to it. And if anything's good it's a unique TD. Can't wait for v2 maybe it'll get spread more. Oh yeah and would'nt most people think of a tauren as a minotaur rather than that.. thing?