| 05-23-2007, 08:11 PM | #1 |
A few days ago I got momentum on a new map idea of mine, a tower defense with a slightly different gameplay. This gameplay mode will probably have been made before - never seen it though - but the most unique aspect, I believe is the fact that every single tower and creep (except the first two creep waves) each have their own unique ability, ranging from blocking 5 attacks before becoming permeable or periodically turning attacking towers into sheeps (!). Another important thing to note is that there is absolutely no random aspect in this map - all damage is set and crits are periodic instead of random - this is to ensure that skill is the only varaible and luck plays no role. The gameplay works as follows: -The goal of the map is to finish in the fastest possible time - this is to allow replayability and to give the true td masters the titles they deserve -Creeps are spawned by training them at the Creep Vault at the top of your maze. You can summon whichever one whenever you like, no holds barred. So you could take it easy and take on the creeps one be one, but the ultimate goal is to get the best time - there will be a regularly updated hall of fame in the quests section to show whos the best player of all - players are encouraged to send in replays and screenshots of their scores. -Lives are still in effect. Otherwise any random noob can just summon everything, build a few splash towers and lag out the game. I am building all races, creeps and towers to be completely unique. -So far I have made 8 creep types out of a total of 12 - I might add more later on. -I am about 80% done with the first race (some random name with 5+ syllabels (sp?) and at least 4 apostrophes. -My target is 12 races, each with a total of at least 11 towers - others accessible via upgrades, abilities or more builders. -All races are going to be different - different play styles, different focuses, different build techniques, etc. I regret to say that this map is in fact protected. I hate having to protect maps, but I think it's necessary for these reasons: -Obviously the menace of map theft, it's happened to me on several occasions and it ain't fun. -To ensure fair scores. Well sure I could just view the replay and check to see if the towers' stats match up, but very small, subtle and/or invisible changes (like lowering attack cooldown) are quite possible. The gameplay should be pretty much self-explanatory, although I haven't yet included any game messages or information quests. This release is only to put this map on the map (lol), to make it known and to get some good testers to get those bugs. Known issues: -Lag. Due to 10+ triggers shooting off whenever a unit takes damage or gets attacked, lag is a reality - not leaks, to my knowledge the leaks are completely covered and removed. -Some abilities won't work (forgot to fix before I widgetized, optimized and protected). These are: Star Tracking and Revitalize. -Debug text will appear when the creeps burrow. Ignore it, it doesn't change anything. If anyone wishes to be a tester for this map, I will be including testers in the map. If anyone wants to join me on this project - either new/better ideas or cleaning up my script with jass - you are more than welcome. For everyone else, I hope you enjoy this map and tell me what you think about it. I will update hopefully tomorrow. |
| 05-23-2007, 08:24 PM | #2 |
You need the map to view a replay. So if someone sends you a replay from a modded map, you wouldn't be able to view it - easy to spot. |
| 05-23-2007, 08:30 PM | #3 |
That isn't always the case - at times I've had to download my own map from my own site just to watch other people's replays - better safe than sorry, right? Anyway go play it. |
| 05-24-2007, 12:50 AM | #4 |
Screenshots please! :D |
| 05-24-2007, 10:34 AM | #5 |
Play it!!! |
