coworotel Posted June 10, 2019 Report Share Posted June 10, 2019 (edited) This is the first version of my Tower Defense mod. Tower Defense maps were very popular in Warcraft III times: Basically a Tower Defense is a game where waves of enemies walk into your base, and you have to build and upgrade towers to protect it from these invaders. In the case of this mod, I included two maps, one for 1 player and another for 2 players. The map for two player can only be played in multiplayer, as the AI cannot play this map. The goal of the game is to protect your base against the invaders by building towers. The one who survives longer wins. The strategy consists of choosing the best positioning and the best types of towers. As you upgrade your towers, there will be choices to be made between different types of specializations. As you kill the enemy waves, you gain loot. With these resources you can trade in the market and build towers/upgrade. Some Questions for you: Should I include this in the Community Maps mod? Or is it better to have it as an independent mod? The mod include some new templates for the towers, but it does not change any template that is used in the game. So you can use this mod without affecting any other map. Want to make another map in this mod? It should be quite simple. If you open Atlas using the mod, you can place the structures and units of the mod, search for "tdef" (the "fake civ" that has all the new units. It is a fake civ because you cannot choose it in game, it is by default in the Tower Defense maps). If you don't want to mess with scripts, it should still be easy to make a map using the mod. Just include this in your map (in the ScriptSettings part of the XML): "TriggerScripts": [ "scripts/TriggerHelper.js", "scenarios/tower_defense1.js" ], Then you just have to place the Wonder (tdef_wonder), which is the only "Conquest Critical" object (that is, if it is destroyed you lose), some workers (tdef_pawn), and the trigger_point_A and trigger_point_B (these are the places where the waves will spawn: A goes for player 1 and B goes for player 2). The workaround I used for the singleplayer map is to place a super OP tower for player 2 that kills all enemies instantly. You can use it in your map too: tdef_tower_ultimate. Next Versions I still want to improve it before sending to mod.io. Your feedback is welcome. Definitely will need balancing. One thing I wanted to do was to include an option to heal some life of your Wonder, costing some food, as this resource is not used much in the map. Have fun! (and let me know how many waves you can survive.) Spoilers below: Spoiler This is your base, you have to protect it. The enemies will come through the road. These are your workers. Their function here is just to build towers. Of course, the towers can be upgraded. As you upgrade, you will see that sometimes there are different options to be chosen. Some towers are better against certain unit types. Also, you have a market. It allows you to unlock things, and also to trade the resources that you gain by killing your invaders. Peaceful, until a wave comes: This is how it looks in the beginning: tower_defense.zip tower_defense.pyromod Edited June 11, 2019 by coworotel Updated to version 0.0.2 6 3 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 10, 2019 Report Share Posted June 10, 2019 (edited) 18 minutes ago, coworotel said: . Some Questions for you: Should I include this in the Community Maps mod? Or is it better to have it as an independent mod? The mod include some new templates for the towers, but it does not change any template that is used in the game. So you can use this mod without affecting any other map. Want to make another map in this mod? It should be quite simple. If you open Atlas using the mod, you can place the structures and units of the mod, search for "tdef" (the "fake civ" that has all the new units. It is a fake civ because you cannot choose it in game, it is by default in the Tower Defense maps). If you don't want to mess with scripts, it should still be easy to make a map using the mod. Just include this in your map (in the ScriptSettings part of the XML): "TriggerScripts": [ "scripts/TriggerHelper.js", "scenarios/tower_defense1.js" ], Then you just have to place the Wonder (tdef_wonder), which is the only "Conquest Critical" object (that is, if it is destroyed you lose), some workers (tdef_pawn), and the trigger_point_A and trigger_point_B (these are the places where the waves will spawn: A goes for player 1 and B goes for player 2). The workaround I used for the singleplayer map is to place a super OP tower for player 2 that kills all enemies instantly. You can use it in your map too: tdef_tower_ultimate. Next Versions I still want to improve it before sending to mod.io. Your feedback is welcome. One thing I wanted to do was to include an option to heal some life of your Wonder, costing some food, as this resource is not used much in the map. Have fun! (and let me know how many waves you can survive.) Spoilers below: Reveal hidden contents This is your base, you have to protect it. The enemies will come through the road. These are your workers. Their function here is just to build towers. Of course, the towers can be upgraded. As you upgrade, you will see that sometimes there are different options to be chosen. Some towers are better against certain unit types. Also, you have a market. It allows you to unlock things, and also to trade the resources that you gain by killing your invaders. Peaceful, until a wave comes: This is how it looks in the beginning: tower_defense.zip 79.61 kB · 0 downloads can be uploaded to mod.io? Edited June 10, 2019 by Lion.Kanzen 1 Quote Link to comment Share on other sites More sharing options...
coworotel Posted June 10, 2019 Author Report Share Posted June 10, 2019 10 minutes ago, Lion.Kanzen said: can be uploaded to mod.io? I'm planning to, but I'm not sure if I should make it an independent mod or include in Community Maps. Quote Link to comment Share on other sites More sharing options...
thankforpie Posted June 10, 2019 Report Share Posted June 10, 2019 looks boring Quote Link to comment Share on other sites More sharing options...
itrelles Posted June 10, 2019 Report Share Posted June 10, 2019 (edited) nice, would like to see some footwars 2 here =D or helms deep map in 0 ad xD btw this was best tower map, wintermaul!! there is a wintermauls wars map 2 Edited June 10, 2019 by itrelles 1 Quote Link to comment Share on other sites More sharing options...
Lopess Posted June 10, 2019 Report Share Posted June 10, 2019 Hi, congratulations for the initiative. One idea that passed me would be a "survival" type mode in which a growing sequence of enemy hordes would besiege your city in the center. Your city with a good food and wood reserve but more valuable resources were found in areas of difficult defense. 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 10, 2019 Report Share Posted June 10, 2019 32 minutes ago, thankforpie said: looks boring you mean the aesthetic? Quote Link to comment Share on other sites More sharing options...
thankforpie Posted June 10, 2019 Report Share Posted June 10, 2019 54 minutes ago, Lion.Kanzen said: you mean the aesthetic? i mean the video Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 10, 2019 Report Share Posted June 10, 2019 23 minutes ago, thankforpie said: i mean the video isnt the best example of a Tower defense. Quote Link to comment Share on other sites More sharing options...
Lopess Posted June 10, 2019 Report Share Posted June 10, 2019 I played the map, much more fun than I imagined, as I am not the fastest I came to 23 wave. Very f&**ing the towers cataputas reminded me medieval TW 2 1 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 10, 2019 Report Share Posted June 10, 2019 3 hours ago, coworotel said: I'm planning to, but I'm not sure if I should make it an independent mod or include in Community Maps. 1 1 Quote Link to comment Share on other sites More sharing options...
nani Posted June 11, 2019 Report Share Posted June 11, 2019 If the map doesn't interfere with the others then include it. 1 Quote Link to comment Share on other sites More sharing options...
nani Posted June 11, 2019 Report Share Posted June 11, 2019 Make *.pyromod too please 1 Quote Link to comment Share on other sites More sharing options...
Trinketos Posted June 11, 2019 Report Share Posted June 11, 2019 2 hours ago, nani said: Make *.pyromod too please >:( 1 Quote Link to comment Share on other sites More sharing options...
coworotel Posted June 11, 2019 Author Report Share Posted June 11, 2019 8 hours ago, nani said: Make *.pyromod too please Do I just have to rename from .zip to .pyromod? Or something else? Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 11, 2019 Report Share Posted June 11, 2019 23 minutes ago, coworotel said: Do I just have to rename from .zip to .pyromod? Or something else? Yeah, should be fine. Not much to be packaged with maps. 1 Quote Link to comment Share on other sites More sharing options...
coworotel Posted June 11, 2019 Author Report Share Posted June 11, 2019 9 hours ago, nani said: Make *.pyromod too please 2 minutes ago, Stan` said: Yeah, should be fine. Not much to be packaged with maps. Thanks! Added to original post. 1 Quote Link to comment Share on other sites More sharing options...
Feldfeld Posted June 11, 2019 Report Share Posted June 11, 2019 At 100th and counting It starts to lag 2 2 Quote Link to comment Share on other sites More sharing options...
coworotel Posted June 11, 2019 Author Report Share Posted June 11, 2019 Wow that's impressive! haha My best was 37th I think lol 1 Quote Link to comment Share on other sites More sharing options...
coworotel Posted June 11, 2019 Author Report Share Posted June 11, 2019 (edited) 1 hour ago, Feldfeld said: At 100th and counting I found a bug in the script, it was skipping the hardest waves I'll post an update soon. Edit: updated the files on the original post. Edited June 11, 2019 by coworotel 1 Quote Link to comment Share on other sites More sharing options...
borg- Posted June 12, 2019 Report Share Posted June 12, 2019 From wave 100, it is impossible to play, in wave 118 the game crashing. I think I could have gone up to wave 200. The units died easily at this stage, and I still had 35 towers to up. My suggestion for this would be to increase the units' status and decrease the quantity. This should help in balancing and lag. Your mod is very fun, congratulations!!! 1 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 12, 2019 Report Share Posted June 12, 2019 Would be to have this as a rms with a certain number of players. 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 12, 2019 Report Share Posted June 12, 2019 I can't wait for a CBA map. 2 Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted June 12, 2019 Report Share Posted June 12, 2019 Cool! I think it'd interesting to add a slowing towers and ground mines. 1 Quote Link to comment Share on other sites More sharing options...
coworotel Posted June 12, 2019 Author Report Share Posted June 12, 2019 7 hours ago, vladislavbelov said: Cool! I think it'd interesting to add a slowing towers and ground mines. Yes, slowing towers would be really great, but I'm not sure how to implement that (if it is possible). The same for the mines Quote Link to comment Share on other sites More sharing options...
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