TD Feedback TD

WolfieeifloW

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Feedback TD
ftdlogoyc4.gif

Created By: Wolfie[NoCT]
Feedback TD Forums
Current Version:
1.0c



Just a little note
Thanks to all the people who have helped with this map.
Don't PM me bugs/glitches, these messages will be deleted.
The map has been 'protected', if you want to have it to look at something,
PM me and I will send it to you and/or help you with what you want.
Again, thanks and I hope you enjoy Feedback TD!
Also, refer here for the ALPHA thread.




Update On v1.1
Expected Release Date: Not set yet.

Creeps: 0/5 : 0% Complete
New Ideas: 0/1 : 0% Complete
New Towers: 0/5 : 0% Complete
Tooltips: 0/6 : 0% Complete

Overall: 0/17 : 0% Complete




Description

The archmage Belial has become a mentor to all evil.
He has taught them to channel their mana into a shield, to use their energy as vitality.
You must protect the land, and destroy all the monsters that come through!
- - - - -
Before every wave, you receive 4 Scout Towers to maze with.
These towers do no damage, they are just for mazing.
Your builder is the one who constructs your damage towers.
There is three different groups of towers:
  • Basic Towers
  • Offensive Towers
  • Defensive Towers
Basic Towers are your Guard and Cannon towers.
They are the first towers you can build and is what gets you started!
The Offensive Towers are just what the name says, for offense.
They have attacks and spells that hurt the enemy.
Defensive Towers are ones that help you and your own towers.


Game information is map load to 45 seconds.
Game start is at 45 seconds.


Project Information

Game Type: TD
Maximum Players: 8
Recommended Players: 1-8
Average Game Time: 45+ minutes
File Size: 77 KB
Tileset: Cityscape
Dimensions: 128x96
Playable Area: 86x82


Features
  • 18 towers
  • 24 spells
  • 50 waves of creeps
  • 6 different Special waves
  • Strategic tower placing required
  • In-game clock
  • Leaderboard to track lives left
  • User friendly interface
  • Symmetrical terrain
  • 3 unique builder skills
  • New innovative, unique concept
  • Unique mazing system
  • Armor actually plays a part into Mana Shield
  • More to come...


Up And Coming Features

- More towers
- More tower skills
- More waves
- More special waves
- Enhanced tooltips
- Lots more!




Screenshots will be added as they are submitted.
Constructive criticism is welcomed, flaming is NOT.

Refer here for a perfect example of constructive critism.

I hope you enjoy Feedback TD.
Good luck, and have fun!

Screenshots
ftdillidanpi9.jpg
ftdstoragevaulttg4.jpg

ftdtooltipsnr9.jpg
judgementdaygifdu3.gif

Changelog
v1.0c:
Fixed creeps not dying when entering ending regions.
Quick fix to prevent "Prod!" abuse.


Older Changelogs:
v1.0b:
Fixed "Prod!" having the wrong hotkey.

v1.0:
- Hex Tower's Uber Hex
- Welcome text
- Made skill "Prod!"
- Quest Log text
- Ivory Tower "Drop item to..." text
- A new Builder skill
- Added "Evasion" special waves
- Added "Armored" special waves
- Fixed all bugs and glitches reported
- Minor change to creepTimer window
- Waves 1-5 are now easier, and the rest are harder
- Creeps now go to proper checkpoints, in order
- 25 new waves

New Builder Skill:
Judgement Day
Creates a catastrophic reign of chaos that dominates everything in it's path.
What does it do?
You'll have to wait and see ;) !

Evasion Waves
Every 12 waves
Gives the unit a 5% chance to dodge an attack.
If the dodge is successful, the unit gains life equal to the attacking tower's damage.

Armored Waves
Every 3 waves, starting on wave 21
Since units have a base of 522 movement speed after wave 18, I decided to change "Fast" special waves, to "Armored" after this point.
Armored waves have two times the amount of armor of the previous wave.
 

Attachments

  • pt-Feedback_TD_v10c.w3x
    76.7 KB · Views: 217

Daicos

New Member
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Haha go me for beta testing!!! Dont worry wolfie ill +Rep you!!! Haha

Woop woop one of the best TD's!! Anywho says its Sh*t ill Punch em in the face!!!!

:D:D:D:D:D im a bit hypo atm!

EDIT: i cant rep ither... lol!!
 

Julian4life

New Member
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Hey! Congratz on finally finishing the TD!

Ima look forward to playing it! Thanks for helping me with my stuff btw.

I'll +rep you second i can.
 

WolfieeifloW

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:p .
Three comments and all of you can't +rep me ;) .
Anyways, UPDATE.
Quick v1.0b release to fix:
Prod having the wrong hotkey.
Text not having the b version label.

EDIT: Added a logo to the top of the thread.
Forums are now up, located here.
 

WolfieeifloW

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Is there really only three people that have played/enjoy FTD :( ?

Anyways;
As Daicos said, and I in my previous post, forums are now up.
It's a basic forum for now, until more people signup and play FTD.

Also;
If you play FTD and didn't like it, could you please leave a comment as to why and how I can improve it to make you want to play it more?
I'm working on v1.1 so now's the time to say something you want added in.

Thanks to you three for the support thus far though!

Keep the thread warm for me TH.net!
 

Daskunk

SC2 Forum MVP - TheSkunk #386
Reaction score
186
Prod makes them go directly to last point, then back to the second point, and continued on the path, not continue on thier path correctly like it should. (Only some times)

When you select the build menu, the towers are all in random posistions. The cheapest tower should be in the top left corner, sorted by cost from there on.

There should be diffaculty settings, IMO. Also, the creeps should have no collision size, they kept getting stuck on eachother a lot.

The idea of using mana as health is pretty boring, becuase it doesn't really change anything. Its just health instead of normal health. However, the creep paths and shape of the map add to the stratagy, which is nice. You cant just build towers wherever you want. The only problem is that once you find the right spot (which I did on first try) after that there is not stratagy in it really (becuase after that, its to easy).


The towers need some work, they aren't really very interesting or original. Allthough they work together well to kill creeps, they are the same towers I see in alot of cinematics. If you really want to keep them, you could try improving the effects, like the attack projectile, the model file, and the way the spells look and work.

Overall, it wasnt bad and it shows promise, but for right now its not too fun for me to play.

I hope to see a new version soon, and I hope I helped! :D

EDIT: In case I didn't make it clear: Its WAY to easy!
 

WolfieeifloW

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If Prod! makes them go to the last point, it's working perfectly.
The towers aren't randomly placed?
Row 1 = Defensive Towers
Row 2 = Offensive Towers
Row 3 = Basic Towers

Difficulty settings will be in either v1.1 or v1.2.
Collision size is 0.50, I haven't had a problem with this size yet.
Did you play all 50 levels?
I only got to level 34 I think before I died?

I'll agree the towers are basic, but it's still v1.0 :p .
I'll be adding more advanced towers and such in the upcoming versions.
I'm going to make spellbooks to place all the towers in, so I can have more ;) .

Anyways;
Thanks for the feedback!
Oh, and look in the "Special Thanks" quest, you're in it :) .
 

Daskunk

SC2 Forum MVP - TheSkunk #386
Reaction score
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If Prod! makes them go to the last point, it's working perfectly.
Okay, but why wouldn't it just make them continue on the path they should be going?

The towers aren't randomly placed?
Row 1 = Defensive Towers
Row 2 = Offensive Towers
Row 3 = Basic Towers
Ok, I see now. But I still think it should be in the opposite order even still.

Did you play all 50 levels?
I only got to level 34 I think before I died?
Actually im still playing it right now, just swiching between things (Im a multitasker) but I think Im only at level 23 right now.

EDIT: opps, just bymistake blocked, and got 4 towers killed. Still doing perfectly fine though.
EDIT: Now Im at wave 41..

EDIT3: I finished it, only lost one life (Idk when). Ill upload replay later. I had to leave so I saved and loaded later, which might screw up the replay, though..

FINAL edit: Here's the replay, allthough I doubt you want to watch it. It got cut off at the start of the 49th round. I killed the 49th round easy, and by the 50th I had another ultimate tower and a few speed towers I think (I forget, I might have gotten them sooner then that) and I killed the final round. He got farther then the second point where I had a cluster of towers though.
 

Attachments

  • Feedback Td!.w3g
    497.4 KB · Views: 236

Julian4life

New Member
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tell me if this was already posted or something, but something i noticed was that my arrow tower shot an arrow, but nothing was hurt damaged or anything. Then it shot again and something died (at level one) and repeated that pattern. Sorry for the late response, i was snowboarding :D
 

WolfieeifloW

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That's because creeps use mana as HP, so it doesn't show when them losing the mana :p ?
@Daskunk: Thanks for all your feedback, I'll note down everything you said.
 

Daicos

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The hex Bug is old and Wolfy is working on it... i should no i experienced it myself :p so yeah just dont use the Hex tower...

@wolfy: Im bak from holiday!!! haha Was fun but thats completly off topic... :p
 

CaptDeath

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ether a mod keeps wiping this or wolfies spamming threads and it looks like its going along well wolfie W00t
 

Daicos

New Member
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well as far as i no wolfie has only made two thread... the one with ideas and crap and when it was going to come out... and this one that has everyone... this one is like a cleaner version to the other
 

Joker(Div)

Always Here..
Reaction score
86
Units sometimes dont die at the center... Please Do something.

Also, do the ivory towers have to last 1 round? Can you change it so that they carry over?

If the units clutter too much, they skip all the checkpoints...
 

Daicos

New Member
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25
Yeah wolfie and many other people (including me :D) have noticed that units get stuck in the middle... Thats why Wolfie included the Prod ability!
If that doesnt work then build a tower near them... most likely tho the unit will attack the tower! but then they continue to the centre!
It happened to Wolfie on the Sammy Level!!! It was funny :p
 

WolfieeifloW

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EDIT: First off, we need more people on the Forums, go join up!

Sorry about not responding guys.
I got banned for, what I and many others think, is an unjust cause.
That aside, I'll answer all your questions.
yeah i have a replay of a bug u shuld fix... because they killed my towers when i hexed a bunch of them.... and one monster got stuck just b4 it took a live from a player...
As far as I know, the Hex bug has been fixed.
Are you sure you have the latest version, v1.0b?
ether a mod keeps wiping this or wolfies spamming threads and it looks like its going along well wolfie W00t
The other thread was for ideas and the ALPHA.
If you look for it, it is now closed by my request.
I made sure to PM Romek about it and this is not spamming.
And for now, it's going quite well, yes.
Units sometimes dont die at the center... Please Do something.
I was pretty sure this was fixed.
I've made a fix in v1.1 if it isn't fixed in v1.0b.
It happens rarely though, so I won't be fixing it until v1.1 is released;
Sorry for any inconvenience this causes.
Also, do the ivory towers have to last 1 round? Can you change it so that they carry over?
That's what the Storage Vault is for.
And they do indeed have to last for one round.
If the units clutter too much, they skip all the checkpoints...
I've never encountered this problem in v1.0b.
If it happens to you again, upload the replay please.
 
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