Defense Protect the Tower

Zack1996

Working on a Map
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68
'Cos Undeads are epic.
Anyway, I'll test the new version. Gotta go straight to Hard mode xD
EDIT: Damn, how do you change difficulty again? I lost at Easy mode :(. 13 minutes though.
Orc Blade Throwers are pretty good too, they deal fair damage, but are weak against attacks.
I love the new runes, they own xD Summon is cool :D
 

Bloodcount

Starcraft II Moderator
Reaction score
297
>Yovel
Used that too :p
>Is it supposed to be that easy? I mean, units had no gold cost (Hotkeys were not highlighted either...) so all I did was just spam them. Then, they continued to train even without my consent which was great. Runes just made it easier. I played on normal, btw.

Hm.. try on the harder modes. And yes, units are supposed to be free. Search on epic war the older versions :p They were too hard, so this version is:
Easy: very easy
Normal: easy
Insane- normal
overwhelming- very hard

>why is everyone winning with undead and not with others
Undead have the weakest units, but are good at massing. Undead are a must have with atleast one tower. why ? sometimes you need to micro in order to stay alive. And nothing is better at micro then a big army of weak units.

Each race has it's own good units and combos. the race I would recommend you spend your free time with is the night elves. There is a lot of hidden potential in their units.

>Damn, how do you change difficulty again? I lost at Easy mode . 13 minutes though.

- Rescaled the unit spawning on easy/normal/insane/overwhelming mode.
It is now 6/8/10/12, instead of 7/10/12/14.

>I love the new runes, they own

Thanks, it means a lot.

>Summon is cool
Glad it worked as planned.


Thanks for all those comments guys. I just love getting feedback. :)
 

UndeadDragon

Super Moderator
Reaction score
447
Too hard IMO. At first it just seems like a copy of AceHart's map, but it is different, please try not to make it just like AceHart's (runes, spawn points, etc.) and add your own dimensions to it, like you have with the spawning towers, rather than 1 main tower. The rune abilities are pretty cool though.
 

Bloodcount

Starcraft II Moderator
Reaction score
297
Well, it is made to be hard :p Trust me after a coupple of tries you will get the hang of it.

The runes are added by me, there weren't any runes in acehart's map. There were some glyphs that when collected 3 of them you got an item you choose. :p

I am happy as it is now. With the new runes there is a "unlockable" element now. I do, however, plan to re-do the abilities of every single unit.
 

Zack1996

Working on a Map
Reaction score
68
The two map-makers of this started on a new project. From what I know, they plan for it to be the most epic map they made so far or something.
I don't know much about it (no-one but the those involved know much ATM) but I'm waiting for them to announce it :D
 

Furby

Current occupation: News poster
Reaction score
144
Zack, I think it will take a little longer.. because Bloodcount is on holiday.. and he'll be back on Saturday or Sunday..
 
Reaction score
91
Protect The Tower ~4 Changelog

- Tooltips are a little bit formatted so they can be easily read.
- Added a new ability to Zombies - they regenerate 2 hit points/second for each dead unit around them for 8 seconds (passive, stacks).
- Replaced Blade Throwers' Critical Strike with a new ability - a passive ensnare ability that activates on attack and lasts for 7 seconds with a cooldown of 8 seconds.
- Added a new ability to Footmen - damage taken from in front gets reduced by 7.
- Replaced Captains' Defend ability with a new one - 20% chance to evade attacks from in front.
- Added a new ability to Archers - a passive Cold Arrow shot that activates on attack, slowing enemies by 50% for 3 seconds with a cooldown of 4 seconds.
- Added a new ability to the Priestess unit - whenever there are 3 or more Archers in a 400 AoE around her, she gains a Trueshot Aura with the same area of effect. Gets removed the moment there are less than 3 Archers.
- Added a new ability to Ghouls - if there are 3 or more enemy units in 500 AoE around a Ghoul, it gains 30% attack speed bonus.
- Acolyte - hit points reduced to 170 and Disease Cloud is removed.
- Raider - gains the Critical Strike ability (2 times normal damage with a 20% chance).
- Some minor lag/fps drops improvement.

There are two maps - for 1.23 and bellow and for 1.24 and above. Enjoy!
 

Zack1996

Working on a Map
Reaction score
68
Tested the new version yesterday. It was great.
The difficulty change is a nice addition. Only managed 13 minutes in Easy though.
The ability changes are really nice! They were cool and rather useful.

One thing though, the Haste rune is somewhat useless IMO. It doesn't really help very much. I think there should be a small AS boost added to it as well.

I do have one suggestion. There should be a warning when your Tower is attacked. I didn't notice it was under attack until I lost (lol). It would help when your concentrating on spam using runes.

PS: Maybe summons should be allowed to pick up runes too.
 
Reaction score
91
> Only managed 13 minutes in Easy though.
How come nobody managed to win? :( Am I the only one?! Probably we'll have to reduce the spawn count once again...

> It doesn't really help very much.
Well, it can help you move quickly around the tower, maybe Bloody can think of a solution if he considers changing it.

> There should be a warning when your Tower is attacked.
Yeah we'll probably add that even though it would make it rather easy (the point is to be concentrated everywhere :p).

> Maybe summons should be allowed to pick up runes too.
I think it was intended summons not to have inventories in the first place.

Thanks for testing. :)
 

Bloodcount

Starcraft II Moderator
Reaction score
297
Yes, the rune is quite... well we will tweak it a bit.

Also we will add some kind of a msg when your tower is attacked.
 
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