TD Devourer Tower Defense Assault (Ver 1.0 Release!)

jedi8955

New Member
Devourer Tower Defense Assault (Ver 1.0.1 Release!)

Finally, after months of blood, sweat and tears, I'm ready to reveal the project I've been working on.

Introducing Devourer Tower Defense Assault! (DevourerTDA for short)

DevourerTDA is a new evolution of the Tower Defense genre that introduces a competitive aspect to gameplay. One side plays The Devourer, an evil force bent on consuming the world. The other side, the Defenders work co-operatively to hold off The Devourer long enough to build their Superweapon that will finally defeat The Devourer once and for all.

The Devourer controls a single hero unit with unique skills and can purchase items. He summons creeps to assault the Defenders, gathers income, purchases tomes to upgrade his stats and takes to the field to attack Defender towers directly. The Devourer wins by reaching the end of each Defender’s playing area, which allows him to reach the Altar of Blasphemies, containing ancient power he needs to claim this world.

The Defenders build towers to hold off the Devourer. Each Defender race has 40 available towers, with each race having unique characteristics and themes. The Defenders need to Interrogate creeps to gain Information, which lets them build the Superweapon, finally defeating the Devourer once and for all.

There are currently two Races available for the Defenders.

First, the Light-Touched. The Light-Touched are a hardy folk, secure in their Faith. They are most comfortable at the forefront of battle, as the Light reinforces their defenses.

Overall Tower Design:

Arrow Damage: Medium

Splash Damage: Pathetic

Anti-Air: Excellent

HP: High

Range: Short

Special: Lots of Healing
“Tank” style towers

The second race is the Mechanist's Union. More comfortable in a workshop than any sort of social setting, these misfits and workaholics take to the field to see how well their machines can make elder demons explode.

Overall Tower Design:

Damage: High

Arrow: Pathetic

Splash: Excellent

Anti-Air: Moderate

HP: low

Range: High

Special: Extremely Slow Speed, but can blast from damn near anywhere.

Work together as the Defenders to hold off the Devourer! Break through the defense lines as the Devourer to claim this world!

More information on the map, including available tower types, Last Stand information, and tips are available in the DevourerTDA Player's Manual document, attached to this post.

DevourerTDA works best with 5 players (1 Devourer and 4 Defenders). There is no single player option, though tutorial text is available in the Quests screen, which would be easier to read while in single-player.

The map is available for download here:http://www.filefront.com/16644511/DevourerTDA Ver 1.0.1.w3x

Unfortunatly, it's too big for my attachment quota. That version is protected. Anyone who wants access to the unprotected version, please email me at: devourertda@gmail.com. Make sure to include your thehelper.net user name.

Any and all criticism, feedback, etc is greatly appreciated. Thanks for taking a look at my work!

Edit: New version of the map! Fixed Description and Author Name, no gameplay changes.
 

Attachments

jedi8955

New Member
Interested in playing Devourer?

I'll be running games of Devourer on Battle.net on the Azeroth server for about the next hour or so.

Simply join the game named: Devourer Tower Defense Assault

If it's not in the list, just type it in!
 

jedi8955

New Member
Sponsored Devourer has come to an end today. Missed it? The next scheduled play time will probably be on Saturday. I'll try to give more advanced warning next time.
 

jedi8955

New Member
I'll be hosting games of DevourerTDA again today at approximatly 5:30pm, PST! Come on out and try the next generation of Tower Defense!
 

jedi8955

New Member
Now hosting games of DevourerTDA over Battle.net! We're on the Azeroth server. Join channel DevourerTDA or look for the game name Devourer Tower Defense Assault. I'll be hosting games for about an hour.
 

jedi8955

New Member
After some technical issues, hosting is now running!

If you weren't able to join before, give it a shot!

Edit: Doing one more game before the night wraps up. We've got 2 slots open right now, come on down!
 

jedi8955

New Member
Ok, sponsored play for DevourerTDA has come to an end for tonight. Thanks to everyone who came out and helped make this a success!
 

BlackRose

Forum User
Oh. So you left? Or did I disconnected. It's night? It's day here :)

OK:
  • Powerup leaks - You saw the black shadow leftovers, and the small model remnants. They are leaks. Fix with PowerupSentinel :) I'll try convert to regular JASS.
  • I pwn as Devourer.
  • I for Interrogate is too far as a hotkey.

Ok: Hopefully this works:

JASS:
//* ============================================================================
//*  PowerupSentinel by Vexorian
//*  ------------
//*    Placing this library in your map will automatically fix all rune/tome
//*    memory leaks in your map.
//*
//*    Powerup items don't get removed automatically by the game, they instead
//*    just leave a small item in the map, this causes memory leaks but - worse -
//*    it also makes areas of your map where a lot of tomes have been used lag.
//*
//* ===========================================================================

//globals
//    timer      udg_PS_tic
//    item array udg_PS_queue
//    integer    udg_PS_qn    = 0
//endglobals
    
    function PowerupSentinel_Callback takes nothing returns nothing
        local integer i = 0
        loop
            exitwhen ( i >= udg_PS_qn )
            if ( GetWidgetLife( udg_PS_queue<i> ) &lt; 0.405 ) then
                call RemoveItem( udg_PS_queue<i> )
            endif
            set udg_PS_queue<i> = null
            set i = i + 1
        endloop
        set udg_PS_qn = 0
    endfunction
            
    function PowerupSentinel_CleanCall takes nothing returns boolean
        set udg_PS_queue[ udg_PS_qn ] = GetManipulatedItem()
        set udg_PS_qn = udg_PS_qn + 1
        call TimerStart( udg_PS_tic, 0.00, false, function PowerupSentinel_Callback )
        return false
    endfunction
        
    function InitTrig_PowerupSentinel takes nothing returns nothing
        local trigger t = CreateTrigger()
        local integer i = 0
        set udg_PS_tic = CreateTimer()
	set udg_PS_qn  = 0
        loop
            call TriggerRegisterPlayerUnitEvent( t, Player( i ), EVENT_PLAYER_UNIT_PICKUP_ITEM, null )
            set i = i + 1
            exitwhen i == bj_MAX_PLAYER_SLOTS
        endloop
        call TriggerAddCondition( t, Condition( function PowerupSentinel_CleanCall ) )
    endfunction</i></i></i>


Make three variables. timer tic, item array queue, integer qn.
 

jedi8955

New Member
Yeah, it was about 7:30pm over here when I ended the play time, had to get ready to go out to a birthday party. It looked like you disconnected completely.

Thanks for that code! I'll plug it in and see if it helps.
 

Yovel

New Member
Ok i played it.

Here is the replay :

You'll see many bugs and things that are not good.

I'm not enough good in english to describe what is exactly wrong.

As a devourer :
Cooldown = fucked. Way too long !!
Items & Tome (before the ultimate item 3000gold) = suck.

Need at least one more tier for sumoning, and better items.

Key idea is not good. My advice would be to allow the devourer to go to the last teleport whenever he wants. With the ultimate defence, that's not easy.

When a player leave the summoning creeps continue to go on his lane, making the Devourer much monney.
When a player leave, his Golem at the bottom of the map disapear : that make the game impossible for the devourer.
 

jedi8955

New Member
Weird, I posted a large response yesterday, came back to check the thread and it was gone.

First and foremost, my apologies for not responding for awhile. This last week went to 11 on the insanity chart. Lots of work and medical issues.

Ok i played it.

Here is the replay :

You'll see many bugs and things that are not good.
Thanks for posting a replay! I should finally be able to watch it tonight or tomorrow night.

I'm not enough good in english to describe what is exactly wrong.

As a devourer :
Cooldown = fucked. Way too long !!
Items & Tome (before the ultimate item 3000gold) = suck.

Need at least one more tier for sumoning, and better items.

What kind of cooldowns are too long? Abilities or usable items?

When you say the item system needs work, what don't you like about it? Are they not powerful enough? Does it need more variety?

With a 3rd tier, one thing I've noticed with testing is that as players get used to the game, games of DevourerTDA become very fast. A typical game lasts 20-30 minutes, which takes you approximately halfway through Tier 2.


Key idea is not good. My advice would be to allow the devourer to go to the last teleport whenever he wants. With the ultimate defence, that's not easy.
It's kind of funny that you mention this. The original design for the map worked very similar to what you're suggesting. It was one big lane divided up into player segments. The problem was that Players 2-4 got very bored, since they'd rarely see the Devourer. Once Player 1 fell, 2-4 very rarely stood a chance.

This is not changing. Sorry.

When a player leave the summoning creeps continue to go on his lane, making the Devourer much monney.
When a player leave, his Golem at the bottom of the map disapear : that make the game impossible for the devourer.
These are most definitely bugs. When a player leaves, the creep spawning is supposed to shut off and their Last Stand Leader is supposed to change to being controlled by Player 5. Thanks for pointing them out.

In other news, I should be able to do another sponsored play date later in the week. I'll post when I think I'll be able to do it.

Thanks everybody for checking out my work!
 
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