SGT Vejito
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Straetum Defense
Welcome to my thread on a new map I am making, entitled Straetum Defense. Straetum Defense is a Tower / Unit / Hero defense hybrid. This TD focuses around strategy and constantly swapping your forces to combat the changing mobs.
This is a military style TD, utilizing different weapons and vehicles found in a modern warfare battle. It is a 6 player game and is currently being set for Solo mode, though you will be able to see opposing players progress through the game. There are a total of 30 waves currently, 4 of them bosses. Of the remaining 26 waves there are a total of 5 different classes of creeps, based on their armour type; Normal Armour, Heavy Armour, Fortified Armour, Unarmoured & Magic(Healer) Armour.
What makes Straetum unique, (or atleast not mainsteam: )
Creeps: Enemies you encounter spawn in controlled groups, usually consisting of 4 subordinates and 1 commander unit per group. While the commander unit is alive they will bestow a unique ability / stat bonus on their subordinates (extra armour, faster move speed, health regeneration, etc)
In addition, when groups merge together in the maze path, their abilities overlap each other, so a group with a 3 bonus armour aura will get 12 extra armour if they link with 3 more groups. This makes it imperative that you divide your forces to take them down before they group up, as they become too powerful when in larger groups.
This also encounters the next stage of strategy, prioritizing targets. If you were to take down the commander of a group, that group would lose their commanders ability (in some cases, crippling the group completely) While the commander will have more health and armour then the subordinates, taking him down can prove to tip the balance in your favour, as you can now easily clean up the lesser units with the second line of your towers, or your units if they get that far.
Creeps run down individual pathways, eventually linking with other groups before they finally reach their goal.
Towers: Towers you build in Straetum Defense use a unique system, weapon swapping. You can build a Soldier as a base tower, which starts with an assault rifle. As the fight progresses you can switch the Soldiers current weapon (to either a shotgun or grenades) on the fly.
Building the Soldier initially costs gold but switching weapons after that point is free. Letting you switch based on your preferences, the range of the opponent and their armour type.
Switching weapons takes time however, so a strategy on when to do the switches and on what units can make or break the game.
Towers are only available to be placed on the top side of the map (closest to the enemy spawns) where they are still split into individual groups.
Units: Taking the opposite side of Towers, units are unable to cross the lower half of your maze, the lower half of your maze is a long path that leads directly to your base. During this time however, the creeps gain the ability to attack, so they will stop and fight with any units that get in their way as they travel towards your HQ.
Heroes: At the start of the match you gain a single hero unit, known as your Force Commander. Your force commander gains half exp for creeps killed by your towers, and full exp for any creeps killed by your units. A Force Commander starts out weak, but as the game progresses gets stronger and more formidable.
Your Force Commander is imperative in boss battles (of which there are 4 planned) as the bosses you will fight will be able to obliterate your units, (While gaining exp and becoming even stronger as well.)
However, your Force Commander cannot solo everything, he needs the help of other units to successfully take down bosses and towers to soften up advancing creeps for him.
Terrain:
Here is an overview of what the Beta version of the game looks like:
This is a 6 player map, so this terrain is mirrored for each player.
---This is everything I can think of that should be posted to do with this map, if you have any additional questions about it I'd be happy to provide that information as well---
Progress: As of 31/05/09
Maze Terrain: 85% (Done for now)
Main Triggers: 100% (Waves spawn and path properly, boundaries for units set, etc)
Towers: 100% (a total of 5 towers, 2 of them with 3 forms, the other 3 with 2, for a total of 12)
Tower Abilities: 95% (having some trouble with one towers special ability)
Creep Abilities: 100%
Units: 100% (a total of 6 units)
Unit Abilities: 100% (each with a unique ability)
Heroes: 100% (Hero implemented, all abilities set)
Balancing: 50%
Beauty Work: 50%
Final Tweaks: 0%
Overall Progress: 85%
Extras:
Building/Unit/Tower Upgrades: 90% (needs tweaking now, but abilities are in place and functioning properly.
I am currently working on implementing heroes and units, once that is done (day or so) I am going to need help with balancing everything. I want the map to be difficult, but not impossible to beat.
While I started this project with the initial goal of doing it solo, I am open to accepting a second person to help me finish off everything else. Experience is not required, but passion towards making something worthwhile and the ability to learn are (I started this map on the 25th of April, and it is the first map I've made with the Wc3 Editor.)
If you are interested in either of these, please drop me a line in this thread, or send me an e-mail ([email protected])
--------
I've been hard at work the past few days, tweaking the game to the point where it is actually playable fully. Today marks the day that has finally happened.
I am happy to finally release the first version of this game.
Based on the few people that I have introduced the game to, it should be pretty self explanatory on what to do, however there are a few commands / tips I will advise of.
-Reveal Use this as player red at the start of the game to remove the fog of war effect. Towers are usually not able to see the entire distance of their actual targeting range, and need extra units known as spotters to enhance their viewpoint. Eventually I will put this as a difficulty option, easy giving you full view of the entire area, and normal keeping the fog of war. So the command is there if you want it.
-Start When used at the very start of the game this will skip the initial 3 minute countdown for the first wave.
-Next After the first wave spawns, use this trigger to start the next wave.
Units and heroes cannot move past the half way point in the maze, you'll notice this point where the ground textures change to Blight, just before the last bottleneck of the tower area.
Your Force Commander currently benefits from exp in an enormous area, as I am currently unsure of how to switch so you only gain exp for your own kills and adjusting the exp gain based on if a tower or a unit gets a kill.
Oh yeah! almost forgot, gold cheats break the game... have fun with that
That's all I can think of to say, hope you enjoy it.
Welcome to my thread on a new map I am making, entitled Straetum Defense. Straetum Defense is a Tower / Unit / Hero defense hybrid. This TD focuses around strategy and constantly swapping your forces to combat the changing mobs.
This is a military style TD, utilizing different weapons and vehicles found in a modern warfare battle. It is a 6 player game and is currently being set for Solo mode, though you will be able to see opposing players progress through the game. There are a total of 30 waves currently, 4 of them bosses. Of the remaining 26 waves there are a total of 5 different classes of creeps, based on their armour type; Normal Armour, Heavy Armour, Fortified Armour, Unarmoured & Magic(Healer) Armour.
What makes Straetum unique, (or atleast not mainsteam: )
Creeps: Enemies you encounter spawn in controlled groups, usually consisting of 4 subordinates and 1 commander unit per group. While the commander unit is alive they will bestow a unique ability / stat bonus on their subordinates (extra armour, faster move speed, health regeneration, etc)
In addition, when groups merge together in the maze path, their abilities overlap each other, so a group with a 3 bonus armour aura will get 12 extra armour if they link with 3 more groups. This makes it imperative that you divide your forces to take them down before they group up, as they become too powerful when in larger groups.
This also encounters the next stage of strategy, prioritizing targets. If you were to take down the commander of a group, that group would lose their commanders ability (in some cases, crippling the group completely) While the commander will have more health and armour then the subordinates, taking him down can prove to tip the balance in your favour, as you can now easily clean up the lesser units with the second line of your towers, or your units if they get that far.
Creeps run down individual pathways, eventually linking with other groups before they finally reach their goal.
Towers: Towers you build in Straetum Defense use a unique system, weapon swapping. You can build a Soldier as a base tower, which starts with an assault rifle. As the fight progresses you can switch the Soldiers current weapon (to either a shotgun or grenades) on the fly.
Building the Soldier initially costs gold but switching weapons after that point is free. Letting you switch based on your preferences, the range of the opponent and their armour type.
Switching weapons takes time however, so a strategy on when to do the switches and on what units can make or break the game.
Towers are only available to be placed on the top side of the map (closest to the enemy spawns) where they are still split into individual groups.
Units: Taking the opposite side of Towers, units are unable to cross the lower half of your maze, the lower half of your maze is a long path that leads directly to your base. During this time however, the creeps gain the ability to attack, so they will stop and fight with any units that get in their way as they travel towards your HQ.
Heroes: At the start of the match you gain a single hero unit, known as your Force Commander. Your force commander gains half exp for creeps killed by your towers, and full exp for any creeps killed by your units. A Force Commander starts out weak, but as the game progresses gets stronger and more formidable.
Your Force Commander is imperative in boss battles (of which there are 4 planned) as the bosses you will fight will be able to obliterate your units, (While gaining exp and becoming even stronger as well.)
However, your Force Commander cannot solo everything, he needs the help of other units to successfully take down bosses and towers to soften up advancing creeps for him.
Terrain:
Here is an overview of what the Beta version of the game looks like:
An overview of the map
Here's another angle
Some pictures of the towers, each tower can have multiple forms, each of these forms is completely free, so you can switch back and forth as much as you want depending on the armour type of what you're fighting (or the range of the units from your tower) However switching does take time
As stated before, all commanders gain a special aura (wave one is an armour boost of +3) while on it's own an aura of +3 dosen't cause much concern, each of these auras stack together, by the time the creeps reach your unit, they'll have all 4 groups together, assuming you don't stop them with your towers first.
The alpha version of the unit fighting zone, i've widened the area by a few tiles so you have more room to move around in, but I eventually want to recreate it, so you have almost free reign of where to place your units.
Here's another angle
Some pictures of the towers, each tower can have multiple forms, each of these forms is completely free, so you can switch back and forth as much as you want depending on the armour type of what you're fighting (or the range of the units from your tower) However switching does take time
As stated before, all commanders gain a special aura (wave one is an armour boost of +3) while on it's own an aura of +3 dosen't cause much concern, each of these auras stack together, by the time the creeps reach your unit, they'll have all 4 groups together, assuming you don't stop them with your towers first.
The alpha version of the unit fighting zone, i've widened the area by a few tiles so you have more room to move around in, but I eventually want to recreate it, so you have almost free reign of where to place your units.
This is a 6 player map, so this terrain is mirrored for each player.
---This is everything I can think of that should be posted to do with this map, if you have any additional questions about it I'd be happy to provide that information as well---
Progress: As of 31/05/09
Maze Terrain: 85% (Done for now)
Main Triggers: 100% (Waves spawn and path properly, boundaries for units set, etc)
Towers: 100% (a total of 5 towers, 2 of them with 3 forms, the other 3 with 2, for a total of 12)
Tower Abilities: 95% (having some trouble with one towers special ability)
Creep Abilities: 100%
Units: 100% (a total of 6 units)
Unit Abilities: 100% (each with a unique ability)
Heroes: 100% (Hero implemented, all abilities set)
Balancing: 50%
Beauty Work: 50%
Final Tweaks: 0%
Overall Progress: 85%
Extras:
Building/Unit/Tower Upgrades: 90% (needs tweaking now, but abilities are in place and functioning properly.
I am currently working on implementing heroes and units, once that is done (day or so) I am going to need help with balancing everything. I want the map to be difficult, but not impossible to beat.
While I started this project with the initial goal of doing it solo, I am open to accepting a second person to help me finish off everything else. Experience is not required, but passion towards making something worthwhile and the ability to learn are (I started this map on the 25th of April, and it is the first map I've made with the Wc3 Editor.)
If you are interested in either of these, please drop me a line in this thread, or send me an e-mail ([email protected])
--------
I've been hard at work the past few days, tweaking the game to the point where it is actually playable fully. Today marks the day that has finally happened.
I am happy to finally release the first version of this game.
Based on the few people that I have introduced the game to, it should be pretty self explanatory on what to do, however there are a few commands / tips I will advise of.
-Reveal Use this as player red at the start of the game to remove the fog of war effect. Towers are usually not able to see the entire distance of their actual targeting range, and need extra units known as spotters to enhance their viewpoint. Eventually I will put this as a difficulty option, easy giving you full view of the entire area, and normal keeping the fog of war. So the command is there if you want it.
-Start When used at the very start of the game this will skip the initial 3 minute countdown for the first wave.
-Next After the first wave spawns, use this trigger to start the next wave.
Units and heroes cannot move past the half way point in the maze, you'll notice this point where the ground textures change to Blight, just before the last bottleneck of the tower area.
Your Force Commander currently benefits from exp in an enormous area, as I am currently unsure of how to switch so you only gain exp for your own kills and adjusting the exp gain based on if a tower or a unit gets a kill.
Oh yeah! almost forgot, gold cheats break the game... have fun with that
That's all I can think of to say, hope you enjoy it.