Latest: Cube Defense

Cube TD
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Project Rank 1,162 out of 1,773 in StarCraft 2

Map Variants

Name Mode
TD
None
None
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Player Information

  • Neutral (Neutral)
  • Player 1 (Human)
  • Player 2 (Human)
  • Player 3 (Human)
  • Player 4 (Human)
  • Player 5 (Human)
  • Player 6 (Human)
  • Player 7 (Human)
  • Player 8 (Human)
  • The Bad Guys (Hostile)

User Comments

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Page 1
  • In response to Cube TD

    There was a problem with the enemies walking through the maze i made and wouldnt walk the path and just stayed in a random spot. There was no blocking, just that it was a rather long path.

    Anonymous
    127.0.0.xxx
    avatar
  • In response to Cube TD

    I can't seem to replicate this bug, but I did try to fix it nevertheless. It shouldn't do this in v0.3 and beyond, although as far as I can see it shouldn't in v0.2 either.
    If you experience what Hellionn describes above, would you please let me know what you did in more detail?

    Either here, or in an email to CubeTD@gmail.com

    Thanks

    Anonymous
    127.0.0.xxx
    avatar
  • In response to Cube TD

    I had the something along the lines like Hellionn, however I don't think its something you can fix, as I believe its the AI that fucks up at pathing the unit through the maze.
    (I made the bug happen by making a 1 entrance spiral at the "island")

    Anonymous
    127.0.0.xxx
    avatar
  • In response to Cube TD

    Double post FTL :(

    Forgot to mention that you need to fix level 28 (the motherships) after they reach the first waypoint, they just circle around the second waypoint (have been waiting 5 minutes now and they haven't moved on to the next yet).

    Anonymous
    127.0.0.xxx
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  • In response to Cube TD

    Replaced the Mothership for being unable to follow instructions.

    Regarding getting the mobs to stand still, I've tried to replicate this in various ways, can't seem to get it to happen.

    If you do experience this, could you please, pretty please, contact me with some information regarding how, where and when it happened?

    Either here or at CubeTD@gmail.com

    Anonymous
    127.0.0.xxx
    avatar
  • In response to Cube TD

    The maze that i made, required the mobs to go from the waypoint before the island, to circle around the island and walk through the narrow path between the spawn point and island. There was a lot of towers creating a maze with 1 space between, which is enough for enemies to walk. Probably the AI didnt wanna take such a long path.

    Havent tried it yet in the updated version yet, will let u know if it still occurs

    Anonymous
    127.0.0.xxx
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  • In response to Cube TD

    Good TD.

    Corporal
    avatar
    Battle.net
    Name:
    Wintermute
    Realm:
    EU Beta
  • In response to Cube TD

    What nonsense. I leave the maze wide open and I'm constantly being punished for blocking.

    WTF?!

    Anonymous
    127.0.0.xxx
    avatar
  • In response to Cube TD

    What nonsense. I leave the maze wide open and I'm constantly being punished for blocking.

    WTF?!

    Can you please recreate this and post a screenshot of the scenario?

    Anonymous
    127.0.0.xxx
    avatar
  • In response to Cube TD

    @slightlyrandom

    its good if you add your change log here.

    Change log

    v071

    •Right, fixed the Tinycruiser for realz

    v07:

    •Declawed the Tinycruiser to make snaring a less painful experience
    •Tooltips gallore
    •Removed armor on waves 20-30, increased HP instead.
    •Changelings should now behave properly when faced with blocking

    v06:

    •Fixed Wave 8, it is now a Tinycruiser
    •More Tooltip changes
    •Reduced the Cooldown of Snare to 30seconds, down from 60
    •Slightly increased the potency of the SlowPoison and Freeze effects
    Increased Diffilcuty in a number of ways:

    •Reduced starting resources on all difficulties to 10 (Hard is unchanged)
    •Added armor to waves 20-30. This is a massive change, please let me know if it gives you too much trouble
    •Nerfed the damage output of Ground Tower level 3
    •Slightly lowered the damage output of Ground Tower level 4
    •Disabled the mineral reclaim for the selling of Air Towers once the last air wave (28) has begun
    •And finally, implemented the Insane Difficulty.

    Captain
    avatar
  • In response to Cube TD

    terran58:
    Point.

    I haven't done so because I didn't really feel like making an account here and claiming ownership and going through all that hassle, also there didn't seem to be an obvious way to add in the changelog.

    But yeah, I'll post it here in the comments in the future. Sorry about being lazy like that.

    Anonymous
    127.0.0.xxx
    avatar
  • In response to Cube TD

    really awesome map, thank you so much for creating it, I've enjoyed it thoroughly...

    I've only beat it on easy and medium, but I'm going to try hard next.

    I could be wrong, but the ground towers seem a bit under powered considering the air and ground tower shoots faster which makes up for some of it's lower DPS...

    If ground units fire slower shooting, no matter what the DPS, there is a good chance they miss shots because of timing/range, so it's easier to use the more flexible tower which fires faster and has a much better chance at getting it's shots off before target is out of range.

    Looking forward to the next revision!

    Registered User
    avatar
  • In response to Cube TD

    I get the problem of the ai thinking they are blocked and destroying my towers even though im giving ample space for them to walk. Out of about 10 attempts its done this 8 times.

    It appears more likely to happen if you build towers anywhere near where they spawn in, and along that first narrow path.

    Also the tiny battlecruisers will destroy all your towers if you snare them, which is utterly ridiculous.

    Registered User
    avatar
  • Project Contributor In response to Cube TD

    That tinycruiser bug is bloody annoying, sorry about that. I have tried to fix it twice, and apparently uploaded the wrong file each time, or something. I'll get a proper version up.

    If you are getting your towers destroyed due to blocking, and you're sure you shouldn't have, please provide some additional information. Which wave did it happen on, where were you building and, if at all possible, what was your building placement more specifically. A screenshot would be awesome and help me tremendously in narrowing down the issue.

    Regarding the groundtowers, firstly DPS corrects for speed, being Damage Per Second, and while you have a point about the range and the fact that a faster hitter is better, the advantage is mitigated a lot by mazing. Overall, it is my feeling that it is the Defense Towers that are a bit on the weak side.

    Private
    avatar
  • Project Contributor In response to Cube TD

    The Tinycruiser should no longer be causing problems. If it does, I'll bloody well replace it with something more peaceful.

    Also, building towers near the spawnlocation should no longer cause the mobs to become confused and shoot first, move later.

    Private
    avatar
  • In response to Cube TD

    i cant win on easy its to hard :|

    Anonymous
    78.70.71.xxx
    avatar
  • Project Contributor In response to Cube TD

    Well, I am sad to hear you're having trouble like that.

    You probably need to optimize the amount of time your towers can shoot the ground waves, so you can get away with building fewer and can afford more anti air.

    Block the path the monsters take here and there, build more intricate mazes, make them walk longer to get where they are going. Try to make them walk through a part of your maze 2-3 times by blocking strategically. I believe the currently most efficient maze has them walking through the entire thing 6 times, but you don't need that level of sophistication to beat easy ;)

    Private
    avatar
  • Project Contributor In response to Cube TD

    Bugger me, they broke a lot of stuff with patch 16. Won't complain too much, since most of the stuff that broke was my hacks to work around bugs in the editor.

    I hope I caught em all, but if I missed something, please do let me know about it.

    Private
    avatar
  • In response to Cube TD

    Fun map but the sentries at level 18 get stuck at the spawn. i try 2 place towers nearby to unstick them but in oder to be in range i need to put it inside the square, but if i do that they just one shot them
    So basically you cant get past 18

    Private
    avatar
    Battle.net
    Name:
    Juice
    Realm:
    North America
  • Project Contributor In response to Cube TD

    Yeah, I was quite worried I had done that. Basically, last thing I thought before turning in for the night was "Gee, I hope I didn't forget to set up the Sentry properly now that I fixed it after Blizzard made the old Sentry not work anymore."

    But, of course I forgot.

    I'll get a working version up ASAP :)

    Private
    avatar
  • Project Contributor In response to Cube TD

    Major update, with a new game mode thrown in there for good measure.

    Private
    avatar
  • In response to Cube TD

    LOVED Cube TD, LOOKING FORWARD to tommorrow!

    Anonymous
    87.148.17.xxx
    avatar
  • Project Contributor In response to Cube TD

    I'd really like to get in touch with the people who published Cube Defense onto the servers. There are some major bugs I've been fixing, and the game needs updatin'.

    So, if you did it or know who did, please get in touch with me. Message here or an email or something.

    Private
    avatar
  • Project Contributor In response to Cube TD

    Wave 7 is slightly broken in version 1.2, has pathing again and can't run through each other. Will have a new version up within a day.

    Private
    avatar
  • In response to Cube TD

    Love this map!

    Getting an annoying bug with it after a while though (happened in older versions too).

    After about 20mins of play suddenly any new spawning units are invisible, upgrading a tower will make it go invisible, all shots are invisible, and there's no sound. You can still move around and building new towers though. Slowly this will randomly happen to all players on the map (they were complaining too so it's not just me). It seems to be impossible to get out of this state once it happens :(

    Registered User
    avatar
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