Remake of the old classic, Cube TD for WC3, by CordialSpam.
Up to 8 players try to keep 30 waves of mobs away from the center, using 5 kinds of towers, 3 of which are upgradeable.
What sets ...
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Remake of the old classic, Cube TD for WC3, by CordialSpam.
Up to 8 players try to keep 30 waves of mobs away from the center, using 5 kinds of towers, 3 of which are upgradeable.
What sets this TD apart, is the fact that mazing is not only possible, it is required in order to complete the game at all. And if you want to stand a chance on the higher difficulty settings, you'd better be ready to understand and abuse the pathing, block the mobs from doing what they want and force them to do your bidding and take the long way around your maze - and preferably run through it two or three times before they get out on the other side.
Other features include:
- Selling of towers
- Snaring of flying units; bring them down to the ground and stop them dead in their track
- Anti-blocking triggers that keeps the game rolling even if you fuck up
- and Awesome awesome gameplay!
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.
127.0.0.xxx
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
127.0.0.xxx
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")
127.0.0.xxx
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).
127.0.0.xxx
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
127.0.0.xxx
Good TD.
What nonsense. I leave the maze wide open and I'm constantly being punished for blocking.
WTF?!
127.0.0.xxx
Can you please recreate this and post a screenshot of the scenario?
127.0.0.xxx
@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.
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.
127.0.0.xxx
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!
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.
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.
i cant win on easy its to hard :|
78.70.71.xxx
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 ;)
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.
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
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 :)
Major update, with a new game mode thrown in there for good measure.
LOVED Cube TD, LOOKING FORWARD to tommorrow!
87.148.17.xxx
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.
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.
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 :(
how much luck have you had in uploading new versions? i saw the new 1.0 on the bnet servers, but not 1.2 yet. is there any way you can work in securing money so that bounty on kills goes to the original player regardless of who kills it?
it's ruining my game when someone else builds very close to me by the first waypoint. this makes a huge difference in the early game when lvl1 defense towers are capable of getting kills and youre desperately trying to afford that first AA tower.
i make it a habit to only build one tower and upgrade it all the way--enough on my side that it cannot attack my neighbors, but i cant get the same consideration from other players. to make things worse there's no resource transferring to reclaim any stolen bounty.
finally, when playing co-op or duo mode, splash towers dont have friendly fire :)
Infusion:
I've heard of this behavior before, but I really don't know what might be causing it. I'll try to look into it.
anteatereater:
I have absolutely no luck in uploading new versions on anything but the EU server, since Blizzard has decided we need to purchase more copies of the game to be able to do so. You'll have to talk to the chum that uploaded CubeTD over there, I think his name is EntertheCube or something similar.
I tracked down the guy that published it on EU, and over here the versions are current. Took me wading through most of the 999 character codes before I found him, but hey...
I can make Kill Bounties tied to the player who "Owns" the mobs quite easily, but... What was my reasoning for not doing so again? Can't recall, I'll try to remember, and unless it was something important, I'll so do in 1.3.
Friendly Fire: Yeah, I fixed that in version 1.2. It's out of my hands, really, get the guy to publish a current version, or do so yourself and hope it climbs the list and you can get to play it with others. I guess I'll try to borrow a US account and wade through another thousand character codes soonish, but I wouldn't hold my breath.