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About
Remake of the old classic, Cube TD for WC3, by CordialSpam.
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 ...
Remake of the old classic, Cube TD for WC3, by CordialSpam.
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.
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.
Other features include:
- Four difficulty settings
- Selling of towers
- Working range indicators, for easier maze decision making
- 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!
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, ...
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.
v05:
* Fixed Pathing for waves 23-30
* Corrected further pathing issues and prevented a possible exploit
* Various tooltip fixes
* Ground Tower Level 2 should have a sound when attacking now
* Placement Models are now the correct size
v04:
* Banished the Mothership for not being able to follow instructions, replaced with more agreeable type
* Further attempts to make mobs not stand idle when faced with complex mazes. If this one doesn't do it, I'm fresh out of ideas and will need a screenshot or similar detailed information to go on
v03:
* Tried to fix the idle wave bug
* Some tooltip updates
* Various other small tweaks and fixes
v02:
* Localized for realz this time, hopefully
* Made the colossi obey the maze
v01:
* Initial Release + Localization
Meta
- Categories:
- Defense (Competitive)
- Author:
- slightlyrandom 2
- Filename:
- Cube Defense v071.SC2Map
- Project Page:
- Cube TD
- Type:
- StarCraft 2 Map
- Size:
- 792.3 KB
- Overall Rating:
-
4 / 5 (3 votes, ranked #421) - Tags:
- cube, defense, maze, tower
- Players:
- 8
- Tileset:
- BelShir
- Dimensions:
- 256x256
- Favorites:
- 1
- Downloads (Total):
- 1,040
- Downloads (Daily):
- n/a
- Discovered On:
- June 15, 2010
Share Map
- JavaScript Widget:
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Cube TD
Cube Defense v071.SC2Map (792.3 KB)
- Released:
- June 15, 2010
- Downloads:
- 1,040
- Direct Link:
Rating
- Opinion:
3 votes considered -
- Neutral
Neutral
- Terrain:
-
- Units:
-
- Sound:
-
- Replay Value:
-
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User Comments
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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
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
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
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