Age of Kings Heaven 139
Downloads Home
Best Files
Review Guidelines
Main site
Code of Conduct

Advanced Search
New Releases
New Reviews
New Comments

Submit File
Browse Categories
New Files
Recent Updates

Downloads Home » Projects » i!iTower Defense!i! SINGLE PLAYER V1.1

Download File Post Review Post Comment

i!iTower Defense!i! SINGLE PLAYER V1.1

Author File Description
File Details
Version: Age of Kings
Style: Fixed Force
Units spawn at P1's corner of the map.
He must build towers to stop them getting to the middle.
If they get there, he loses.
As he builds more towers, the enemy units get stronger, with more pierce armor.

Please report how it was to Wyo_Daniel.

Update - Version 1.1 :
Due to popular demand, I have cranked up the prices of units and research by about 50 gold, in most cases.
Hope this makes it more challenging / fun!
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
MeGaIdIoT Good job =).

I recommend you buy the conqueror's expansion, though. You can change unit names, stats, and more. It would help a lot with the store to be able to change names, you could list the price on the unit's name that you buy. Also, everything is just a bit too cheap. I would raise the prices a bit. Good concept though, just polish it up some.

[Edited on 10/05/06 @ 04:55 PM]

File Author
Ty, I'll get around to getting AoC soon, before Christmas, hopefully.
MeGaIdIoT Make sure you add something that kills enemy units for players that aren't there, too.

And tower upgrades should be more expensive. Also, maybe add bracer.

[Edited on 10/05/06 @ 05:21 PM]

File Author
Thanks, I will look into that.
Also, I'm the one who made a "booter" that did exactly that for the SWGB:CC version. :D
MeGaIdIoT I wouldn't recommend a booter. Most hosts abuse them. In fact, Gamepark, a place to play AoK online, just came out with a policy on 3-day bans for booting.

[Edited on 10/05/06 @ 06:14 PM]

Snacks4dinner I enjoyed it.. very good... the units should be more expensive, but other then that very creative =) good luck with further scenarios
MeGaIdIoT Another thing, it would be a lot easier for you if you used AoK Trigger Studio's tribute kills to make the kill rewards.

Just setup a trigger:
Looping: On
Starting State: On
Condition 0: Accumulate Attribute, 5 kills
Effect: Tribute, Player to Gaia, 5 kills
Effect: Tribute, Player 1 to gaia, -10 gold (tribute resources from gaia, gaia has unlimited resources. Also, if you do the reverse tribute like shown in that, it won't give you a message saying "[Person] tributed 10 gold in tribute to you"). The easiest way to do negative numbers is in AoK Trigger Studio.

You have to setup the kill tribute in AoK Trigger Studio, though. And if you click a kill tribute effect in the regular editor, it will turn into a food tribute.

Also, the waves are too short. Maybe make them have more units, or come in 2 sets, apart from each other. Once you get the conqueror's expansion, you can add a lot more levels, because you can change the levels' HP. And you should add a looping trigger with a 2-3 second timer that tasks units out from the first part of the path and the spawning area. They get stuck a lot of time.

Lastly, it's too easy. Just a screenshot of this should explain it.

I've given so many suggestions on this because it looks like it has great potential :).

[Edited on 10/06/06 @ 11:02 AM]

File Author
Heh - great screenshot.

The easiest way to change the balance at this point would be to crank up the prices, maybe do some pierce armor research, and maybe put the waves a little closer together.

Yes, I will bear your suggestions in mind if and when I design a Tower Def for AoC, but I still want something for all the poor little AoK kids to play.

I THOUGHT the units themselves might cost too much, but I didn't do much testing where I bought nothing but units, and compared that to when I bought nothing but towers.

Monday, October 9th, 2006
Update - Version 1.1 :
Due to popular demand, I have cranked up the prices of units and research by about 50 gold, in most cases.
Hope this makes it more challenging / fun!

[Edited on 10/09/06 @ 06:03 PM]

Official Reviewer
Map Design3.0
'Star Tower defence' is a single player version of a multiplayer map. Waves of enemy troops come along a set path and you have to build towers and units to stop them.

Playability: 3
This was the first time I played a star defence map and I enjoyed it.. in the beginning . However the concept grows boring after some time and I didn't get much enjoyment killing hordes of units. Also it was too easy (see balance)
A few things I found weird were that the scout cavalry died (you could have simply removed them instead) Same with the king and the woad raider, it would have looked neater. Also the trigger to task the enemies down the line wasn't looped and thus they tended to accumulate near the entrance when they got shot at (and finally I had to get some galleons out and clear away the last surviving troops). The keep tower upgrade didn't work.

Balance: 2
Too easy. I won it on hard without reloads. The game actually gets easier with each level after round 10 or so because of the large amounts of gold collected. The only time I got a scare was in round 5 or so when a knight nearly got to the end before getting shot by the accursed tower. Of the remaining rounds, only one paladin got to the last lap at all. Round 15 onwards didn't make it past the first bend.
I feel some of the unit prices were wrong/unbalanced. Scorpions and onagers are too cheap. Throwing axemen and Genghis khan are too costly. The towers were cheap too.

Creativity: 3
Star tower defense is not an original idea as far as I know but rarely is it made for single player game. The creativity is there, but limited. You have a wide variety of unit choices. I found using jannissaries + onagers + galleons the best way. The enemy troops are of a varied nature and this was a good thing although most of them were killed rather easily.

Map Design: 3
A map like this does not need good terrain or eyecandy, nevertheless this map was too plain. It consisted of just leaves terrain, roads and medium water. Mixing a little grass and dirt would have looked much better without hindering gameplay. While gaia stuff (eyecandy) would have probably caused it to affect gameplay, it is just too plain as it is. The good thing is that the curving path design was well suited to the game and would have required some tactical positioning of towers (if the game had been harder, that is) and therefore it gets 3.

Story/Instructions: 3
The instructions are very well presented with a chart on the unit costs and everything. It tells the player exactly how to play the game.

Additional Comments:

If you want to practise star tower defence before playing it in multiplayer you can play this game.

[Edited on 05/13/07 @ 11:43 AM]

Post Review Post Comment

HGDL v0.8.0

Forum Username:


Create a new account
Forgot password?
Map Design3.0
Favorites: [Who?]0
Size:12.30 KB