Green Circle Team TDv2.0
Author: Ishachus
Patch Compatibility:
1.24e - 1.27a LAN: Compatible1.32 - 1.36 Reforged: Compatible3.0.x Definitive: Untested
Terrain minimap
What's in the map file
Extracted from the map file4 chat commands6 quest entriesScript: JASS
Chat Commands (4)
-immune-air-hero-bossQuest Log (F9)
v.1.3
Version 1.3 - Ishachus
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Bug fixes:
- Fixed issue where Teal's creeps would spawn faster and sooner than all the other players.
- Fixed Reward System where Red & Blue would always win.
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v.1.2
Version 1.2 - Ishachus
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- Game was way too easy, even for Normal, made it harder. Buffed HP and made creeps spawn faster.
- Added Reward System to make game a little bit more interesting and more competitive.
- Disabled Kick System for now, have plans to add a voting system for the kick system. The host isn't always going to be Player 1.
- Added an 'Endless Wave' that progressively gets harder and harder. This is for if two or more groups are left at the end of the game, the game will see who can last the longest.
- Modified terrain for each circle to make it a little bit more interesting.
- NEW Tower, The ANNIHILATOR.
Bug fixes:
- Victory trigger wasn't being activated, so the map never ended. That is fixed.
- Fixed an issue if one group has only one player, their creep cap for their circle was still 175, reduced it to 87.
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v.1.1
Version 1.1 - Ishachus
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Bug fixes:
- Fixed major issue if one side loses, creeps stop spawning.
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v.1.0
Version 1.0 - Ishachus
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Whats new from Green Circle TD:
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Split 8 players into 4 groups.
Fixed the Waves system. It wasn't properly using the "NumberToSpawn" variable. Also, some waves had a long spawn delay and others almost no delay whatsoever, that is fixed. There is a spawn delay added depending on what difficulty wins the vote. Very Easy = 10 second delay, Easy = 5 second spawn delay, Normal = 1 second spawn delay. Hard and Very Hard have no spawn delays. Added a countdown timer for those with delays.
Improved Leaderboard.
New and improved Voting system for selecting Difficulties. Also added 2 new difficulties, Very Easy and Easy.
Cleaned up a lot of triggers and variables.
Improved the Kick System.
Made some levels that were too easy, harder.
Made the last level which was nearly impossible, a little easier. Reduced HP of Death Revenant from 500k to 400k.
New effects for the Poison Tower, Destruction Tower, Ice Tower, and both Auras, Damage and Speed.
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Creep Cap
If a group has two players then the Creep cap for their circle = 175.
If a group has one player then the Creep cap for his/her circle = 87.
Reward System
The Reward System is a new feature that rewards players for having the least amount of creeps in their circle. Something to make the game have a little more competition, give it some flavor.
The way the reward system works is, whichever group has the least amount of creeps in their circle at the end of the round will win the jackpot. The jackpot initially starts out at 25 gold and gets incremented by each progressing wave by x1.10.
If a group only consists of one player, then only one spawn will be active, so more than likely that group will have the least amount of creeps at any given point time due to the fact there is only one spawn and not two. To make things fair, when doing the jackpot check, that group the player is in will have their creeps doubled in a TEMP variable. So for example:
Red & Blue (2 Players) = 60 creeps
Teal & Purple (1 Player) = 25 creeps x 2 = 50 creeps
Teal & Purple would win the jackpot.
If two or more groups that have the least amount of creeps and also have the same amount of creeps will just cancel eachother out and nobody will win the jackpot. So for example:
Red & Blue = 20 creeps
Teal & Blue = 20 creeps
Nobody wins.
Map Specifications
Terrain Dimensions0 × 0
Playable Area94 × 94
Suggested Players2-8
Max Slots9 slots
Size410.89 KB
Script EngineJASS
Graphics ModeSD & HD
Lobbies944
Author's description
Original in-game description by IshachusSplit orginal Green Circle TD created by Hit! into 4 groups.
