Possession TD v1.99
Author: CHUNK
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 file6 items3 chat commands8 quest entriesScript: JASS
Chat Commands (3)
-help-air-moveQuest Log (F9)
Rules
Possession TD has two basic difficulty modes - one in which difficulties are fixed for all teams, voted upon at the start of the game, and one where difficulties are flexible, allowing players to adjust their team's difficulties between rounds. All modes have the same basic gameplay - although difficulties can change the number of units spawned and, in the upper levels, the type of units spawned. Players may choose from any of the 14 different builders (7 races) in all modes.
Your team is allowed 40 leaks. After 20 leaks, one castle is destroyed (randomly) for the kingdom that leaked. If a castle gets destroyed through player assaults, your kingdom is left with 20 fewer leaks, so guard your castles carefully. If you team allows 40 leaks of both castles are destroyed, your team will be eliminated.
To capture leaked monsters, your team must kill all of your spawns for a round before the leak occurs. Teams that have all of their spawns killed (winning the round) are randomly assigned any subsequent leaks that occur. Captured leaks can help you defend from leaks or can be used to assault opponent kingdoms.
Monster Pathing
Monster Movement
-Monsters will appear at the corners and work their way towards the center of the map, touching each of the diamonds along the way.
-Monsters will not attack towers on the way to the center of the map unless the path to the center of the map is blocked or the path surrounding any of the pathing diamonds is blocked. Monsters may ultimately path through another kingdom if the passage to the center is completely blocked OR if the distance to the first node is longer than the distance through the center of the map.
-Air units will appear every 5th round and will follow the pathing diamonds, but their path cannot be blocked.
Builders
Builders
-Each team consists of two players, each with their own castle. Builders for each race are composed of two types: Leaders and Guardians.
-Guardian builders have towers designed to create fast, mazable units, primarily concerned with impeding and damaging ground units. Leader builders are designed to create towers specially targeting air units, specific rounds, and melee/siege type towers.
Towers
The towers in this map follow a regular pattern between the builders and can be put into functional groups. The tower's classification is included in the tooltip and all towers of similar type are placed in identical positions on the button selections for each builder. Guardians and Leaders are each provided with their own types of towers, meaning button positions from one Guardian builder to another are the same, and from one Leader to another are the same, but not between Guardian and Leader builders. Both sets of towers are generally required to win this map and players are encouraged to utilize builders from any of the available races to gain the benefits from each race and builder type, although ultimate towers can only be built if you have a Leader and a Guardian of the same race.
Each tower has a specific purpose in this map and a strategy will be required to use some towers more effectively. Upgrading towers is will provide you with additional food sources (also available by getting a Possession tower) and upgraded towers will change the damage type (depending on the tower), making them more effective against certain rounds.
Armor Types
The attack types and armor types in this map have been modified. The exact % for each attack type is listed in the tooltip for each attack and armor type. If nothing is mentioned about an attack type, it does 100% against that armor type.
The pathing creeps in this map follow a progression with regard to their armor types. Every 10 rounds, the armor types go through a full cycle:
Heavy, Light, Medium, Normal, Unarmored, Hero, Fortified, Medium, Divine, Unarmored.
Spell Immune creeps will be displayed with a glowing buff floating over their heads. Spell immune creeps are assigned more or less randomly throughout the levels. Demonic creatures will take extra damage from dispelling attacks.
Difficulties
In FLEXIBLE mode, the difficulties in this map can be changed *between* any round. The options are moderate, hard, expert, insane, and ludicrous. You can access the difficulties in the Game Controls menu on any builder (hotkey X) in Flexible mode.
These difficulty settings are the same as the fixed modes, described below.
On Moderate, the creeps will get a +1 armor bonus.
On Hard, slightly more creeps will spawn and they will get an armor bonus of +3.
On Expert, the armor bonus increases to +5, and monsters from the next round will spawn with those from the round you are on.
For Insane, the armor bonus is +7.5 and creeps from 2 rounds ahead will spawn with the creeps from the current round.
And on Ludicrous, the armor bonus is +10 and creeps from 3 rounds ahead will spawn with the creeps from the current round.
Clan TDG
For more information or current versions of this map or any other created by Clan TDG, visit the Clan TDG website: www.jx3.net/tdg/ or the TDG forums: http://www.jx3.net/tdg/forum. Other clan maps include Shvegait's Burbenog TD, Zoizite's 11th Hour, Xalterax's Final Fantasy Forever, Gravano's Seasons of Uncertainty: The Dark Phoenix, Lil Blue Smurf's Minotaur's Labyrinth, and many many others.
Other maps by CHUNK: Gauntlet Arcade, Maze Runner (puzzle map), FIEND TD, Demolition TD, Spidering Willcage RPG.
Other maps adopted by CHUNK: The 11th Hour AoS (with Zoizite), The Big Chill - Oculus Wars AoS (with Ultramagnetic).
Playtesters
This map was originally designed for Reign of Chaos in the winter of 2002. Since then a long list of people have contributed to the development of the towers, concept, and especially the gameplay. The earliest playtesters of this map include Jx3, LiquidSmoke, and Pezzam, who help develop the RoC concepts and tested the map back when nothing seemed to work right.
In the fall of 2003, this map underwent an enormous change in both game concept and design. Following the release of FIEND TD, Clan TDG began rigorously playtesting the new prototype for Possession TD (TFT) and since then the clan has been instrumental in finding problems with the map, tooltips, damage types, and exploits, and several playtestesters have regularly made suggestions to improve the balance and gameplay.
Kessler, Galahaut, ReDw00f, The_Shadows, as well as the original playtesters were instrumental in bringing the game into the modern format. Other members of Clan TDG who assisted include SnoSniper_101, TheLoneDragoon, MunkiesUncle, w0w_, Lil Blue Smurf, The1stSeal, and Irish. Later versions of this map have benefitted greatly from input from Zoizite, Irish, xshinex, Eidi, and the rest of the Graveyard Shift.
This latest version included multiple changes of some major gameplay features and many new towers. These changes would not have been possible without the attention this map received from my playtesters, who produced a lot of great playtesting and suggestions, including: Zoizite, BlkSupraTT, Shvegait, Xalterax, KrewL_RaiN, Dragonspawn, ShadowTek, Sacreligious, Antistone, Kaye-, SeasonsOfLove, Zantetsuken, Galahaut, and LiquidSmoke. Many other TDG members helped by playing games, finding minor issues with the gameplay, and reporting bugs that slipped through earlier versions of this map.
Throughout the map's development, I have regularly pestered Shvegait with questions on how to accomplish some of the more complex or less-than-intuitive object editing and triggering of the map. Thanks to all of the people in Clan TDG who helped put this map on the map. -CHUNK
If you have a knack for finding bugs in maps, you just really love to contribute to the gameplay and balance of a map, or you make your own maps or need assistance with your map, maybe Clan TDG is the place for you. Come to channel Clan TDG or visit our website www.jx3.net/tdg/forum. Immature people or those not seriously dedicated to map-making or playtesting need not apply.
Show all items (6)
LeaksTowersArmor TypesDifficulty SettingsModesRace
Map Specifications
Terrain Dimensions96 × 96
Playable Area92 × 92
Suggested Players1 - 8 (4 teams)
Max Slots12 slots
Size296.63 KB
Script EngineJASS
Graphics ModeSD & HD
Lobbies233
Author's description
Original in-game description by CHUNKA hybrid tower defense map where teams compete to be the first to destroy the attacking monsters or their opponents in siege warfare. 14 builders (2 types), 50 Rounds.
