Defend the end of each level by obstructing the enemies! Place towers along their path of attack to stop them!
Can you defeat your enemies?
โฅ Map Features:
โง Many Enemies
Defeat many different enemies, including but not limited to Zombies, Creepers, Skeletons, Beetles & Ghosts. This map uses both the usual Minecraft enemies, but also new ones! There are many different mobs with varying abilities. Place towers along their path of attack to stop them!
This map uses somewhat randomly generated waves. Waves get harder over time, but the difficulty also changes according to your progress. The waves a created by combining a ton of different 'wave segments'. Later waves have more and harder segments while earlier waves only have very few and easy segments. That means waves will get both harder and longer over time.
This map features a variety of different towers with lots of different attributes and special attacks. Not all towers are be available from the start, you need to unlock some by completing different levels.
Most of the towers can also be upgraded using this maps Upgrade System. All upgradeable towers can be upgraded three times and all upgrades affect different stats.
There is a shop for all the towers in each level.The shop works very fast and can update itself while you are using it. It is a GUI with multiple pages and can also inform you about various things.
I've made a pretty important decision (kinda). Instead of using premade waves like originally planned I'll be using waves that are somewhat randomly generated.
Basically I'll create a ton of wave segments and will assign a difficulty value to each segment. Each wave will choose segments depending on that value. But I also actually use the progress of the player. That means if you don't have a lot of towers then waves will be easier than if you have lots of towers, not depending on the wave. The goal of this is to make each wave challenging for every player. This is supposed to stop some people with bad strategies from losing after like 5 waves every time and to stop those with good strategies from being bored.
Open the spoiler for a more complicated & detailed version of the wave system
Each Wave gets a difficulty value. That difficulty score is the number of the wave + the levels of your towers-1/2 + your amount of towers.
E.g. If it's the third wave and you have three Level I Towers and one Level II Tower than the difficulty value of the wave will be 7
[3 (wave number) + 4 (amount of towers) + (1-1 (first Level I Tower) + 1-1 (second Level I Tower) + 2-1 (Level II Tower))/3]
[3 + 4 + (0 + 0 + 0 +1)/2]
[3 + 3 + 1 (0.5 isn't possible) = 7]
Different wave segments unlock at different difficulty values. For this example I'll use 6 categories of difficulty segments (i.e. A, B, C, D, E & F).
For Example:
A Unlocks at difficulty 1
B Unlocks at difficulty 2
C Unlocks at difficulty 4
D Unlocks at difficulty 6
E Unlocks at difficulty 7
F Unlocks at difficulty 9
As you can see not every difficulty value unlocks a new segment category. Now we don't want all the weak zombies to appear late in the game so you always only have 4 unlocked segment categories at a time (Except for very low difficulty values, for those there can be less unlocked categories). To achieve this the categories lock again at a specific difficulty score
For Example:
A Locks at 6
B Locks at 8
C Locks at 10
D Locks at 12
E Locks at 21
F Locks at 25
With this combination of unlocking and locking segment categories only 4 will be unlocked at a time
For Example: [ABCD] or [BCDE]
Now when the wave starts the system picks one of the four categories randomly
For Example: [ABCD] - Category chosen: A
Next it selects one of the categories segments. Let's name the segments A1, A2, A3 & A4 (amount of segment varies)
For Example: [ABCD] - Category chosen: A - Segment chosen: A1
Now this whole segment will spawn in the level. Segments can have ~1-50 Enemies each
Now we also need to determine the amount of segments in the wave. To do this I take the unlock score of the category that's three before the chosen one:
For Example: [ABCD] - Category chosen: D | System takes the unlock score of A (1)
and then I substract that score from the chosen categories unlock score
For Example: [ABCD] - Category chosen: D | System takes the unlock score of A (1) | Substracts unlock score of A (1) from unlock score of D (6) (6-1=5)
the resulting number gets substracted from the original difficulty value (7 in the example)
For Example: Resulting Number (5) gets substracted from the difficulty value (7) (7-5=2)
After the first segment has completly spawned in the level my system checks again which categories are locked and which are unlocked.
For Example: 7-5=2 | New Difficulty value is 2. That means only A & B are unlocked [AB]
The system repeats all steps until the difficulty value reaches 0 or less. At that point no more enmies will spawn until you manually start the next wave.
... Did anyone even understand that?
Well anyway this might seem a bit too complicated, but so far the waves have worked very well and it acutally sounds way more complicated than the actual command blocks are. There will probably be a couple of changes to this system to make sure it's very balanced. This also means that each time you play a level the waves will be different and more importantly there after winning a level you can choose to continue playing (there is no real limit to the waves)
I've made a pretty important decision (kinda). Instead of using premade waves like originally planned I'll be using waves that are somewhat randomly generated.
Basically I'll create a ton of wave segments and will assign a difficulty value to each segment. Each wave will choose segments depending on that value. But I also actually use the progress of the player. That means if you don't have a lot of towers then waves will be easier than if you have lots of towers, not depending on the wave. The goal of this is to make each wave challenging for every player. This is supposed to stop some people with bad strategies from losing after like 5 waves every time and to stop those with good strategies from being bored.
Open the spoiler for a more complicated & detailed version of the wave system
Each Wave gets a difficulty value. That difficulty score is the number of the wave + the levels of your towers-1/2 + your amount of towers.
E.g. If it's the third wave and you have three Level I Towers and one Level II Tower than the difficulty value of the wave will be 7
[3 (wave number) + 4 (amount of towers) + (1-1 (first Level I Tower) + 1-1 (second Level I Tower) + 2-1 (Level II Tower))/3]
[3 + 4 + (0 + 0 + 0 +1)/2]
[3 + 3 + 1 (0.5 isn't possible) = 7]
Different wave segments unlock at different difficulty values. For this example I'll use 6 categories of difficulty segments (i.e. A, B, C, D, E & F).
For Example:
A Unlocks at difficulty 1
B Unlocks at difficulty 2
C Unlocks at difficulty 4
D Unlocks at difficulty 6
E Unlocks at difficulty 7
F Unlocks at difficulty 9
As you can see not every difficulty value unlocks a new segment category. Now we don't want all the weak zombies to appear late in the game so you always only have 4 unlocked segment categories at a time (Except for very low difficulty values, for those there can be less unlocked categories). To achieve this the categories lock again at a specific difficulty score
For Example:
A Locks at 6
B Locks at 8
C Locks at 10
D Locks at 12
E Locks at 21
F Locks at 25
With this combination of unlocking and locking segment categories only 4 will be unlocked at a time
For Example: [ABCD] or [BCDE]
Now when the wave starts the system picks one of the four categories randomly
For Example: [ABCD] - Category chosen: A
Next it selects one of the categories segments. Let's name the segments A1, A2, A3 & A4 (amount of segment varies)
For Example: [ABCD] - Category chosen: A - Segment chosen: A1
Now this whole segment will spawn in the level. Segments can have ~1-50 Enemies each
Now we also need to determine the amount of segments in the wave. To do this I take the unlock score of the category that's three before the chosen one:
For Example: [ABCD] - Category chosen: D | System takes the unlock score of A (1)
and then I substract that score from the chosen categories unlock score
For Example: [ABCD] - Category chosen: D | System takes the unlock score of A (1) | Substracts unlock score of A (1) from unlock score of D (6) (6-1=5)
the resulting number gets substracted from the original difficulty value (7 in the example)
For Example: Resulting Number (5) gets substracted from the difficulty value (7) (7-5=2)
After the first segment has completly spawned in the level my system checks again which categories are locked and which are unlocked.
For Example: 7-5=2 | New Difficulty value is 2. That means only A & B are unlocked [AB]
The system repeats all steps until the difficulty value reaches 0 or less. At that point no more enmies will spawn until you manually start the next wave.
... Did anyone even understand that?
Well anyway this might seem a bit too complicated, but so far the waves have worked very well and it acutally sounds way more complicated than the actual command blocks are. There will probably be a couple of changes to this system to make sure it's very balanced. This also means that each time you play a level the waves will be different and more importantly there after winning a level you can choose to continue playing (there is no real limit to the waves)
I like it. I've always been fascinated by RNG mechanisms.
The First Tower is the Sheep Tower. It's a remake of the first tower from McTsts' Tower Defense. All remade towers are however changed and balanced.
(The level in the pictures is just a test level and not a final one)
The Sheep Tower shoots at enemies to kill them. It's cooldown is pretty fast and it does average damage. It doesn't have any special effects though.
By upgrading the tower you can increase it's range, health & damage and decrease it's cooldown.
The second tower is the Air Tower. Also a remake, unlike the original tower this one isn't useless.
The Air Tower attacks by creating a powerful updraft around it. This throws multiple enemies in the air and does below average damage. The Air Tower's cooldown is very fast.
By upgrading the tower you can increase it's health & damage and decrease it's cooldown.
The first 10 towers with all levels. In total they would cost ~13000 Gold.
So far I remade 6 out of the 7 towers in McTsts' Tower Defense.
And I also remade the Heal Tower (an Enemy Tower)
There are also 3 new towers. One of those attacks and the other two do other things.
The seventh tower from McTsts' Tower Defense (Ender Tower) will likely not be remade due to redundancy. It's basically just a stronger version of the Fire Tower and I'd prefer to have more unique towers especially because the Upgrade system in this map is much better than in the original map (Basically upgrading Fire Tower creates Ender Tower as result save the design.)
Here's an overview of the towers so far. Design, Effect and Price might be changed, but it's likely that they will stay the same. All towers except the Beacon (and the Heal Tower) can be upgraded three times.
Super Villager is an unlockable improved version of Villager.It's more expensive but it also gives you more gold. Each wave the amount of gold it gives you increases. Depending on the level the Super Villager wears one of four different crowns.
Speed Tower is another enemy only tower. This tower makes enemies permanently faster, though this can be stopped by towers than permanently slow enemies down (I didn't show that yet)
I'm just gonna pretend I didn't already make an unfinished map with the same name, nobody will notice right? Not many people will remember that map anyway at least.
โฅ Map Features:
โง Many Enemies
Defeat many different enemies, including but not limited to Zombies, Creepers, Skeletons, Beetles & Ghosts. This map uses both the usual Minecraft enemies, but also new ones! There are many different mobs with varying abilities. Place towers along their path of attack to stop them!
โง Random Waves
This map uses somewhat randomly generated waves. Waves get harder over time, but the difficulty also changes according to your progress. The waves a created by combining a ton of different 'wave segments'. Later waves have more and harder segments while earlier waves only have very few and easy segments. That means waves will get both harder and longer over time.
โง Towers
This map features a variety of different towers with lots of different attributes and special attacks. Not all towers are be available from the start, you need to unlock some by completing different levels.
โง Upgrades
Most of the towers can also be upgraded using this maps Upgrade System. All upgradeable towers can be upgraded three times and all upgrades affect different stats.
โง Shop
There is a shop for all the towers in each level.The shop works very fast and can update itself while you are using it. It is a GUI with multiple pages and can also inform you about various things.
โง Traps
Towers are however not the only thing you can place. You can also use a couple of different traps to temporarily obstruct the enemies path.
โง Enemy Towers
Another type of tower are the Enemies towers. In some level there are be enemy towers that help the mobs instead of hurting them.
โง Other Features
This map also uses custom textures & models to create new towers, enemies and more.
Enemies carry not only normal, but also new/custom weapons.
This map uses a variety of sound effects!
โฅ Download::
https://vertex-creations.com/maps/mirage_tower_defense
โฅ Pictures:
โง Towers:
โง Levels:
โฅ Videos:
โฅ Secrets:
There are a lot of secrets in this map! Can you find them?
There are also two secret 'minigames'
โง Find McTsts. There is a (hidden) blocky McTsts in every room/level! Can you find them all? (10 in levels, 6 in lobby rooms)
โง. A secret PvP minigame! Try hitting a friend in the lobby
โฅ Creators:
โฆ Main Creator โฆ Redstoner
โฆ Builder โฆ 3d Modeller
โฆ Texturer โฆ Tester
โฆ Sounds
โง McTsts โฆโฆโฆโฆโฆโฆ
โง marhjo โฆโฆ
โง EnderPig โฆโฆ
โง MrKukurykpl โฆโฆ
โง rabidgoodra27 โฆโฆ
โง enemysfriend22 โฆ
โง rafakado โฆ
โง TTEXTT โฆโฆโฆ
โง inaccessible โฆ
โง NemPlayer โฆโฆ
โง Green Greeny โฆ
โง kradziejpyr โฆ
โง infinitydrago โฆ
โง matejcraft100_yt โฆ
You can join our team by applying here →
Check out Crowdford here.
Looks great! I'd join you if I could, I like making this sort of thing.
If you want to help you can. Even if it's just an idea or a model/texture any help is appreciated.
Check out Crowdford here.
Update #1:
I've made a pretty important decision (kinda). Instead of using premade waves like originally planned I'll be using waves that are somewhat randomly generated.
Basically I'll create a ton of wave segments and will assign a difficulty value to each segment. Each wave will choose segments depending on that value. But I also actually use the progress of the player. That means if you don't have a lot of towers then waves will be easier than if you have lots of towers, not depending on the wave. The goal of this is to make each wave challenging for every player. This is supposed to stop some people with bad strategies from losing after like 5 waves every time and to stop those with good strategies from being bored.
Open the spoiler for a more complicated & detailed version of the wave system
Each Wave gets a difficulty value. That difficulty score is the number of the wave + the levels of your towers-1/2 + your amount of towers.
E.g. If it's the third wave and you have three Level I Towers and one Level II Tower than the difficulty value of the wave will be 7
[3 (wave number) + 4 (amount of towers) + (1-1 (first Level I Tower) + 1-1 (second Level I Tower) + 2-1 (Level II Tower))/3]
[3 + 4 + (0 + 0 + 0 +1)/2]
[3 + 3 + 1 (0.5 isn't possible) = 7]
Different wave segments unlock at different difficulty values. For this example I'll use 6 categories of difficulty segments (i.e. A, B, C, D, E & F).
For Example:
A Unlocks at difficulty 1
B Unlocks at difficulty 2
C Unlocks at difficulty 4
D Unlocks at difficulty 6
E Unlocks at difficulty 7
F Unlocks at difficulty 9
As you can see not every difficulty value unlocks a new segment category. Now we don't want all the weak zombies to appear late in the game so you always only have 4 unlocked segment categories at a time (Except for very low difficulty values, for those there can be less unlocked categories). To achieve this the categories lock again at a specific difficulty score
For Example:
A Locks at 6
B Locks at 8
C Locks at 10
D Locks at 12
E Locks at 21
F Locks at 25
With this combination of unlocking and locking segment categories only 4 will be unlocked at a time
For Example: [ABCD] or [BCDE]
Now when the wave starts the system picks one of the four categories randomly
For Example: [ABCD] - Category chosen: A
Next it selects one of the categories segments. Let's name the segments A1, A2, A3 & A4 (amount of segment varies)
For Example: [ABCD] - Category chosen: A - Segment chosen: A1
Now this whole segment will spawn in the level. Segments can have ~1-50 Enemies each
Now we also need to determine the amount of segments in the wave. To do this I take the unlock score of the category that's three before the chosen one:
For Example: [ABCD] - Category chosen: D | System takes the unlock score of A (1)
and then I substract that score from the chosen categories unlock score
For Example: [ABCD] - Category chosen: D | System takes the unlock score of A (1) | Substracts unlock score of A (1) from unlock score of D (6) (6-1=5)
the resulting number gets substracted from the original difficulty value (7 in the example)
For Example: Resulting Number (5) gets substracted from the difficulty value (7) (7-5=2)
After the first segment has completly spawned in the level my system checks again which categories are locked and which are unlocked.
For Example: 7-5=2 | New Difficulty value is 2. That means only A & B are unlocked [AB]
The system repeats all steps until the difficulty value reaches 0 or less. At that point no more enmies will spawn until you manually start the next wave.
... Did anyone even understand that?
Well anyway this might seem a bit too complicated, but so far the waves have worked very well and it acutally sounds way more complicated than the actual command blocks are. There will probably be a couple of changes to this system to make sure it's very balanced. This also means that each time you play a level the waves will be different and more importantly there after winning a level you can choose to continue playing (there is no real limit to the waves)
Check out Crowdford here.
I like it. I've always been fascinated by RNG mechanisms.
The First Tower is the Sheep Tower. It's a remake of the first tower from McTsts' Tower Defense. All remade towers are however changed and balanced.
(The level in the pictures is just a test level and not a final one)
The Sheep Tower shoots at enemies to kill them. It's cooldown is pretty fast and it does average damage. It doesn't have any special effects though.
By upgrading the tower you can increase it's range, health & damage and decrease it's cooldown.
The second tower is the Air Tower. Also a remake, unlike the original tower this one isn't useless.
The Air Tower attacks by creating a powerful updraft around it. This throws multiple enemies in the air and does below average damage. The Air Tower's cooldown is very fast.
By upgrading the tower you can increase it's health & damage and decrease it's cooldown.
Check out Crowdford here.
The first 10 towers with all levels. In total they would cost ~13000 Gold.
So far I remade 6 out of the 7 towers in McTsts' Tower Defense.
And I also remade the Heal Tower (an Enemy Tower)
There are also 3 new towers. One of those attacks and the other two do other things.
The seventh tower from McTsts' Tower Defense (Ender Tower) will likely not be remade due to redundancy. It's basically just a stronger version of the Fire Tower and I'd prefer to have more unique towers especially because the Upgrade system in this map is much better than in the original map (Basically upgrading Fire Tower creates Ender Tower as result save the design.)
Check out Crowdford here.
Here's an overview of the towers so far. Design, Effect and Price might be changed, but it's likely that they will stay the same. All towers except the Beacon (and the Heal Tower) can be upgraded three times.
If you have any ideas for towers tell me.
Check out Crowdford here.
Updated Air Tower Design. I decided to add some wings!
Check out Crowdford here.
marhjo is now also working on this map. Today we made the first level and there are now 17 Towers. rafakado also helped us with balancing.
Check out Crowdford here.
Here are two of the newer towers.
Super Villager is an unlockable improved version of Villager.It's more expensive but it also gives you more gold. Each wave the amount of gold it gives you increases. Depending on the level the Super Villager wears one of four different crowns.
Speed Tower is another enemy only tower. This tower makes enemies permanently faster, though this can be stopped by towers than permanently slow enemies down (I didn't show that yet)
Check out Crowdford here.
We have finished the first 4 levels. I will try to upload a preview video soon!
Check out Crowdford here.
This is Level 5 built by MrKukurykpl
Check out Crowdford here.
All towers so far. Not sure if I'll add much more, maybe some more enemy towers?
Check out Crowdford here.
I forgot about this thread.. There still has been a lot of progress!
Here's a video showing the first version of a tutorial level:
Check out Crowdford here.
We are now looking for Testers for this map!
Check out Crowdford here.
This map is now released!
I'm just gonna pretend I didn't already make an unfinished map with the same name, nobody will notice right? Not many people will remember that map anyway at least.
Check out Crowdford here.
I've released a couple of updates, mainly to try to fix mod related issues
This map has managed to stay in the top 5 map on minecraftmaps for multiple days now
Check out Crowdford here.
Ah, can't believe I missed the release! Can't wait to try it.
I hope you'll enjoy it!
Check out Crowdford here.