Ok here it is "Mass TD (Remake 1)"
Same idea, new stuff to keep the lag in the gutter.
Mass TD
General: The map is one long line with small pathways going around to the sides. The game has a few timers, one for each player in the game. Each player has their own 'section' (one of the 10 boxes surrounding the map, each of these sections timers is set up a bit differently.
When the game starts, it randomly waits 5, 10, 15, 20, 25, 30, 35, or 40 seconds before starting your timer, no more than 2 playes will have the same timer startup.
The map i redid is very differnt from the previous one
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-*-
/|\
Those are the main sections, there is one for each player (except grey) grey has this:
****\|/
------***
****/|\
(* means its a base zone, any dashes and slashes are spawn points)
Now the aim of the game:
Units would spawn like crazy in your spawn zone, then rush towards the center of the base (any units that arrive in the cfenter start attacking you, so mazing is necessary to survive) Then, after about 20 seconds of letting you shoot the enemy units, they will all instantly move into the way left side of greys base, he then uses towers on the walls surrounding this area, and towers at the way right side to destory these units. (NOTE: grey also gets mass units attacking him, but his lvls of units are always 1 behind other people, and these dissapear into oblivion instead of rushing towards the right)
Any unit reaching the complete right of greys base takes away -5/-10/-50 gold depending on unit type (air -5, ground -10, boss -50)
When boss spawn, they spawn one per persons base, do not attack, and then go to greys base all at the same time (they spawn at the same time also)
This map would lag much less than the other, now towers and upgrades:
Each player must have atleast 1 gold at all times to stay in the game, any player who loses that gold is forced to leave their towers are destroyed and their base stops spawning.
TOWERS:
There would be like in other games, about 8 types of towers, doesn't matter what they are, but they should be split into catagories:
Tower Type 1 - Good ground, Good air, No "specials"
TT 2 - Bad ground, Good air, Specials that deal extra to air
TT 3 - Good ground, Bad air, Specials that deal extra to ground
TT 4 - Very good ground, bad air, splash
TT 5 - bad ground, Very good air, splash
TT 6 - bad ground, bad air, every tower has its own special (all cheap)
TT 7 - ok ground, ok air, speed
TT 8 - ok ground, ok air, damage
or whatever i don't really care...
Now, heroes. You would have a large selection of heroes, when you get your hero, he starts at lvl 2 with 1 lvl 1 aura.
You would have a 'pop cap' on towers, 10 minimum + 1 per lvl, and also since some types of towers need to be mazed (things like splash towers and stuff, these towers would cost less than 1 pop). Then, the more towers you have, the lower lvl your hero would be, if you had 10% of your maximum pop of towers, you would have a lvl 9 hero. If you had no towers, he would be lvl 10 with 3 lvl 3 auras, and 1 final spell.
Also: Each creep attacking lvl that passes adds +5 to the heroes main stat, +3 to the other two.
So here are how heroes might work:
Lvl 1 - No auras, hero has minimal dmg
Lvl 2- 1 lvl 1 aura, hero has minimal dmg
Lvl 3 - 2 lvl 1 auras, hero has low dmg
Lvl 4 - 1 lvl 2 aura, 1 lvl 1 aura, hero has medium dmg
Lvl 5 - 2 lvl 2 auras, hero has mediocre dmg
Lvl 6 - 2 lvl 2 auras, 1 spell, hero has high dmg
Lvl 7 - 1 lvl 2 aura, 1 lvl 3, 1 spell, hero has splash dmg (give item that gives splash)
Lvl 8 - 2 lvl 3 auras, 1 lvl 1 aura, 1 spell, hero has splash and cold
Lvl 9 - 2 lvl 3 auras, 1 lvl 2 aura, 1 spell, hero has splash, cold, and immolation
Lvl 10 - 3 lvl 3 auras, 1 spell, hero has splash, cold, immolation, and 2 crowns of kings + hero can purchase tomes with money to increase dmg even more
But the downside with having a high hero is, maybe you would get half as much money from all kills?
Anyways, that was Mass TD Rewritten, hope someone likes it
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