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Author Topic: Suggest new towers  (Read 93412 times)
Patashu
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« Reply #780 on: May 22, 2008, 04:36:24 am »

Bow Tower:
Low damage but can fire everywhere or almost everywhere on the map.
Blockade:
Does not attack but takes up a 3x3 space, to fill out weird intervals.
Lightning Tower:
Attacks multiple units within its range all at the same time at random.
Disease Tower:
Infects creeps with a disease, which spreads to nearby creeps and deals damage over time.
Sword Tower:
Can only attack creeps right next to it but is strong and fast.
Ocular Tower:
Is not limited by range; instead, it can target any creep it can see, ie if there is not another tower blocking it.
The laser it fires hits all enemies until it reaches a tower.
Vampiric Tower:
Killing (or maybe just damaging?) creeps gives it a temporary power boost.
Polymorph Tower:
Enemies it strikes have a chance to change into a random other creep kind (chance increases with tower upgrades).
« Last Edit: May 22, 2008, 05:36:44 am by Patashu » Logged
heydoyathang
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« Reply #781 on: June 02, 2008, 11:27:36 am »

One tower to rule them all.

Nuclear Missile Tower - Destroys everything and I mean everything.  The tower of last resorts not only instantly kills all creeps but all your towers as well.  The last resort tower that should only be used on the
last level...if you can afford it.

Anti Matter Canon - Heavy damage to all creeps but splash damage can also damage your towers.  You will need to keep those towers repaired if you want them causing 100% damage.

Wormhole Tower - Only works in pairs and are usually used at entrances and exists.  Great way for moving creeps back to the start.  Downside is it temporarily disable all towers.

Smoke Tower - Created by the tobacco companies this tower not only reduces visibility of creeps which slows them down but attracts creeps to it due to its addictive qualities.

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« Reply #782 on: June 03, 2008, 04:58:18 am »


Smoke Tower - Created by the tobacco companies this tower not only reduces visibility of creeps which slows them down but attracts creeps to it due to its addictive qualities.




LMAOOOO i think this is my favorite idea in the past year and a half i've been here lmaooooo


nicely put... :]
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« Reply #783 on: June 04, 2008, 02:52:57 am »

Match Tower: Low Power, low range, but makes creeps gradually take damage. It can upgrade to a Blaze Tower, which makes the gradual damage come much faster.

Light Tower: Does great damage to dark creeps.  Can be upgraded into a Sun Tower, which does medium damage to everyone, and kills dark creeps almost instantly.

Zero Tower: Stops enemies for a short time, and slows them down. It would prevent Morph creeps from morphing, could hit immune creeps, and makes dark creeps more vulnerable. It would be an updgrade the the Blizzard Tower.... yes, that's right. I DID mean Blizzard.

Energy Tower: An upgrade to the Boost tower 5. It would bring range up to 2 blocks, but it wouldn't be cheap.
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heydoyathang
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« Reply #784 on: June 05, 2008, 12:50:38 pm »


Smoke Tower - Created by the tobacco companies this tower not only reduces visibility of creeps which slows them down but attracts creeps to it due to its addictive qualities.




LMAOOOO i think this is my favorite idea in the past year and a half i've been here lmaooooo


nicely put... :]

Glad you liked it lol.  Smiley
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Masamune
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« Reply #785 on: July 23, 2008, 04:54:30 pm »

Leaf Tower - fires a flurry of leaves at creeps to do damage. Both ground and air.
No Upgrade - 30G - 10 shots doing 5 damage each - medium fire rate
Upgrade Level 1 - 60G - 15 shots doing 15 damage each - medium fire rate
Upgrade Level 2 - 100G - 20 shots doing 35 damage each - medium fire rate
Upgrade Level 3 - 170G - 25 shots doing 65 damage each - fast fire rate
Upgrade Level 4 - 290G - 30 shots doing 105 damage each - fast fire rate
Final Upgrade - 500G - 40 shots doing 200 damage each - very fast fire rate - becomes Nature Tower; has ability to gain attack effects based on the kinds of fully upgraded towers adjacent to the Nature Tower:
- Sniper: increased range, leaves fired from Nature Tower have piercing effect (goes straight through creeps and ignores armor of Dark creeps and special properties of Immune creeps)
- Typhoon: increased shot speed, no cooldown (always attacks without time delay)
- ICBM: leaves fired from Nature Tower have splash effect
- Storm: can target multiple creeps, increased damage against Flying creeps
- Blizzard: leaves fired from Nature Tower have slow effect
- Quake: leaves fired from Nature Tower have stun + splash effect, increased damage against ground creeps
- Ink-Blot: leaves fired from Nature Tower blind creeps and damage them overtime
- Spike: increased damage, leaves fired from Nature Tower have "cluster" effect (leaves fire out smaller leaves on impact)

Demi Tower - a tower that deals percentage-based damage to a creep based on its current HP levels. Cannot kill creeps. Damage is always rounded down to the nearest whole number.
No Upgrade - 50G - 10% of a creep's HP - medium fire rate
Upgrade Level 1 - 100G - 15% of a creep's HP - medium fire rate
Upgrade Level 2 - 200G - 20% of a creep's HP - medium fire rate
Upgrade Level 3 - 350G - 25% of a creep's HP - medium fire rate
Upgrade Level 4 - 600G - 35% of a creep's HP - medium fire rate
Final Upgrade - 1000G - 50% of a creep's HP - medium fire rate
For instance, if a creep is hit by a fully upgraded Demi Tower, that creep loses 50% of its current HP each time, so if it has 10000 HP, its HP become 5000, then 2500, then 1250 and so on.
« Last Edit: September 10, 2008, 03:51:38 pm by Masamune » Logged
digester
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« Reply #786 on: November 16, 2008, 09:19:51 pm »

hi this my first post Smiley

ok now on topic:
acid tower: (not that much like other acid towers)
does splash, low dammage, med-low fire rate, pellet range, and creeps that are hit (direct) take high dps for [med time] amount of seconds, splash is shorter and the farther away it is from where it hit the shorter it lasts and the less the dammge. this also leaves a pool that does med dps for [med time]. pool goes away after [(level x 3)-6] seconds and 12 seconds at last level
lvl 1:slow attack speed, low durration, no splash. no pool
lvl 2:slow attack speed, low durration, small splash.no pool
lvl 3:med-slow attack speed, med-low durration, small splash,small, shortlasting pool
lvl 4:med slow attack speed, med low durration, med splash,small pool
lvl 5:med attck speed, med-low durration, med splash,med-small pool
lvl 6 (toxic tower):med attack speed, med durration, med-large splash, med ,longlasting pool

poison tower: o crap 1000 people sugested this, you get the point basicly

swallowing tower: swalows creeps on it and can be walked on, its can only swallow [10+levelX3]% of a bosses max hp
how swallowing works:
when a creep is swallowed, it cant be attacked by towers and takes X dammage per second, and each creep swallowed or piece of boss eaten takes up 1 room, tower has swallow speed equal to bash tower, and cant be sold if it is digesting something, and does not block ground.spawnlet creeps count as [1/2 to the gen power] so 2nd gen spawns use 0.5 room, 3rd use 0.25, 4th 0.125, ext.
lvl 1:very slow swalowing speed, low dps, 1 room
lvl 2:slow swalowing speed, med-low dps, 1 room
lvl 3:slow swallowing speed, med dps, 1 room
lvl 4: med-slow swallowing speed, med-high, 1.5 room
lvl 5:med swallowing speed,high dps, 1.5 room
lvl 6 (digester tower): med-fast swalowing speed,high-veryhigh dps, 3 room, huge cost and 3X normal lvl 6 build time

stink tower:it stinks a lot and creeps try to aviod it and any creep and goes near it stinks and other creeps try to avoid it, doesnt work on bosses and very little effect on dark/immune, big effect on fast/flying, and can make spawnlets turn back, but if they go off screen, start or exit, you still lose a life, smaller spawnlets suffer more from this tower.
higher levels make a bigger effect and range.
effect falls off the farther away you go from the tower, and also falls off the longer the creep isnt under the tower's effect, and there is a max stink and this cant make creeps never move, it just slows em down a lot.
at final level it becomes toilet tower and shoots weak bullets at long range and low fire rate but it makes a temporary stink cloud.

creeplikeing tower: hugs creeps and basicly stuns them and atracts creeps to it, every [10-level] seconds it atcracts a random creep twards it, where the creep tries to go to the tower if possible, if not it doesnt do anything. boss hugs last 1/4 as long and its not possible to actract bosses. hugged creeps cant be attacked, workes on air, and atracted creeps cant be attacked, atracted creeps move at 2x speed to the tower. creeps cant be atracted twice.
lvl1:very low hug time,atracts creeps in front and behind it
lvl2:low hug time,atracts creeps in front and behind it
lvl3: med hug time,atracts creeps in front and behind it
lvl4:med-high hug time,only atracts creeps behind it
lvl5:high hug time,only atracts creeps behind it
lvl6 (creeplover tower):atracts 2 creeps at once, high hug time, only atracts creeps that are behind it

thats it for now Smiley
« Last Edit: November 16, 2008, 09:21:39 pm by digester » Logged

sohcahtoa314
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« Reply #787 on: January 15, 2009, 03:03:05 pm »

How about a Boulder Tower, 1x1 that just blocks (5 gold).
Then the ability to stack towers up to three high.
If they are two or more high then other towers of lower height cannot shoot (or see) past them.
If they are three high then flying creeps have to go round them.
A 3D view could then be offered.
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Masamune
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« Reply #788 on: February 06, 2009, 09:34:23 pm »

Fusion Tower - this uses a similar approach to the Combo Tower, but works in a different way; Fusion Towers have three main components; a "tower pool" where towers are fed into the Fusion Tower by clicking a tower and then dragging it on top of the Fusion Tower; a "fusion pool" where towers already in the tower pool are prepared for fusion; and a "fusion rack" where created towers are sent to the rack ready to be placed on the map. Fusion Towers do not attack, and the number of towers that can be fed into the Fusion Tower, the number of towers that can be fused together to form a new tower, and the number of created towers that can be kept in the Fusion Tower increases. Only one Fusion Tower can be placed on the map at any time.
Level 1: 50G, Tower Pool - 6 towers, Fusion Pool - 2 towers, Fusion Rack - 3 towers
Level 2: 100G, Tower Pool - 9 towers, Fusion Pool - 3 towers, Fusion Rack - 4 towers
Level 3: 200G, Tower Pool - 12 towers, Fusion Pool - 4 towers, Fusion Rack - 5 towers
Level 4: 350G, Tower Pool - 15 towers, Fusion Pool - 5 towers, Fusion Rack - 6 towers
Level 5: 550G, Tower Pool - 18 towers, Fusion Pool - 6 towers, Fusion Rack - 7 towers
Level 6: 800G, Tower Pool - 24 towers, Fusion Pool - 8 towers, Fusion Rack - 8 towers
To demonstrate the possibilities of creating new towers using Fusion Towers, here are examples of towers that can be created using two towers, and stats for a Level 1 tower;

Pellet Fusions
Shotgun Tower
Requires: 1 Pellet, 1 Swarm
Type: Ground + Air
Damage: 20
Range: 60
Speed: 1.5
Effect: Fires 6 pellets at creeps, damaging multiple creeps

Squirt Fusions
Freeze Rain Tower
Requires: 1 Squirt, 1 Frost
Type: Ground + Air
Damage: 8
Range: 70
Speed: 7
Effect: Reduces the movement speed of creeps. Can attack Immune creeps but cannot slow them and only inflict half the usual damage.

Dart Fusions
Water Bomb Tower
Requires: 1 Dart, 1 Squirt
Type: Ground + Air
Damage: 12
Range: 90
Speed: 4
Effect: Inflict splash damage on creeps.

Swarm Fusions
Ice Barrage Tower
Requires: 1 Swarm, 1 Frost
Type: Ground + Air
Damage: 10
Range: 60
Speed: --
Effect: This tower has a rapid fire rate and attacks in random directions. Deals splash damage and slows creeps. Immune Creeps cannot be hit.

Frost Fusions
Ice Slick Tower
Requires: 1 Frost, 1 Ink
Type: Ground
Damage: 15
Range: 60
Speed: 4
Effect: Projectiles stick to the ground, damaging creeps that walk over them, and causes them to slip. The puddles disappear after a short period.

Bash Fusions
Shockwave Tower
Requires: 1 Bash, 1 Swarm
Type: Ground
Damage: 60
Range: 60
Speed: 1
Effect: Shockwaves travel around the map and maze, damaging and stunning ground creeps

Ink Fusions
Mud Tower
Requires: 1 Ink, 1 Squirt
Type: Ground
Damage: 20
Range: 70
Speed: 3
Effect: Projectiles stick to the ground, damaging and slowing creeps

Snap Fusions
Lightning Storm Tower
Requires: 1 Snap, 1 Swarm
Type: Ground + Air
Damage: 100
Range: 80
Speed: 1
Effect: Charges up, then launches a massive barrage of lightning at creeps, dealing damage.

Boost Fusions
Accelerator Tower
Requires: 1 Boost, 1 Squirt
Type: --
Damage: --
Range: 42
Speed: --
Effect: Increases the firing speed of adjacent towers by 1.

More complex fusions can be done and towers created using Fusion Towers can be sold in the same way.
« Last Edit: February 06, 2009, 09:38:01 pm by Masamune » Logged
emuu
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« Reply #789 on: May 04, 2009, 12:04:11 pm »

lazer tower - shoots lazer to stun a single creep.
.cost 80 gold
.large range
.low damage
.short stun time.
.slow firing speed
.upgrade increases damage and stun time
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« Reply #790 on: May 04, 2009, 04:34:27 pm »

This forum isn't being readed anymore by Grrr, so requests in here are pretty much useless...
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Boss Jr.
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« Reply #791 on: October 13, 2009, 12:21:40 am »

Edit: Didn't read above post ^^ . So I just wasted my time.

I don't know if any of these have been suggested already but here they are anyway......

New Tower Type: Panels - panels are not technically towers since creeps can walk on them without their progression being obstructed.

Tower Type: Panel
Name: Sticky Panel
Description: Think of it like fly paper for creeps. X# of creeps are trapped on the panel indefinitely unless the panel is out of range of a tower that can cause the creep damage.

Upgrades: (none of the upgrades cause any damage to the creeps trapped)
Sttart: Traps 1 creep
1st: Traps 2 creeps
2nd: Traps 3 creeps
3rd: Traps 4 creeps
4th: Traps 5 creeps
Final: Becomes Trap Panel and is now able to trap a single boss if no other creeps are present on the panel otherwise traps 6 creeps.

Type: Tower/Panel
Name: Switch Tower
Description: For juggling & deals no damage. The tower is actually a tower and a pnael both of which need to be placed when purchased. When you click on the tower it becomes a panel and the respective panel becomes a tower. Each upgrade shortens the time it takes to convert and can't be sold at any time.

Type: Tower
Name: Sonic Tower
Description: This tower rapidly fires a crescent wave that deals damage to all creeps in its path instead of disappearing on impact and grows larger as the attack progresses. (looks a little like a speaker)

Upgrades similar to the Squirt Tower.

Type: Huh
Name: Creep Tower
Description: Tower produces a faux-creep identical to the creep nearest to the tower. The faux-creep travels with the others and damages any creep that makes contact with it. when all creeps have been defeated it returns to the tower. Towers and Panels will also attack the faux-creep. If the faux-creep is defeated or escapes the maze with the other creeps the tower produces a new faux- creep. Tower will only produce 1 faux-creep at a time.

Upgrades produce stronger faux-creeps. Final upgrade produces a Faux-Boss Creep.

Type: Panel
Name: Confusion Panel
Description: Causes a single creep to become confused at which point the creep turns around and heads back in the direction of the entrance. Duration of confusion increases with each upgrade. Attack rate is similar to the Bash Tower. Final upgrade affects Boss Creeps.
« Last Edit: October 13, 2009, 12:29:57 am by Boss Jr. » Logged
Mrs Grrr
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« Reply #792 on: October 14, 2009, 09:19:50 am »

Not at all Boss Jr

Lots of great ideas. I like the idea of panels perhaps not in this TD but a different one. But I really like the idea of the creep tower. I make sure I nudge Grrr to read your list.
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Boss Jr.
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« Reply #793 on: October 14, 2009, 09:49:17 pm »

Cool Cheesy thank you.

I noticed a couple of things reading around the posts here.

1) It looks like juggling isn't really considered a legitimate tactic seeing as there's such a big push to discourage it.

2) Juggling is almost necessary in a couple of modes.

That being said I tried to introduce ideas that would either eliminate the tactic completely or make it a part of the game (I.E. Switch Tower or you could call it the Juggling Tower)

With eliminating the tactic in mind I also have another idea for a couple more towers.......

Type: Tower
Name: Vacume Tower
Description: This tower causes no damage and attacks very slow. On the side of the tower closest to the exit of the maze (or the side of the furthest progression through the maze) the tower will randomly suck in a single creep and spit it out on the opposite side of the tower (placing the creep further back in the maze). If that side of the maze is obstructed by another tower the tower does nothing.

Type: Tower
Name: Wealth Tower
Description: Sometimes the player may have a shortage of Gold, so this tower operates like the Boost Tower however instead of boosting the surrounding towers damage it increases the amount of Gold produced (by a percentage increasing that percentage with each upgrade) whenever those towers defeat a creep.

Edit: More Ideas.....

Flying creeps are hard to defeat since they can bypass the entire maze so 2 more towers with flying creeps in mind....

Type: Tower
Name: Air Raid Tower
Description: Is the exact same thing as a bash tower except it only hits Flying Creeps and has a larger range (since flying creeps don't group like ground creeps).

Type: Tower
Name: Gust Tower - (Final Upgrades to Gale Tower)
Description: Blows powerful gusts of wind against advancing flying creeps to severely slow creeps progress. Flying creeps must fly around this tower as it also obscures their path of advancement. (slows creeps better than Frost and Blizzard Towers but only effects flying creeps.)

Type: Tower
Name: ?
Description: (only effects ground creeps) This tower has an arm that extends into the path of creeps and blocks them until there are enough creeps packed behind the arm to move it. More creeps would be needed to move the arm with each upgrade. Boss creeps could move the arm regardless of the upgrade.
« Last Edit: October 15, 2009, 02:43:57 am by Boss Jr. » Logged
HUgo
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« Reply #794 on: October 30, 2009, 12:34:16 am »

HUgo tower - Makes the creeps angry and make them rush through your maze. Dont use it. You are as good as dead if you dont cheat.
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