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Cube Defense

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  • 0 Likes
  • StarCraft II
  • 31 Monthly Downloads
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  • 6,373 Total Downloads
  • Updated 08/16/2010
  • Created 06/08/2010
  • 0 Favorites
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  • Release Type: Release
  • License: Public Domain
  • Newest File: Cube Defense v1.5
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About Cube Defense

Notice:

Game development has been halted indefinitely pending changes in the Custom Game system to make it possible for me to update the damn map, and, hopefully, the removal of the popularity system.

So, the map is up for grabs. It's in the Public Domain and you can pick it up, fix it, change it, break it, fork it or whatever.

It you do try to take a stab at taking over, I'm likely available for light consulting in explaining just what the hell is going on in the code.

Best chance of getting hold of me is at rightlyslandom<at>gmail<dot>com

Cube Defense

Remake of the old classic, Cube TD for WC3, by CordialSpam.

Up to 8 players try to keep 30 waves of mobs away from the center, using 5 kinds of towers, 3 of which are upgradeable.

What sets this TD apart, is the fact that mazing is not only possible, it is required in order to complete the game at all. And if you want to stand a chance on the higher difficulty settings, you'd better be ready to understand and abuse the pathing, block the mobs from doing what they want and force them to do your bidding and take the long way around your maze - and preferably run through it two or three times before they get out on the other side.

Defend the Cube either alone, or with an Ally, using the in-game dialog to choose which you prefer. Dynamic team placement allows for any combination of teams of two and solo players in any one single game, meaning you don't have to look for a game with your preferred game mode. Just join up and start defending!

Features:

  • 4 Difficulty settings
  • 2 Game modes
  • Dynamic, in-game Team picking and placement
  • Individual difficulty
  • Selling of towers
  • Working range indicators
  • Snaring of flying units
  • Anti-blocking feature
  • and Awesome awesome gameplay.

Known Bugs:

There is a known, game breaking bug that kicks in for many people around wave 20-25, depending on how many people are in the game. Stuff starts turning invisible and the map becomes very hard to beat indeed. It seems to be caused by a memory leak of sorts, debug tools are non-existant, I am at a loss for what is causing it, and don't intend to remake the game from scratch to try and fix it, at least not until the Custom Game system is "good".

v1.5

  • Fixed the range indicator and size of the Ice Tower placement model
  • FIxed the target criteria for the Snare ability
  • Reverted Wave 17 to it's old unit, since the new one wouldn't clean up after itself when dying

v1.4

  • Reduced the dps of the Ice Tower down from 270 to 135
  • Fixed a few issues with the level 3 ground Tower still behaving like a ice tower
  • Fixed the help menu
  • Made the Ice Tower slightly smaller

v1.3

  • Waves 7 and 14 should now path properly, and thus no longer kill your towers without cause
  • Lives are back, by popular demand and lack of skill. 5 for Easy, 3 for Normal
  • Kill rewards are now tied to the "owner" of a mob
  • Disabled Healthbars on towers. It is now suggested you play with the healthbars always enabled
  • New models for the Ice Tower and a bunch of the Mobs
  • Ground Tower level 3 is now a Roach
  • Increased the damage of the level 1 Ground Tower to 16 dps
  • Disabled the Auto Cast on Snare by default
  • Reduced the size of the Slowed/Frozen graphics
  • Improved the lobby a bit
  • Fixed a bug that would occur if a player picked duo and left before being placed
  • Made the Solo/Duo dialog a bit more intuitive
  • Fixed the tooltip for the level 2 AA tower
  • Reverted Def towers level 1 and 2 to their proper names
  • Various tweaks and fixes

v1.2

  • Upped the damage of lvl 1 ground tower from 10 to 12
  • Made splash damage not kill off other players towers
  • Put in buttons to cancel upgrades (Hotkey ESC)
  • Fixed the size of most placement models
  • Fixed range indicators for ground tower placement on Low Graphics
  • Remedied a few movement issues
  • New fancy stuff

v1.0

  • Fixed random removal bug
  • Fixed Leaderboard in various ways
  • Cleared up excessive chat spam
  • Fixed the Sell ability
  • Put in a wave number warning
  • Implemented Air help message. Type -air to see which waves fly
  • Fixed the lobby in various ways
  • Normalized removal of towers on player quit
  • Altered player spawn location in Duo mode
  • Made duo spawn continue if one on a team leaves

v0.95b

  • Made Ground Tower 3 work again.

v0.95a

  • Fixed placement range indicator for ground towers
  • Small Help UI fix

v0.95

  • Implemented Duo mode
  • Rewrote most of the backend to accommodate Duo mode
  • Made the Cube cooler
  • Nerfed Ground Tower Splash damage
  • Removed lives from the game; one leak and you're out
  • Changed default difficulty to Normal
  • Optimized movement stuff
  • Made a spawn warning
  • Made wave 28 fly properly again
  • Made a "Cinematic" start
  • Increased the visibility of Slowing effects
  • Implemented Disconnect detection
  • Staggered spawning of mobs
  • Changed a couple of models
  • Change a bunch of tooltips

v0.92

  • Added the Cube!
  • ReFixed wave 18, and gave it the ability to *gasp* move
  • Created a basic tutorial help screen
  • Added Spawn Warning
  • Fixed extra sounds when defeated
  • Cancelling upgrades and new buildings now give back 100% of minerals spent
  • Increased size of Ground Tower level 3
  • Decreased the hp of the first couple of waves on Insane

v0.91

  • Introduced Ingame Changelog
  • Made the Unit Tab in the help menu useful
  • Fixed the model for wave 18
  • Gave back the monsters their weapons, allowing them to break blocking once more
  • Tweaked a number of tooltips

v09

  • Fixed all the bugs introduced with patch 16, hopefully
  • Made the Indomitable Towers slightly smaller
  • Added visuals to the slowing effects
  • Fixed bug where canceling the placement of Anti Air towers would leave graphics behind
  • Fixed reclaim amount from Ground Tower level 5

v08

  • Fixed bug where monsters would kill towers upon spawning

v072

  • Tinycruiser, and this time I mean it
  • Made the Colussus walk again
  • Enabled coundown bar for snared units

v071

  • Right, fixed the Tinycruiser for realz

v07:

  • Declawed the Tinycruiser to make snaring a less painful experience
  • Tooltips gallore
  • Removed armor on waves 20-30, increased HP instead.
  • Changelings should now behave properly when faced with blocking

v06:

  • Fixed Wave 8, it is now a Tinycruiser
  • More Tooltip changes
  • Reduced the Cooldown of Snare to 30seconds, down from 60
  • Slightly increased the potency of the SlowPoison and Freeze effects

Increased Diffilcuty in a number of ways:

  • Reduced starting resources on all difficulties to 10 (Hard is unchanged)
  • Added armor to waves 20-30. This is a massive change, please let me know if it gives you too much trouble
  • Nerfed the damage output of Ground Tower level 3
  • Slightly lowered the damage output of Ground Tower level 4
  • Disabled the mineral reclaim for the selling of Air Towers once the last air wave (28) has begun
  • And finally, implemented the Insane Difficulty.

v05:

  • Fixed Pathing for waves 23-30
  • Corrected further pathing issues and prevented a possible exploit
  • Various tooltip fixes
  • Ground Tower Level 2 should have a sound when attacking now
  • Placement Models are now the correct size

v04:

  • Banished the Mothership for not being able to follow instructions, replaced with more agreeable type
  • Further attempts to make mobs not stand idle when faced with complex mazes. If this one doesn't do it, I'm fresh out of ideas and will need a screenshot or similar detailed information to go on

v03:

  • Tried to fix the idle wave bug
  • Some tooltip updates
  • Various other small tweaks and fixes

v02:

  • Localized for realz this time, hopefully
  • Made the colossi obey the maze

v01:

  • Initial Release + Localization

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