Cube Defense

Remake of the popular Cube TD from WC3

File Details

Cube Defense v1.5

  • R
  • Aug 16, 2010
  • 1.04 MB
  • 4.3K

File Name

Cube_Defense_v1.5.SC2Map

Supported Versions

    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

    Haven't found the cause of the bug turning everything invisible if too much stuff is on the map. As far as I can tell, it's a Starcraft 2 memory leak of sorts. Not sure what I can do to fix it, but you'll be happy to know it doesn't happen on my computer.