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Marble War Battlefield 11: Tan Theatre

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Author: ChipmunkBlaster

Group: Marble & Athlons & BFDI & Camps

Filesize: 99.99 kB

Date added: 2021-12-04

Rating: 5

Downloads: 4943

Views: 474

Comments: 4

Ratings: 1

Times favored: 0

Made with: Algodoo v2.1.0

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Here comes the other extra troop I made! The Defender! Since only two new troops were made, I made this battlefield in a similar light to Raspberry Ruins, being a large map with a little of everything, while the last map was more specialized to suit the Booster's troop design

As for the Defender, similar to the Engineer, it creates a building. However, the building functions very different from the Engineer's building (Dangit now I need to come up with a new name for it. The Engineer's "Pulsar" is my best idea so far). To learn the specifics, just read its blurb on the "Current Troops" area (or watch it in action)

If I continue making maps, chances are it'll be for the other gamemodes. I don't think I'll make more troops for a while so I can focus on getting all 11 compatible for the other modes since most new troops alter the other troops' code in some way.

Current troops:
Spearman: Simple melee attack that isn't that easy to land but deals 2 damage. Has 5 health, so it can take a good amount of damage before dying
Cannoneer: Fires a projectile every 2 seconds that can deal damage from afar. However, the troop has 3 hp and no reliable damage up close like the Spearman
Landmine: Upon death, explodes for 3 damage! If it collides with an enemy head on, it'll detonate itself for 5 damage instead! It can deal a heavy amount of burst damage, but only has 2 health and nothing to protect it from the enemy's shots, forcing it to get in the enemy's faces to do its damage!
Engineer: With only 4 hp and one damage per melee attack, at first the Engineer seems like a much worse Spearman. But the Engineer has a trick up his sleeve: He can create a building! It has 3 health, which can be restored if the engineer's wrench touches it, and every 7.5 seconds, it pulses, healing any teammates in the pulse by one, and damaging enemies by one! Once his building is destroyed, it takes 10 seconds for a new one to be built
Bomber: Works similar to the Cannoneer, but fires every 5 seconds, and his shots explode for more damage! Not only does he have 4 health, but he's also good for taking out crowds from a safe distance!
Healer: The only dedicated healing troop, the Healer fires a healing bolt every 3 seconds that can replenish its teammates! Yay! But in combat, the Healer can't do anything, but hope it doesn't take 3 damage! Less yay... but STILL YAY!
Trapper: Has 3 health, fires a projectile every 4 seconds, but each bullet, or "trap", lasts for 20 seconds before disappearing! The traps don't go far, stay where placed, and ignores enemy armor, so when an enemy runs over the trap, it can't escape! It's perfect for defense! If only it was able to not be hard countered by buildings...
Blacksmith: Has a weak offense, but every 15 seconds, emits a pulse that boosts any teammates attack by 1 for 15 seconds! Has 3 health, so needs protection from the team to last long
Tank: This big boy with 8 health fires mines every 5 seconds that when they hit an enemy, they stick to them! Sadly since scene.addFixjoint is partly broken, it's not perfect, so it's the best I got. Mines that stick deal 2 damage, and those that don't deal 1, but either way the blast radius is a big one! Mines that touch enemy buildings simply explode, no sticking. Great for large clusters of enemies and tanking damage!
Booster: With high-damaging spikes in front, this troop lives to ram! It has low health, but it has a super powerful thruster it uses to get around! Every 3 seconds it shoots forward with a high force to close the distance between it and its enemies!
NEW: Defender: Similarly to the Engineer, this skilled mechanic slings with him a building. Unlike his support-defense hybrid cousin, though, this one packs a much more powerful sentry gun with him! It takes twice as long to build and the Defender itself can only heal 1 health instead of 2 for buildings, but the Sentry has a range that targets any enemy in range and pelts it with shots! The Defender may not be able to damage enemies himself, but his trusty hammer can push them away to his own safety! One last warning! Sentry targeting depends on movement!
Last edited at 2021/12/13 00:02:34 by ChipmunkBlaster
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pulse bot: can switch in between two states (state 1: have 4 spikes that deal 3 damage) (state 2: the pulse bot activates a shield around itself block projectile and attack) can also heal by engineer and defender
Last edited at 2021/12/10 12:00:11 by lokyinng
hacker: hack into an enemy building/bot and turn into its team its attack doesn't do damage but push
spy: goes invisible and insta kills on hit
no way engineer with southern hospitality in algodoo!!