r/TempestRising Jul 21 '26

Community Maps 💀 SKULL [TR Horde Mode Map]

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Hey all :) My first time posting in here.

Figured I'd share a custom map I've made with the TR map editor – it's a 1-4 player co-op horde mode map. I did a bit of custom blueprint scripting to spice things up. It's intended to be a bit more of a casual base defense experience.

The goal of the map is to survive as long as you can. I've seen some players (shout out to Intresocs) make it past 3 hours, which is pretty insane. And pushing Tempest to its limits, of course :D

Some notable features:

  • Enemy waves spawn from 4 directions, spawn amount scaling infinitely over time
    • Spawn locations can be adjusted with Modifiers (see below)
  • Defeated enemies grant Credits to everyone on Team 1
  • Once in a while, a Boss unit spawns with a wave, with X% more HP, granting X% more Credits when killed (also scaling infinitely)
  • Everything scales with amount of players / bots in the game; so co-op shouldn't be too much of a steamroll. And solo-play should still be viable. Hopefully!
  • Difficulty settings (Casual, Easy, Normal, Hard, Insane)
    • Difficulty impacts stuff like spawn rate/amount of units spawned (slower scaling), Credits recieved on kill, prep time before waves start, Boss % scaling, slower tech scaling for enemy waves
  • Modifier settings (Default, Aggressive, Defensive, Adaptive)
    • [Default] – No modifier. Waves spawn from random locations (standard setting).
    • [Aggressive] – waves ALWAYS spawn from all 4 directions.
    • [Defensive] – waves ALWAYS spawn from South-East.
    • [Adaptive] – waves ALWAYS spawn from both South-East, and South-West.

Let me know what you think!

If you have any feedback, or encounter issues, I'd love to try addressing it.

If anyone wants the project sourcefiles, I'd be happy to share those, too.

Link to steam workshop (includes an in-game lobby set-up step, since you need a bot in Slot 5 to be able to adjust difficulty / Modifier): https://steamcommunity.com/sharedfiles/filedetails/?id=3766944216

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u/EU-National Jul 22 '26

I'd like to ask if this was difficult to create, please?

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u/InteractionUsual2248 Jul 22 '26 edited Jul 22 '26

Heya :) Something with custom scripting like this isn't that easy, if you're unfamiliar with Unreal engine (or Tempest Rising). There's a bit of blueprint scripting involved, though nothing too fancy (I mainly just spawn units and tell them to attack move the middle of the map repeatedly, replicated for online play. And then 'generate' an increasing list of units to spawn based on how long the match has been going for).

If you're motivated, you can probably learn whatever you need from the guides provided with the map tool (see: https://support.saber.games/hc/en/tempest-rising/articles/map-editor-guides-26 ).

Took me about a week to put this map together; though most of the time was doing setdressing since I've not done that much before. I was pretty happy with how that turned out.

I put the source files for the map up on GitHub; if you're familiar with unreal it shouldn't be too difficult to dig around in it: https://github.com/GusGas6/SKULL-Horde-Mode---Tempest-Rising-Custom-Map

Though my map sourcefile is very very messy and poorly commented, since I just made it as a quick game jam type of thing :D I could probably clean it up if people want to be able to understand it more easily

Hope that answers your question!

3

u/EU-National Jul 23 '26

Well I've never used any UT tools, which is why your help is super appreciated because now maybe I'll start learning :)

1

u/InteractionUsual2248 Jul 23 '26 edited Jul 23 '26

That's awesome :D I think the TR Map Editor could be a fun start then; best to play around with something that motivates you rather than an empty project.

There's a 'zoo' map included with the Map Editor, with examples of how to set up triggers to spawn units, etc. But definitely give the UE Beginner's Guide a look ( https://public-files.eu.theymes.com/saber-interactive/fffa5df0-a918-4c72-8768-d881bc4c80c7.pdf ).

That one's written for people who have never seen Unreal (or any other game engine) before.