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On May 24 2013 03:01 Unattended Cake wrote:Show nested quote +On May 24 2013 03:00 eieio wrote:On May 24 2013 02:40 cecek wrote: Was sprout the one where you had to power the towers with electricity of some kind, and you built like power lines for them, etc. ? Nah sprout where you were given 1 builder at the start to build one of a few towers. From there you could only make new towers by selecting a current tower and placing a tower adjacent to it. Each tower had a different set of towers that it let you build, so you had to balance mazing using basic towers with building chains of advanced towers to unlock whatever tower you needed to clear a stage. Towers leveled up, and you could buy more advanced builders and upgrade the tree of life you were trying to defend with wood that you got after each stage. It's kind of hard to explain and my explanation probably doesn't make a lot of sense so a video like this probably makes more sense(it's not a great video of the game but it shows how it works). Anyway it was super fun and incredibly difficult at the harder difficulties and I'm definitely gonna have to play it later today lol. Yeah, Sprout TD was actually the only TD I played alone to improve in. I had gotten to the point where I was consistently getting to the last level on the hardest difficulty on Race, but I only beat it a quarter of the time depending on which towers got which auras. I used to host it all the time, but very few people played it. =( It felt a lot more involved than other TD's because of the aura gimmick, making people micro to guarantee which towers would get the kills and such. Yeap, I can definitely say Sprout was my favorite TD. Oh man I totally forgot about microing to get auras on the right towers. That was a pain in the ass but so much fun. Iirc most of my early-game strats were completely reliant on getting an aura on the correct tower or I just lost lol. I was the same way with actually playing it alone, it was one of the few TD's that was just as much fun for me if I was the only one playing. I played GemTD on my own for a bit too until I could kill the damage test, but that was more reliant on luck so eh.
Awesome to see someone else that knows about Sprout though, I was always sad that it wasn't a lot more popular.
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On May 24 2013 03:02 Kipsate wrote: I remember Green TD or something Mountain TD(Was it Gem TD?) was super hard.
I think Green TD was a part of that bunch of basic TD's that really only differed in map layout and special tower designs (think they were all named after colors?). And Gem TD was pretty unique in that you would start out each level with the ability to build 5 "gems", but each instance would be randomized when you built it. There was Topaz, Amethyst, Diamond, Opal, Emerald, Sapphire... and I might be missing a few, but basically each gem had different tiers (chipped, flawed, normal, flawless, perfect) and there were dozens of combinations of these gems that turned into special towers that leveled up after acquiring a certain amount of kills. They could also be upgraded once or twice depending on the tower with gold, and you could also use gold to upgrade these arrow towers in the middle of the map to try and kill these units in an arena that granted a large amount of gold. It was a pretty fun TD, but it wasn't as involved as other TD's once you figured out the most optimized maze and best locations for certain towers you needed.
EDIT: Forgot RUBY!
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Netherlands45349 Posts
The best thing about TDs were like
''air phase incoming guys''
''oooow shiiiiiiiiiiiiit''.(gotta build AA towers quickly)
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On May 24 2013 03:11 Kipsate wrote: The best thing about TDs were like
''air phase incoming guys''
''oooow shiiiiiiiiiiiiit''.(gotta build AA towers quickly) hahahahahaha this. 12 year old me was never able to get the hang of air levels xD
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TD?
WHAT ABOUT PUDGE WARS?
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Netherlands45349 Posts
You also hoped that the guy in front of you would leak just enough so that you'd kill it all and get that extra $$.
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Air phases were even worse on mauls. There was always that guy with the most amazing maze full of little towers that did no damage but would slowly chip away at the creeps health. Then comes the Air Wave and everyone's fucked.
It also depended on the game, some had really overpowered AA towers just because of that. Invisible and agressive rounds could also be really annoying in some games.
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On May 24 2013 03:14 SKC wrote: Air phases were even worse on mauls. There was always that guy with the most amazing maze full of little towers that did no damage but would slowly chip away at the creeps health. Then comes the Air Wave and everyone's fucked.
It also depended on the game, some had really overpowered AA towers just because of that. Invisible and agressive rounds could also be really annoying in some games.
Yeah, I think in Shopping Maul the invisible levels ruined the game for new players. That's why the host would always be in the Grey slot to pick up everyone's messes. But some of the towers were ridiculous, like I'm almost certain there were towers that would actually reach other people's mazes from the ending (granted it was in the middle of the map).
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On May 24 2013 03:08 eieio wrote:Show nested quote +On May 24 2013 03:01 Unattended Cake wrote:On May 24 2013 03:00 eieio wrote:On May 24 2013 02:40 cecek wrote: Was sprout the one where you had to power the towers with electricity of some kind, and you built like power lines for them, etc. ? Nah sprout where you were given 1 builder at the start to build one of a few towers. From there you could only make new towers by selecting a current tower and placing a tower adjacent to it. Each tower had a different set of towers that it let you build, so you had to balance mazing using basic towers with building chains of advanced towers to unlock whatever tower you needed to clear a stage. Towers leveled up, and you could buy more advanced builders and upgrade the tree of life you were trying to defend with wood that you got after each stage. It's kind of hard to explain and my explanation probably doesn't make a lot of sense so a video like this probably makes more sense(it's not a great video of the game but it shows how it works). Anyway it was super fun and incredibly difficult at the harder difficulties and I'm definitely gonna have to play it later today lol. Yeah, Sprout TD was actually the only TD I played alone to improve in. I had gotten to the point where I was consistently getting to the last level on the hardest difficulty on Race, but I only beat it a quarter of the time depending on which towers got which auras. I used to host it all the time, but very few people played it. =( It felt a lot more involved than other TD's because of the aura gimmick, making people micro to guarantee which towers would get the kills and such. Yeap, I can definitely say Sprout was my favorite TD. Oh man I totally forgot about microing to get auras on the right towers. That was a pain in the ass but so much fun. Iirc most of my early-game strats were completely reliant on getting an aura on the correct tower or I just lost lol. I was the same way with actually playing it alone, it was one of the few TD's that was just as much fun for me if I was the only one playing. I played GemTD on my own for a bit too until I could kill the damage test, but that was more reliant on luck so eh. Awesome to see someone else that knows about Sprout though, I was always sad that it wasn't a lot more popular.
Yeah. To be honest, if I still had my WC3 CD I would probably start trying to beat Sprout TD again now that the semester's over. Haha.
EDIT: Woops. Meant to edit this into the previous post!
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On May 24 2013 03:20 Unattended Cake wrote:Show nested quote +On May 24 2013 03:14 SKC wrote: Air phases were even worse on mauls. There was always that guy with the most amazing maze full of little towers that did no damage but would slowly chip away at the creeps health. Then comes the Air Wave and everyone's fucked.
It also depended on the game, some had really overpowered AA towers just because of that. Invisible and agressive rounds could also be really annoying in some games. Yeah, I think in Shopping Maul the invisible levels ruined the game for new players. That's why the host would always be in the Grey slot to pick up everyone's messes. But some of the towers were ridiculous, like I'm almost certain there were towers that would actually reach other people's mazes from the ending (granted it was in the middle of the map). The issue with the Grey slot was that it ussually had no spawn, so they only got leftovers and bonus gold, so everyone avoided it. The side spots for some gams also had this issue. In some everyone had their own private spawn, but that put a lot more pressure on Grey not screwing up.
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On May 24 2013 03:14 SKC wrote: Air phases were even worse on mauls. There was always that guy with the most amazing maze full of little towers that did no damage but would slowly chip away at the creeps health. Then comes the Air Wave and everyone's fucked.
It also depended on the game, some had really overpowered AA towers just because of that. Invisible and agressive rounds could also be really annoying in some games.
The problem with mauls is that they typically mass spawned the units instead of creating one every x seconds which causes splash to be extremely overpowered. This problem is even more noticeable with air because the units stacked perfectly so if your tower did splash damage it could kill the entire stack as long as it could kill one. Mauls died off in favor of TDs for good reason; they just weren't as polished and the mechanics of TDs allowed for more depth and creativity.
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Anyone remember the name of that TD that had 8 players split up into 2 teams of 4, with each team of 4 having 2 "lanes" that had a player at either end? There were a few available races, and you got gas(or something) which you could use to send powerful units at your opponents. It was pretty popular in WoL, I remember playing a ton of games of it with a friend like 2 years ago.
I think the Sc2 version had some kind of feature where you could only select 1 builder until you had a certain amount of experience or something.
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On May 24 2013 03:25 eieio wrote: Anyone remember the name of that TD that had 8 players split up into 2 teams of 4, with each team of 4 having 2 "lanes" that had a player at either end? There were a few available races, and you got gas(or something) which you could use to send powerful units at your opponents. It was pretty popular in WoL, I remember playing a ton of games of it with a friend like 2 years ago.
I think the Sc2 version had some kind of feature where you could only select 1 builder until you had a certain amount of experience or something. legion TD i think.
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grey always got flamed when shit hit the fan. some tds gave grey a spawn or bonus income to make up for it.
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On May 24 2013 03:26 rabidch wrote:Show nested quote +On May 24 2013 03:25 eieio wrote: Anyone remember the name of that TD that had 8 players split up into 2 teams of 4, with each team of 4 having 2 "lanes" that had a player at either end? There were a few available races, and you got gas(or something) which you could use to send powerful units at your opponents. It was pretty popular in WoL, I remember playing a ton of games of it with a friend like 2 years ago.
I think the Sc2 version had some kind of feature where you could only select 1 builder until you had a certain amount of experience or something. legion TD i think. ahhhh yes ty
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On May 24 2013 03:23 Blitzkrieg0 wrote:Show nested quote +On May 24 2013 03:14 SKC wrote: Air phases were even worse on mauls. There was always that guy with the most amazing maze full of little towers that did no damage but would slowly chip away at the creeps health. Then comes the Air Wave and everyone's fucked.
It also depended on the game, some had really overpowered AA towers just because of that. Invisible and agressive rounds could also be really annoying in some games. The problem with mauls is that they typically mass spawned the units instead of creating one every x seconds which causes splash to be extremely overpowered. This problem is even more noticeable with air because the units stacked perfectly so if your tower did splash damage it could kill the entire stack as long as it could kill one. Mauls died off in favor of TDs for good reason; they just weren't as polished and the mechanics of TDs allowed for more depth and creativity. It really depends, TDs were just easier to balance, generic mauls where ussually pretty terrible because of that. The main issue is that mapmakers loved adding some OP unit with like full map range, huge splash, absurd attack speed or some other retarded OP feature. It didn't help that ussually not every builder had such unit.
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On May 24 2013 03:26 eieio wrote:Show nested quote +On May 24 2013 03:26 rabidch wrote:On May 24 2013 03:25 eieio wrote: Anyone remember the name of that TD that had 8 players split up into 2 teams of 4, with each team of 4 having 2 "lanes" that had a player at either end? There were a few available races, and you got gas(or something) which you could use to send powerful units at your opponents. It was pretty popular in WoL, I remember playing a ton of games of it with a friend like 2 years ago.
I think the Sc2 version had some kind of feature where you could only select 1 builder until you had a certain amount of experience or something. legion TD i think. ahhhh yes ty There is a terrible sc2 version topping the arcade.
Also castle fight > nexus wars
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On May 24 2013 03:23 SKC wrote:Show nested quote +On May 24 2013 03:20 Unattended Cake wrote:On May 24 2013 03:14 SKC wrote: Air phases were even worse on mauls. There was always that guy with the most amazing maze full of little towers that did no damage but would slowly chip away at the creeps health. Then comes the Air Wave and everyone's fucked.
It also depended on the game, some had really overpowered AA towers just because of that. Invisible and agressive rounds could also be really annoying in some games. Yeah, I think in Shopping Maul the invisible levels ruined the game for new players. That's why the host would always be in the Grey slot to pick up everyone's messes. But some of the towers were ridiculous, like I'm almost certain there were towers that would actually reach other people's mazes from the ending (granted it was in the middle of the map). The issue with the Grey slot was that it ussually had no spawn, so they only got leftovers and bonus gold, so everyone avoided it. The side spots for some gams also had this issue. In some everyone had their own private spawn, but that put a lot more pressure on Grey not screwing up.
Shopping Maul tried to alleviate the normal problems of maul design with a banking system (depositing gold for interest) and granting Grey bonus gold at the end of each level there weren't any leaks. I think there were some other features that made it easier for them as well, but I can't remember them. Either way, it was probably the best example I've seen of a "balanced" maul regarding the players themselves.
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On May 24 2013 03:28 SKC wrote:Show nested quote +On May 24 2013 03:23 Blitzkrieg0 wrote:On May 24 2013 03:14 SKC wrote: Air phases were even worse on mauls. There was always that guy with the most amazing maze full of little towers that did no damage but would slowly chip away at the creeps health. Then comes the Air Wave and everyone's fucked.
It also depended on the game, some had really overpowered AA towers just because of that. Invisible and agressive rounds could also be really annoying in some games. The problem with mauls is that they typically mass spawned the units instead of creating one every x seconds which causes splash to be extremely overpowered. This problem is even more noticeable with air because the units stacked perfectly so if your tower did splash damage it could kill the entire stack as long as it could kill one. Mauls died off in favor of TDs for good reason; they just weren't as polished and the mechanics of TDs allowed for more depth and creativity. It really depends, TDs were just easier to balance, generic mauls where ussually pretty terrible because of that. The main issue is that mapmakers loved adding some OP unit with like full map range, huge splash, absurd attack speed or some other retarded OP feature. It didn't help that ussually not every builder had such unit.
I'd argue that they were easier to balance because they were designed better.
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castle fight was a really good map. i just hated it after 1.13 or whatever though after it split elves. also i really hate the high cooldown on rune of repair.
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