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[UMS] Gem Tower Defense - Page 3

Forum Index > SC2 Maps & Custom Games
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zergrushkekeke
Profile Joined November 2010
Australia241 Posts
Last Edited: 2011-11-03 14:33:37
November 03 2011 02:24 GMT
#41
Awesome map, nice work remaking it for sc2.

I actually liked the zones and wouldn't mind if they were back as an option.

The main thing is the time it takes, I would love a speed mode where you either have constant creep trains (the second wave starts as soon as the first one is done), or an option to start at level x, like in the elements td map.

The randomness is just part of it, I had one game where through poor luck and choices i had 3 U-238s in the middle of my map. Pretty sure they don't stack. If you want to try and cheat just play SP and save your game before throwing down the towers, then if you get a bad choice just reload (seems this doesn't necessarily work, as i just reloaded a game a few times with the exact same set).
KEKEKE
zergrushkekeke
Profile Joined November 2010
Australia241 Posts
November 04 2011 00:54 GMT
#42
I just read on the gemtd.net site that the random gem types are seeded on startup, so re loading will only change the quality of the gems not the type... sort of feel like I am only telling myself this. But that's OK!
KEKEKE
Steel
Profile Blog Joined April 2010
Japan2283 Posts
November 04 2011 01:35 GMT
#43
Hi creator of gem td. I love your map and used to play in WC3. Please consider the following though:

-Slates
-Extreme/Insane turning on in a later level. In WC3 it would be on Hard (or Very Hard?) until level 17 then it would go to extreme. This would make it so that you don't lose because of a bad first few gems, which pretty much happens half the time currently. It's just annoying and makes the game more luck based. This feature gives you some freedom to make towers where you actually want them, and set up for the late game. Insane is already pretty much 100% luck based (idc how good your maze is you're not killing the boss without 2-3 dark emeralds and one of every other perfect combo since there are no hold/ancient slates)
-Make AOE towers actually worth getting. Right now, if you gear up to kill waves somewhat quickly with aoe you won't win in the harder difficulties. AoE does less damage against bosses and it already has low damage. Seems silly. Any serious player will avoid them because you lose if you work towards getting them. I'm mainly talking about the perfect ruby combination, which is utterly useless.
-Make Great Towers better
-The diagonal line separating diagonals should be blockable.
-Money for race mode at for the first and second at level 10, 20 ect. Promotes the 'race' feature.

There was other stuff but I forget...I love the map though. Cheers.
Try another route paperboy.
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
Last Edited: 2011-11-04 02:13:27
November 04 2011 02:12 GMT
#44
are you gonna add slates? i really liked those in the WC3 version


also when you upgraded black opal and uranium in the wc3 version, the range of their aura would increase too
zergrushkekeke
Profile Joined November 2010
Australia241 Posts
November 04 2011 11:45 GMT
#45
http://gemtd.net/threads/questions-i-am-tired-of-answering.33/ lololol

KEKEKE
lynx.oblige
Profile Joined August 2009
Sierra Leone2268 Posts
November 06 2011 18:38 GMT
#46
I'm not the creator of Gem TD btw lol. Creator said he doesn't like slates - I totally disagree. I disagree so much I might even consider making a slates version of this game...
Everyone needs a nemesis.
croqdot
Profile Joined October 2010
United States60 Posts
November 11 2011 04:14 GMT
#47
My roommate introduced me to the game earlier this week and I loved it! Alas, after a couple times of aimlessly trying to make a maze, I saw someone produce a rather good one that's easy to replicate, and shortly thereafter discovered what I believe is the optimal maze. That makes it a little less interesting since it's now basically a game of chance to see what specials you can get.
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