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Currently, it's pretty much the same map from WC3 except you cannot currently make any tiles/traps (which I thought were fucking awesome so I hope that gets added in at some point) and the map is volcanic contrary to the arid type tilset. Pretty surprised there's no thread on this yet considering it's like top 3 in the custom games list. Definitely recommend you try the game.
Recent Changes v2.28
- After dozens of attempts at fixing them, zones are now gone from the game
v2.22
- Waves 1-10 now have less hp
v2.20
- Now scores are colored based on when they were achieved
v2.16
- Classic and Race are gone, new game modes Damage and Time are added (most damage, shortest time) - Rerunner is replaced with a new version - Absurd difficulty is added (if you dare) - You can now see how much money a Lucky Jade has gotten you
v2.14
- Blood Stone now has a new special effect
v2.13
- Fixed zones bug
v2.5 (Oct. 10) - The seventh maze point is no longer usable for mazing.
v2.4 (Oct. 10) - Black Opal damage increased to 150 (up from 25). - Mystic Black Opal damage increased to 250 (up from 50). - Mystic Black Opal damage aura increased to 50% (up from 40%). - The Gold and Egyptian Gold armor debuffs no longer stack with themselves or each other. - Dark Emerald and Jade can now stun bosses. - Malachite damage type changed to opal (was previously emerald). - Great Opal aura stacking bug fixed.
+ Show Spoiler [Older Notes] +v2.3 - Added exp and custom builders.
v2.2 - Great Topaz now has a new effect. - Great Diamond now has a new effect. - Star Yellow Sapphire damage increased to 300 (up from 200). - Ancient Blood Stone damage increased to 240 (up from 160-240).
v2.0 - A volcano erupts in Gem TD Land! - Zones added.
v1.0 - First release.
Features - Emphasis on Mazing: You're allowed to put down 5 gems per turn, afterwards you can only keep one while the other 4 become rocks which essentially become walls for your maze.
- Standard Mode: You play through the 50 waves with bosses at certain intervals.
- Race Mode: First to complete all 50 waves wins. This mode now has Bosses and... wait for it... a damage test! Just like in the WC3 version - at the end of the map spawns a boss with massive amounts of HP and damage reduction that basically is just there to test how much damage your nerd baller maze does.
- Advanced Stat Tracking: A feature that wasn't possible in WC3, multiple tabs that inform all players of various things. IE: Top 5 or 10 Towers that did the most damage, got the most kills, etc. Player Status/Current Wave/Lives and more.
- Player Experience levels: unlocks skins for your worker and other things.
I still find today that it's easily the best mazing map. It's a more intelligible twist to standard TDs where you basically just place towers and upgrade them. Mazing gives that extra level of planning that makes for a really interesting game.
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Ah sweet, barely look at the custom game list anymore :p. But liked this one a lot in wc3 . Thanks for the info! <3
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Latest version 2.0/2.2 introduced these things called zones which are circles on the ground that act as buffs/debuffs. I don't like it at all, the game is already random as hell with the gems.
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the circles are stupid. i don't maze but i find i do quite well going for the combos such as malachite silver jade and star ruby. also getting the final upgrades for the combos is extremely powerful and definitely worth it
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I play with zones disabled all the time. Zones just make it more luck based than skill based... definitely not cool.
That might work in early game/easier difficulties but you definitely need to maze for extreme.
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Oh the school i missed over this map in wc3 Hope you get the traps working sir
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On October 10 2011 15:54 ihasaKAROT wrote:Oh the school i missed over this map in wc3  Hope you get the traps working sir
lol u missed school for a custom?? thetas pretty epic 
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On October 10 2011 12:52 Xenocryst wrote: the circles are stupid. i don't maze but i find i do quite well going for the combos such as malachite silver jade and star ruby. also getting the final upgrades for the combos is extremely powerful and definitely worth it mazing vs no mazing analysis:
mazing pros and cons pros: give your towers more time to kill monsters clever mazing can force monsters to enter at the same point over and over again, maximizing exposure to high-dps areas
cons: reduces the dps/area of your maze, important in race mode where you need to kill stuff fast.
no mazing pros and cons pros: high dps/area
cons: since your towers do not reach full potential, the game gets harder.
so the optimal strategy in normal mode is to maze infinitely much while the optimal strategy in race mode is to keep as small of a maze as possible that still holds waves
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Mazing infinitely isn't necessarily good either since focusing towers in certain combinations like Dark Emerald (Stun) + Pink Diamond (Massive Crit) + Black Opal (Boost) are so strong.
Map updates pretty fast. Version 2.5 already out. OP updated.
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United Kingdom20277 Posts
its 1.1 on eu
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On October 10 2011 16:26 Xenocryst wrote:Show nested quote +On October 10 2011 15:54 ihasaKAROT wrote:Oh the school i missed over this map in wc3  Hope you get the traps working sir lol u missed school for a custom?? thetas pretty epic 
Dont underestimate nerds who want to beat a game
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I almost completed the final boss on extreme, like 1% hp left. The version on EU does not stun bosses and the damage from Black Opal is only 40%. Such a bummer, only lost 1 life prior to the final boss(to the re-runner). I wish someone could upload the new version to EU, slates and traps are so much fun.
There is a maze you can build quite fast that makes units run through the same path 8 times. It's the only way I know of to complete the boss on extreme. Basically you want every second walk point to be inside/outside of the maze.
It's worth saving every gem that you do not currently have. Unless it's chipped. The gems for pink diamond & jade should always be saved. You must get a rose quartz quickly or you will lose to air. Don't spend money upgrading lvl1 towers, unless you really have to.
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So apparently now the final lane is impossible to build on. Now people that had builds that relied on 4 inner, 3 outer, are screwed.
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Korea (South)11232 Posts
I never figured out how to maze. Because everytime I maze, creeps are just walking where they want.
Can we get an updated version for EU?
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I reckon the best version is to have three inner nodes and three outer nodes with a common choke with about five or so alleyways zigzaged where all your towers are focused. This point should be slightly towards the mob spawn from the midway "x", meaning that air units will pretty much fly straight over your towers as well. It's not quite as strong as it was in wc3 since there is no slates (especially Ancient) but overall I think it's the best maze setup. (And I played this a LOT in wc3 )
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The best path that you USED to be able to do, was number them in order 1 through 7.
Having checkpoint 1,3,5,7 all linked together, and have 2,4,6 on the outside. Create a nice maze over the crossroad for air, that way ground units have to go through the maze 8 times.
Now you cna't do it anymore because after checkpoint 7 you can't build on the road.
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But now Tassadar is stunnable! =O (version 2.6) Also for some reason the stun was messing up his pathing and making him backtrack a little before continuing every once in a while, which basically meant he stayed around the center of my maze until he died. Spiral maze with 2,4,6 inside and 1,3,5,7 outside. He got stuck in the center between 2->3
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just started mazing and its wayyyyy better
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There's a version 2.6? I'm only seeing 2.5 right now.
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This is a fun custom but I have two complaints.
1. There's a lot of random in it and I understand that it is intended and essential to the game but it still leads to inconsistent performance.
2. Even on normal completing 51 waves takes 3+ hours... wtf?
If it improves on some of that I can see myself playing this more.
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On October 12 2011 00:27 DARKHYDRA wrote: This is a fun custom but I have two complaints.
1. There's a lot of random in it and I understand that it is intended and essential to the game but it still leads to inconsistent performance.
2. Even on normal completing 51 waves takes 3+ hours... wtf?
If it improves on some of that I can see myself playing this more. It takes only that long if you play on classic, which you should never do since you'll fall asleep. If you want to enjoy this game you should always play race. That way you will always be done with level 50 in under 2 hours regardless of difficulty.
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I was playing yesterday, trying to get the Rose Quartz Crystals, because my maze was weak to air, but a person playing extreme alongside me said, you just needed one upgraded ?Blood Ruby?(the one that "burns" units). placed at the crossroads, and it will decimate air. Is it really this effective vs air? and what type of efficiently placed maze could center around this(if it needs to be centered around)?
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It's awesome but we need slates!!
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On October 12 2011 06:28 Golduck36 wrote: I was playing yesterday, trying to get the Rose Quartz Crystals, because my maze was weak to air, but a person playing extreme alongside me said, you just needed one upgraded ?Blood Ruby?(the one that "burns" units). placed at the crossroads, and it will decimate air. Is it really this effective vs air? and what type of efficiently placed maze could center around this(if it needs to be centered around)?
Haven't tried Blood Ruby as anti-air yet. Might work on lower difficulties but I feel like the armor reduction will be more useful in Extreme.
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On October 12 2011 15:30 lynx.oblige wrote:Show nested quote +On October 12 2011 06:28 Golduck36 wrote: I was playing yesterday, trying to get the Rose Quartz Crystals, because my maze was weak to air, but a person playing extreme alongside me said, you just needed one upgraded ?Blood Ruby?(the one that "burns" units). placed at the crossroads, and it will decimate air. Is it really this effective vs air? and what type of efficiently placed maze could center around this(if it needs to be centered around)? Haven't tried Blood Ruby as anti-air yet. Might work on lower difficulties but I feel like the armor reduction will be more useful in Extreme. You should always try to get a Blood Ruby right from the start and try to get it close to the crossroads, but also so that it's good for your regular anti-ground maze. It will rape air up until level... I dunno 28 maybe. The first few air levels it will solo, but you can't rely only on it for very long.
Edit: Would however like to point out that you don't have to play very perfect on easy/normal, you should be able to make it until 50 anyway, simply because of how much damage... well everything does. On hard it's a little more anti air required, and on extreme... well with a good maze you should be able to deal with all the ground levels without leaking, even with not-so-great dps you will still have a maze length of around 1300 where all the ground units will pass through your concentrated tower spot 6 times: I.E. they should all be cleaned up eventually. The air levels on Extreme from about 38 and onwards are the hardest waves in the game imo, but there's no one-way ticket to beating it, you just need to have a good combination of everything really.
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It was pretty much the same with the wc3 map on extreme. Rose quartz is almost mandatory for surviving later air levels. Its that or getting a gold or 2.
Also, if it was anything like the wc3 man you can beat almost every difficulty just by smart gem choices and building everything around the crossroads without any mazing. Some measure of luck is involved but then again its gem td.
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On October 12 2011 23:22 HaXXspetten wrote:Show nested quote +On October 12 2011 15:30 lynx.oblige wrote:On October 12 2011 06:28 Golduck36 wrote: I was playing yesterday, trying to get the Rose Quartz Crystals, because my maze was weak to air, but a person playing extreme alongside me said, you just needed one upgraded ?Blood Ruby?(the one that "burns" units). placed at the crossroads, and it will decimate air. Is it really this effective vs air? and what type of efficiently placed maze could center around this(if it needs to be centered around)? Haven't tried Blood Ruby as anti-air yet. Might work on lower difficulties but I feel like the armor reduction will be more useful in Extreme. You should always try to get a Blood Ruby right from the start and try to get it close to the crossroads, but also so that it's good for your regular anti-ground maze. It will rape air up until level... I dunno 28 maybe. The first few air levels it will solo, but you can't rely only on it for very long. Edit: Would however like to point out that you don't have to play very perfect on easy/normal, you should be able to make it until 50 anyway, simply because of how much damage... well everything does. On hard it's a little more anti air required, and on extreme... well with a good maze you should be able to deal with all the ground levels without leaking, even with not-so-great dps you will still have a maze length of around 1300 where all the ground units will pass through your concentrated tower spot 6 times: I.E. they should all be cleaned up eventually. The air levels on Extreme from about 38 and onwards are the hardest waves in the game imo, but there's no one-way ticket to beating it, you just need to have a good combination of everything really.
Do you really mean Blood Ruby or Star Ruby(the armor reduction anti-air tower), because you make it sound like you could get them in wave 5 already which is definately not possible^^ You might be able to get the Blood Ruby around wave 20 i would say which would only be 8 waves(as you say, after that its not useful anymore).
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On October 13 2011 00:00 MasterReY wrote:Show nested quote +On October 12 2011 23:22 HaXXspetten wrote:On October 12 2011 15:30 lynx.oblige wrote:On October 12 2011 06:28 Golduck36 wrote: I was playing yesterday, trying to get the Rose Quartz Crystals, because my maze was weak to air, but a person playing extreme alongside me said, you just needed one upgraded ?Blood Ruby?(the one that "burns" units). placed at the crossroads, and it will decimate air. Is it really this effective vs air? and what type of efficiently placed maze could center around this(if it needs to be centered around)? Haven't tried Blood Ruby as anti-air yet. Might work on lower difficulties but I feel like the armor reduction will be more useful in Extreme. You should always try to get a Blood Ruby right from the start and try to get it close to the crossroads, but also so that it's good for your regular anti-ground maze. It will rape air up until level... I dunno 28 maybe. The first few air levels it will solo, but you can't rely only on it for very long. Edit: Would however like to point out that you don't have to play very perfect on easy/normal, you should be able to make it until 50 anyway, simply because of how much damage... well everything does. On hard it's a little more anti air required, and on extreme... well with a good maze you should be able to deal with all the ground levels without leaking, even with not-so-great dps you will still have a maze length of around 1300 where all the ground units will pass through your concentrated tower spot 6 times: I.E. they should all be cleaned up eventually. The air levels on Extreme from about 38 and onwards are the hardest waves in the game imo, but there's no one-way ticket to beating it, you just need to have a good combination of everything really. Do you really mean Blood Ruby or Star Ruby(the armor reduction anti-air tower), because you make it sound like you could get them in wave 5 already which is definately now possible^^ You might be able to get the Blood Ruby around wave 20 i would say which would only be 8 waves(as you say, after that its not useful anymore).
He's definitely either mixed up or is not playing on Extreme. If I can get a 2 Rose Quartz or a Rose Quartz and good late game towers early enough, I never leak air waves. I've beaten Extreme with 13 lives only losing 2 to the Re-Runner. You certainly don't need "everything".
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ive beaten inasane, not taking out boss though with a 3 point maze yesterday. you need lots of luck.
and 1 rose quartz should be enough even for insane, you dont even need to up it on extreme if you maze right and get decent towers early enough (yellow star sapphire, gold, uranium)
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Sigh, just played it after being a huge fan since wc3, but my prefered maze build is really centralized around slates (got a part of the maze mobs walk by 7-8 times or so), so yeah gutted when i found out that they´re not implemented yet, good map still, but.. Slates! Where art thou?
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Yeah, seriously. Instead of slates the author decided to add these stupidly inconsistent zones. Really a conflicting design if you ask me. 100% Would rather have slates, it's simply just Gem TD. I don't really see this map as true Gem TD anymore.
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This game is sooo addicting!~ :s
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I played a lot of Gem TD on WC3 before I got Starcraft, so it's nice to see this map on SC2 as well. I think the authors did a good job of copying everything from WC3, something I would like to see is of course slates.
Also, why did they make the lava rivers so that you can't close off that side? Really messes up my maze
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<3 This was like the most epic TD in wc3
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I wish it were more like the WC3 version which basically means I wish they had slates. He made a good choice in removing zones recently, that was just completely inconsistent and even more luck based than the game already is...
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I really liked this map with version 1.1. In my opinion every single update seems to make it worse. Things get buggy while the game seems to get worse. An absurd mode? Cool! What? You have to kill Tassadar on Insane to even try it? OK! Oh, Insane difficulty got HARDER as well? Ok... The game seems to be becoming more difficult with each update but nothing to do with your ability to maze but rather luck.
The map itself was cool. I wish someone made the wc3 version, I would definitely play that one instead.
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Yeah... game is so incredibly luck dependent sadly.
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I can't wait to see the updates to come. Absurd difficulty is well...ya know.
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No updates for a while! Maybe some soon...
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Ok, current version, Insane, level 43... my silver night and uranium just vanished. Next round my AoE ruby tower (w/e it's called) just vanished too... WTF!!!!! I was having such a good game.../
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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).
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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!
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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.
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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
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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...
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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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