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[A] Desert Tower Defense [TD]

Forum Index > SC2 Maps & Custom Games
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MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2013-01-12 22:02:58
January 01 2013 19:22 GMT
#1
been working on a new custom map (finally) and ive just uploaded it. bugs etc may still exist but i havent found any so far from my testing. normally i just make micro based custom maps (like micro tournamet or micro race etc) but i felt like doing something new this time
to find the map just go to the arcade on eu or na and search for "desert tower defense" and it should be there

the maps main server is EU which means the map on NA server may be outdated at various points or be unstable (battle.net 2.0 is a pain in the ass to upload maps to with all locale bs)

the difficulty is set to easy by default, which is unchangeable when playing open games (it wont let me allow that for some reason), however in the game lobby when hosting private games you can change the difficulty to normal or hard too. the difficulty level is simply how much % hp the waves have (90% for easy, 100% for normal and 110% for hard). here a screenshot


you can leave comments here, arcade reviews etc if you find any bugs or have any comments^^
the map is hard (even on easy) so good luck~



- - - Desert Tower Defense [TD] - - -

Screen shots (may be outdated)
[image loading]

UI Information
+ Show Spoiler +
[image loading]


Basic Towers
+ Show Spoiler +
[image loading]


Advanced Structure
+ Show Spoiler +
[image loading]


Full screenshot (large image)

Players: 1-8
Summarize: Basic lane tower defense map without mazing yourself
Description:
Build towers to kill the units before they reach the end. There are both air waves and cloaked. Make sure you are covered on all fronts.

Collect minerals by killing units. Harvest gas from the assimilator.

Additional Information (In-depth):
The enemy waves are very versatile, sometimes many units, sometimes few. Ground as well as air units.

All basic towers you build have identical cost but are designed very differently to counter different types of waves. Investing in wrong types of towers at any given point often results in a quick death. Study the next wave information (on the right side of your screen) and prepare for it. If you are unsure what to build there are always more generic towers to fall back on, such as marines or mutalisks.

The advanced structures only cost gas, which is harvested from your assimilator. They are all unique and most of them cant be upgraded like the basic towers can (with damage and speed). However the advanced structures are mostly support and the ones that deal damage deals damage in percentage of enemy hp.

The engineering bay contains upgrades that boots all towers of that type (for example stimpack upgrade gives stimpack to all marine towers)

You can increase your gas income by building more probes to harvest with (built from the nexus), however most of the times you need to spend your gas as soon as possible to stay alive in the game.

Every level the enemy hp increases at a higher rate than your mineral income (which is static) which means the later the game goes your gas investments, strategy and tower placement is what will keep you in the game rather than raw damage output.

This is not a very beginner friendly map and its completely normal if you die a few times before the 10 min mark. There are 130 levels to beat and should take about 50 minutes of game time to get to.

Cooperation between your allies is an option however not an requirement. Focusing completely on your own lane is the best way to go about things if your new to the map.



Patch Notes:
1.2
Map published to EU server.
- 130 levels
- 14 basic towers
- 2 Individual tower upgrades (damage and speed)
- 7 unique upgrades
- 5 advanced structures
- Level probability set to 80% ground, 20% air
- 5 level special types (regeneration, durable, haste, cloaked, shields)

1.8
Added difficulty levels options in lobby (Easy, Normal, Hard)
- Easy: Creeps spawn with 90% hp (default mode)
- Normal: Creeps spawn with 100% hp
- Hard: Creeps spawn with 110% hp

Increased the starting minerals amount to 50
Increased the starting vespene amount to 30

1.11
Bugs:
- Photon cannons now properly detects cloaked units

Balance changes:
- The basic total life increment of waves decreased from 110 to 105

- Time between waves increased from 25 to 30
- Overlord movement speed increased from 0.77 to 1.1
- Engineering bay vespene cost reduced from 40 to 30

1.12
Balance changes:
- Upgrade Speed mineral cost decreased from [25, 75, 225, 750, 2000] to [20, 60, 150, 400, 1000]

- Archon - Psionic Shockwave splash damage increased from [0.2, 0.4, 0.8] to [0.4, 0.6, 0.8]

- Zergling - Claws cooldown decreased from 0.625 to 0.58

- Roach - Acid Saliva range increased from 3 to 4
- Marine - C-14 Gauss Rifle range increased from 5 to 6
- Stalker - Particle Disrupters range increased from 6 to 7
- Hydralisk - Needle Spines range increased from 6 to 7
- Marauder - Punisher Grenades range increased from 6 to 7
- Immortal - Phase Disrupters range increased from 7 to 8
- Missile Turret - Longbolt Missile range increased from 8 to 9

- Medivac energy starting amount increased from 0 to 25
- Pylon energy starting amount increased from 0 to 25
- High Templar energy starting amount increased from 0 to 25
- Infestor energy starting amount decreased from 75 to 25

- Regeneration (Creep) life percentage decrement increased from 10% to 15%

1.3
Balance changes:
Added new advanced structure:
- Warp Prism, costs 50 gas: Passively buffs all nearby towers within 8 radius.
Warp Prism buffs: (must be upgraded)
- Range: +2 weapon range, costs 200 gas to upgrade
- Speed: +10% attack speed, costs 250 gas to upgrade.
- Damage: +1 base damage, costs 500 gas to upgrade.

- Marauder - Concussive Shatter upgrade splash radius reduced from 0.5 to 0.4

- Infestor cost decreased from 325 to 250

- Baneling now has the Light attribute
- Archon now has the Massive attribute

- Hellion movement speed decreased from 4.25 to 4
- Phoenix movement speed decreased from 4.25 to 4

- Air now comes every 5th level (first air at level 5) instead of having a 20% chance each level

- Phoenix, mutalisk and hellion waves are now unable to come with Haste

1.14
Game Design:
Individual game mode added and set as default.
- Individual Mode: All players has their own lives and lane.
- Cooperation: All players share lives and units spawn from 8 lanes.

Balance Changes:
- Photon Cannon - Phase Cannon cooldown increased from 1.4 to 1.45
- Zergling movement speed decreased from 4 to 3.5

1.15
Bugs:
- Haste is now properly applied to waves.

Balance Changes:
- Spore Crawler - Acid Spew weapon cooldown decreased from 1.75 to 1.65
- Spore Crawler - Acid Spore weapon cooldown decreased from 1.75 to 1.65
- Mutalisk - Glave Wurm weapon range increased from 3 to 4
- Roach - Acid Saliva weapon range increased from 4 to 5

- Engineering Bay - Adrenal Glands gas cost decreased from 145 to 120
- Engineering Bay - Hi-Sec Auto decreased from 100 to 75

- All unit move speeds have been avaraged to their respective plane (ground and air)
- Waves with Shields level requirement increased from 10 to 15

- The starting gas for each player increased from 30 to 130

1.16
Balance Changes:
- Damage Level 6 cost reduced from 480 to 160
- Damage Level 6 damage bonus decreased from 400% to 100%

- Damage Level 7 cost reduced from 1920 to 320
- Damage Level 7 damage bonus decreased from 400% to 100%

- Speed upgrade costs reduced from [20, 50, 150, 400, 1000] to [5, 15, 45, 135, 405]

- Zergling - Claws weapon cooldown reduced from 0.58 to 0.54
- Roach - Acid Saliva weapon can now hit Air and Ground targets

- Engineering Bay - Evolve Acid Spore upgrade gas cost reduced from 150 to 125
- Engineering Bay - Research Infernal Pre-Igniter upgrade gas cost reduced from 225 to 200

1.17
Balance Changes:
- Infestor - Fungal Growth energy cost decreased from 75 to 60

Engineering Bay - Evolve Grooved Spines upgrade added:
- Increases Hydralisk towers base damage by 1, costs 400 gas

Infestor - Infested Terran ability added:
- Spawn an Infested Terran. Infested Terrans last 20 seconds, costs 25 energy

- Amount of plasma shields given to wave units with Shields now set to 500 and spread amongst them rather than all gaining 50 shields

- The max amount of probes that can be build from the nexus increased from 3 to 4

1.18
Balance Changes:
- Marine - Stimpack attack and movement speed increased from 25% to 35%
- Medivac - Heal health increased per energy increased from 2 to 3
- Roach - Severe Corruption slowing effect increased from 35% to 40%

- Archon - Psionic Shockwave weapon cooldown decreased from 2.65 to 2.5
- Photon Cannon - Phase Cannon weapon cooldown decreased from 1.45 to 1.35
- Photon Cannon - Phase Cannon weapon damage decreased from 4 (vs Psionic: 5) to 3 (vs Psionic: 5)

Engineering Bay - Research Power Charge upgrade added:
- Increases Archon towers splash damage by 25%, costs 250 gas

Engineering Bay - Research Crystal Core upgrade added:
- Increases Immoral anti-massive damage by 7, costs 325 gas

Engineering Bay - Revamped Reloading upgrade added:
- Increases Siege Tanks attack speed by 20%, costs 275 gas

Engineering Bay - Impact Tail upgrade added:
- The third bounce of the Mutalisk tower deals 200% damage, costs 250 gas

1.19
Balance Changes:
Mutalisk - Impact Tail modified:
Old: The third impact deals 200% damage.
New: Allows the Glave Wurm to bounce 1 more target.

- Waves with low numbers of units can now be any unit type, waves with high number of units still restrics certain unit types

Regeneration total health loss increased from 15% to 20%
Regeneration total health loss for single creep waves increased from 15% to 50%

- Drones can no longer be spawned as waves
- Queens can now be spawned as waves
- Queens have gained the Armored attribute

2.0
Balance Changes
Nexus can now build drones.
Drone: Basic worker unit, can gather minerals. Costs 30 minerals and 150 gas to build
- Maximum count for drones set to 3

- Probe cost increased from 0 minerals and 150 gas to 20 minerals and 150 gas

- Drone movement speed decreased from 2.813 to 2.398
- Probe movement speed decreased from 2.813 to 2.602

Advanced Structure added:
Forge: Contains generic upgrades for towers that target specific unit groups, costs 60 gas
Upgrades available in the forge (Upgrades the damage dealt):
- Impact Attacks: Zerglings, mutalisks and spore crawlers.
- Missile Attacks: Hydralisks and roaches.
- Disruptor Weapons: Stalkers and immortals.
- Infantry Weapons: Infantry units.
- Psionic Weapons: Archons and photon cannons.
- Vehicle Weapons: Vehicles and missile turrets.

2.1
Balance Changes:
- Immortal - Phase Disrupters damage vs non-massive increased from 3 to 4

- Spore Crawler - Acid Spew and Acid Spore cooldown decreased from 1.65 to 1.6
- Siege Tank - Crucio Shock Cannon minimum range decreased from 4 to 2

- All forge upgrades gas cost increament per level increased from 100 to 125
- Medivac gas cost decreased from 100 to 80

Zergling Leap ability added.
- Leap: Leaps the zergling to target location, a has 8 second cooldown

Overlord special structure added, costs 400 gas
- Overlord: Passively buffs all zerg units, has Generate Creep
- Generate Creep: Zerg units on creep move and attack 20% faster.
- Clayman: Terran and Protoss units move 10% slower on the creep, costs 250 gas

Forge - Psionic Weapons now also gives +300 damage to Feedback ability
Forge - Missile Attacks now also gives +8 damage to Infested Terrans

2.2
Balance Changes:
- Zergling - Claws weapon range increased from 2 to 2.5
- Mutalisk - Glave Wurm weapon cooldown increased from 1.8 to 1.9
- Spore Crawler - Acid Spew anti-light damage increased from 5 to 6
- Spore Crawler - Acid Spore anti-armored damage increased from 5 to 6

- Engineering Bay - Hi-Sec Auto Tracking range increment increased from 1 to 2
- Engineering Bay - Hi-Sec Auto Tracking cost increased from 75 to 150
- Engineering Bay - Evolve Adrenal Glands attack speed increment increased from 20% to 25%
- Engineering Bay - Evolve Adrenal Glands cost increased from 120 to 250
- Engineering Bay - Research Infernal Pre-Igniter cost increased from 200 to 250
- Engineering Bay - Research Crystal Core cost decreased from 325 to 275

2.3
Game Design:
- Tower range display now shows for all towers when placing them rather than just a few towers

Balance Changes:
- High Templar - Psionic Storm damage changed from up to 80% full health to up to 1600 damage
- Leap, Fungal Growth, Infested Terran, Psionic Storm and Feedback range increased to 12

- Forge - Psionic Weapons now adds 240 damage to Psionic Storm

Engineering bay upgrade added.
- Research Disruption Coolers: Increases Stalker attack speed by 25%, costs 350 gas

Engineering bay upgrade added.
- Research Photon Load: Increases Photon Cannon anti-psionic damage by 1, costs 275 gas

Marine and Marauder waves now gain Stimpacks
- Stimpack is used whenever the unit is attacked and doesnt have the stimpack buff
- Stimpack buff: Increases movement speed by 50% for 10 seconds but loses 20% of full health

- Shields no longer regenerate

2.4
Game Design:
- Several UI improvements to cater towards beginners and others

Balance Changes:
- Amount of levels decreased from 130 to 60
- Health scaling modifiers revamped
- Air levels now get 15% less health
- The odds of a massive unit type has increased to 50% when unit counts are 8 or lower instead of having same odds as any unit type
- Broodling can now spawn in waves
- Archons and Brood Lord are now counted in the massive wave category
- Stimpack on waves health loss when using stimpack decreased from 20% to 15%
- Stalker waves now gain Blink ability
Blink:
- Whenever unit attacked and blink is off cooldown it blinks further ahead
- Blink cooldown is 6 and blink distance is up to 4
- Blink can dodge projectile weapons
- Waves with blink have 25% less total health

- Zergling - Leap cooldown decreased from 8 to 4
- Drone mineral cost changed from 30/150 to 45/120

3.0
Balance Changes:
- Health scaling on levels is no longer linear
- Start minerals increased from 50 to 55

- Forge vespene cost increased from 60 to 80

- Siege Tank - Crucio Shock Cannon damage reduced from 10 (vs Armored: 15) to 9 (vs Armored: 14)
- Siege Tank - Crucio Shock Cannon range decreased from 13 to 12

- All forge upgrade start costs increased from 100 to 150

3.1
Game Design:
- Aesthetics improved
- Terrain layout of Co-op completely remade
- Start positions for Co-op changed to be more convenient when playing less than 8 players

Game Balance:
- Difficulty is overall lowered slightly

3.2
Balance Changes:
- Engineering Bay cost reduced from 30 to 15
- All Engineering Bay upgrade costs reduced by roughly 15%
- Speed Upgrades now increase attack speed by 15% rather than 10%

- Mutalisk - Glave Wurm can no longer attack Air units
- Mutalisk - Glave Wurm weapon cooldown decreased from 1.9 to 1.76
- Mutalisk - Glave Wurm bounce range increased from 3 to 4

- Roach - Severe Corruption movement speed reduction increased from 40% to 50%
- Overlord - Evolve Clayman cost reduced from 250 to 175
- Overlord - Clayman speed movement speed reduction increased from 10% to 15%

Pylon - Extension Boost ability added.
- Extension Boost - Increases a towers weapon range by 3 for 30 seconds, costs 20 energy

- Overseer movement speed increased from 1.609 to 1.898
- Thor movement speed increased from 1.211 to 1.5
- Waves of 25 creeps now gives roughly 30 minerals rather than always 25
- Duration for Stimpack on creep waves increased from 10 to 14 seconds

3.3
Game Design:
- High Scores are now stored


Map Name: Desert Tower Defense [TD]
Map published to: EU and NA server
Progamerpls no copy pasterino
zoid
Profile Joined July 2010
Sweden36 Posts
January 01 2013 19:40 GMT
#2
I'm sure it is as good as all the other custom maps you make Morrow. Going to try it tonight!
Näe
Aiden1337
Profile Joined August 2012
Sweden61 Posts
January 01 2013 19:40 GMT
#3
Looks awesome, i will give it a try !
Extenz
Profile Joined October 2011
Italy822 Posts
January 01 2013 19:48 GMT
#4
morrow fix micro tournament : (((
Radiated11
Profile Joined December 2011
United States32 Posts
January 01 2013 20:23 GMT
#5
Sweet. I love tower defense maps. I will definitely play this sometime today!!
StarGalaxy
Profile Joined March 2011
Germany744 Posts
January 01 2013 22:34 GMT
#6
bugs:
sometimes the canon doesn't detect. i have a screenshot if u don't believe me.
the immortal shoots air

It's way too difficult. I didn't manage to past the 5 min mark.
Cj hero | Zest
MorroW
Profile Joined August 2008
Sweden3522 Posts
January 01 2013 22:45 GMT
#7
On January 02 2013 07:34 OrbitalPlane wrote:
bugs:
sometimes the canon doesn't detect. i have a screenshot if u don't believe me.
the immortal shoots air

It's way too difficult. I didn't manage to past the 5 min mark.

the detection range is unfortunatly just like normal cannon even though the range is longer. i might look into this since it may be confusing

the immortals are supposed to hit air^^

about difficulty, well see how it becomes with time i might make it easier (hopefully not needed)
Progamerpls no copy pasterino
StarGalaxy
Profile Joined March 2011
Germany744 Posts
Last Edited: 2013-01-02 00:21:39
January 01 2013 23:39 GMT
#8
On January 02 2013 07:45 MorroW wrote:
Show nested quote +
On January 02 2013 07:34 OrbitalPlane wrote:
bugs:
sometimes the canon doesn't detect. i have a screenshot if u don't believe me.
the immortal shoots air

It's way too difficult. I didn't manage to past the 5 min mark.

the detection range is unfortunatly just like normal cannon even though the range is longer. i might look into this since it may be confusing

the immortals are supposed to hit air^^

about difficulty, well see how it becomes with time i might make it easier (hopefully not needed)


what's normal canon range? In my case it was two squares (i could have build one tower between the canon and the path).

I really think you should add a noob difficulty right now. I could imagine a lot of ppl get discouraged if they don't reach the 6 minute mark after 10 games.
I just died to the 2nd wave (~50 overlords) haha. :D
If people get better you can still change the standard settings (to easy or smth else).
the time between two waves is too short

edit:
I am sure the canon doesn't detect at all. I had it directly at the path this time.
And i am not playing this again until the difficulty is adjusted.
Cj hero | Zest
Complete
Profile Joined October 2009
United States1864 Posts
Last Edited: 2013-01-02 00:10:40
January 02 2013 00:00 GMT
#9
yeah my cannon doesnt detect observers (going to test turret)

you need to make the levels spawn specific units and plan it I feel :/ atm I just got slow ovies level 1 and fast phoenixes level 2 and they fly by my towers at the same time lol
VoirDire
Profile Joined February 2009
Sweden1923 Posts
January 02 2013 00:42 GMT
#10
Some random streaks are simply not beatable. Like if you get something like muta-muta-muta-thor-hellion-ling. What are you supposed to do?

Anyone got past lvl 30-40?
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2013-01-02 01:18:33
January 02 2013 01:17 GMT
#11
thanks for the feedback so far new patch is out, should ease it up a bit

Patch 1.11
Bugs:
- Photon cannons now properly detects cloaked units

Balance changes:
- The basic total life increment of waves decreased from 110 to 105

- Time between waves increased from 25 to 30
- Overlord movement speed increased from 0.77 to 1.1
- Engineering bay vespene cost reduced from 40 to 30
Progamerpls no copy pasterino
Complete
Profile Joined October 2009
United States1864 Posts
January 02 2013 01:21 GMT
#12
Consider adding the ability to blink your SCV, I just build towers all around mine and got mine stuck LOL.
StarGalaxy
Profile Joined March 2011
Germany744 Posts
Last Edited: 2013-01-02 02:36:38
January 02 2013 02:36 GMT
#13
it's easier but still too difficult. My new record is 13min lvl 25

I once tried to zoom out with my mouse scroll. It zoomed in instead and i wasn't able to get back to normal view.

It's nearly impossible to get back from a view leaks because you miss the bounty. I suggest you get the bounty awarded anyway or the units that went trough spawn again at the start.
Cj hero | Zest
esla_sol
Profile Blog Joined September 2008
United States756 Posts
January 02 2013 05:01 GMT
#14
got to level 36 on hard.

things just do not scale well enough. gas is not useful enough. not a lot of micro potential (maybe add heros/worker abilities?).

i like the concept. good variety amongst the current tower set. good ideas with the random spawns. good ideas with mob traits (psionic etc).

some things i would change:
slight round time increase (probably 5-15 seconds). your game will be ruined if you have to fight two waves at once. you will not be able to catch up. a slight increase will still punish bad tower choices but will be additional leeway.

across the board range increases. probably not needed on the cannon.

add dual damage towers (ie a bonus to mechanical and armored, or massive and light on one unit)

massive buff to the speed upgrade. increase %, lower mineral cost, anything. currently 25 minerals for 10% is not worth it. for instance, a level 4 upgraded cannon tower does 22.85 dps. a speed upgrade increases this by roughly 4 for 25 minerals. for 20 minerals, you could build two new cannons, which will do 5.7 dps. this would be ok if there were more damage force multipliers, like a pylon that gave a damage buff, so that it would give you the option of powerleveling less towers, take advantage of the damage buff so that it would make the speed increase worth the cost. just some food for thought.

gas:
increase its availability (start with more workers, can build more workers, closer assim, extra gas at round end etc)
add damage/range/speed upgrades using gas. maybe make it per tower type, so all +psionic towers get the bonuses. maybe add something that decreases the cost of towers. this would help the scaling issue as the game progresses.
maybe add spells to the worker, or give the worker some damage capability with gas upgrades.
maybe add an exchange so you can use your gas for extra minerals

lots of ways to play around with this. good map overall hope you continue your work on it.
VoirDire
Profile Joined February 2009
Sweden1923 Posts
January 02 2013 05:06 GMT
#15
I can beat up to 30 pretty consistently, but after that I die pretty soon. My record is about 34-35.

My tips:
Don't upgrade attack speed.
Try to kill spawns early to avoid fighting two at the same time.
Place towers so that they cover multiple lanes.
Complete
Profile Joined October 2009
United States1864 Posts
Last Edited: 2013-01-02 06:20:10
January 02 2013 06:10 GMT
#16
Yeah I'd really like to see more expansion/use for gas. At the moment it's pretty weird and I usually am dying right around the time I get my first useful thing from it lol.

Regen imba.
Spriestgod
Profile Joined September 2011
Sweden4 Posts
January 02 2013 06:15 GMT
#17
Can you confirm that the map is in fact possible to beat in its current iteration as a solo player?
I seem to get to level 35 with pretty much any tactic, but then i just lose.

for instance
4archons on spawn while they're slowed + immortal, stalker for massive units
80 photon cannons
80 marines
1 of each unit upgraded

all seem roughly equal. Am I missing something obvious, or is it just not meant to be beaten by solo players?

Oh, and regeneration seems op as fuck.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2013-01-02 10:49:00
January 02 2013 10:40 GMT
#18
On January 02 2013 14:01 esla_sol wrote:
got to level 36 on hard.

things just do not scale well enough. gas is not useful enough. not a lot of micro potential (maybe add heros/worker abilities?).

i like the concept. good variety amongst the current tower set. good ideas with the random spawns. good ideas with mob traits (psionic etc).

some things i would change:
slight round time increase (probably 5-15 seconds). your game will be ruined if you have to fight two waves at once. you will not be able to catch up. a slight increase will still punish bad tower choices but will be additional leeway.

across the board range increases. probably not needed on the cannon.

add dual damage towers (ie a bonus to mechanical and armored, or massive and light on one unit)

massive buff to the speed upgrade. increase %, lower mineral cost, anything. currently 25 minerals for 10% is not worth it. for instance, a level 4 upgraded cannon tower does 22.85 dps. a speed upgrade increases this by roughly 4 for 25 minerals. for 20 minerals, you could build two new cannons, which will do 5.7 dps. this would be ok if there were more damage force multipliers, like a pylon that gave a damage buff, so that it would give you the option of powerleveling less towers, take advantage of the damage buff so that it would make the speed increase worth the cost. just some food for thought.

gas:
increase its availability (start with more workers, can build more workers, closer assim, extra gas at round end etc)
add damage/range/speed upgrades using gas. maybe make it per tower type, so all +psionic towers get the bonuses. maybe add something that decreases the cost of towers. this would help the scaling issue as the game progresses.
maybe add spells to the worker, or give the worker some damage capability with gas upgrades.
maybe add an exchange so you can use your gas for extra minerals

lots of ways to play around with this. good map overall hope you continue your work on it.

im glad your liking it
i just wanted to publish out the bare minimum for a good map, except i didnt work through the balance completely in terms of the scaling the wave hp vs the gas income.
so the only natural thing for me was to put gas costs at a fairly high rate (without loss of minerals ofcourse) just to see how far people actually manage to get.

i do have plans for making more gas buildings to build (units like the infestor and high templar etc) and also have ideas for more upgrades in the ebay to spend your gas on

like i wrote in the OP, gas income is the only big potential scaling thing the further the game goes so i was afraid the map would start out hard and get easier towards the mid-late game.
its pretty hard to find the absolute best balance how the gas income works to wave hp. if its too easy early on players can just spam probes and it becomes easy later too. if its too hard early on, players can never afford to fit in another probe to build which means they cant win later etc

i also feel the same way about the range of towers. the placement of which where towers can be placed effectively is lacking because of it. i do have plans on working on this

the amount of feedback ive gotten so far is more and faster than i expected and its alot of constructive things so i will (hopefully, no promises) work on a pretty big patch within the next days. making custom units/spells is really what takes the most time building this map

On January 02 2013 15:10 Complete wrote:
Yeah I'd really like to see more expansion/use for gas. At the moment it's pretty weird and I usually am dying right around the time I get my first useful thing from it lol.

Regen imba.

regen gives a 5% heal when its a wave with many units (15 or more) where as if its a wave with 1-8 units they just get a 2% heal.
in my experience from playing regen seems to be the strongest too )
Progamerpls no copy pasterino
MavercK
Profile Joined March 2010
Australia2181 Posts
January 02 2013 10:49 GMT
#19
awesome
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Semmo
Profile Joined June 2011
Korea (South)627 Posts
January 02 2013 11:08 GMT
#20
Do you have any plans on working on the aesthetics? :D
Mapmaker of Frost, Fruitland and Bridgehead
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