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[A] Desert Tower Defense [TD] - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 Next All
UnholyRai
Profile Joined September 2010
720 Posts
January 02 2013 12:22 GMT
#21
is it me, or is the best part about TD games building your own maze? Morrow, any ambitions to add this at any time?

Thanks for making this by the way, will play it when i'm home from work. Love micro tournament too.
Gogo Grubby.
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
January 02 2013 13:17 GMT
#22
Any other suggestions people have?
I love.
Bubbas
Profile Joined December 2010
Sweden76 Posts
January 02 2013 14:05 GMT
#23
Awesome! Gonna try it out
Dox
Profile Blog Joined April 2010
Australia1199 Posts
January 02 2013 15:03 GMT
#24
Fuck yes, so keen to check this out!
@NvDox | Plantronics Nv: Rossi . mOOnGLaDe . deth . JazBas | @NvSC2 | @NvCoD | @NvLeague | @NvHearthstone | @NvDotA2 | @PLT_MF
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
January 02 2013 15:53 GMT
#25
My record is 19 minutes (not sure what round that is). And then it just becomes impossible.

I love.
MorroW
Profile Joined August 2008
Sweden3522 Posts
January 02 2013 16:01 GMT
#26
On January 02 2013 21:22 UnholyRai wrote:
is it me, or is the best part about TD games building your own maze? Morrow, any ambitions to add this at any time?

Thanks for making this by the way, will play it when i'm home from work. Love micro tournament too.

mazing is probably something i could add as another game mode (as well as playing it individual against each other to survive the longest) once this all is done
Progamerpls no copy pasterino
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
January 02 2013 16:26 GMT
#27
Morrow, do you have any tips?

I have the feeling that speedupgrade is generally not worth it.

And could there be an option to let the game go slower? So to have a little bit more time to think of your next move?

Also, it would be great to see further in advance what the next couple of waves will be.
I love.
VoirDire
Profile Joined February 2009
Sweden1923 Posts
January 02 2013 17:52 GMT
#28
Got to level 40 with a bit of luck. If you face overlords lvl 30+ you'll pretty much leak next wave as you will still be shooting at the overlords when the next wave comes, especially if it's a fast wave.

Updated tips:
  1. Don't upgrade attack speed. 25 for 10% damage increase is always worse than 80 for 100% damage.
  2. Place towers so that they cover multiple lanes, place them to maximize damage throughput during the first 30 seconds of the wave. Range 2-5 towers can only fire at the adjacent lane, range 6 can just about reach 3 lanes and range 12-13 can fire for most of the duration of the wave.
  3. Many towers are generally better than few towers if you can find good spots for them all because they are better vs shielded units, don't overkill and you aren't as vulnerable while you upgrade them.
  4. The best tower in terms of damage output per wave is the photon cannon due to its long range. It also is the most versatile as as it can detect, fire at both air and ground and has non specialized damage. A good starting build for new players is 10-20 photon cannons in the centre and then just upgrade them for the duration of the game.
  5. To get a templar is the best use of gas as far as I can tell. A psi-storm at the spawn location where units move slowly does a lot of damage.
  6. In the late stages wave 35+ you need to take a few chances to make it further as you can't consistently beat all possible unit types. For instance, skip air and focus on tanks for mass waves or immortals for bosses.
MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
Last Edited: 2013-01-02 17:58:13
January 02 2013 17:53 GMT
#29
Okay, so i've played around 75 games on this map now.
We pretty much always die between 30-40.
80% of the time its a immortal(+shields) wave.
I think they are seriously too imba.

Most of the gas units/upgrades dont feel good aswell.
At 270 gas you get a HT, which spawns at 0 energy and needs 75 for a storm,
so you can only storm every 4 waves or so, which is not very good.
Same with other gas stuff aswell. They just seem too expensive.


Oh btw: it would be nice if you could display the speed upgrade level aswell and not only the dmg upgrade level.
Now its just 50% of the info.
https://www.twitch.tv/MasterReY/ ~ Biggest Reach fan on TL.net (Don't even dare to mention LR now) ~ R.I.P Violet ~ Developer of SCRChart
TL+ Member
goldwin
Profile Joined July 2012
Russian Federation5 Posts
January 02 2013 18:48 GMT
#30
I feel like there is no reason to build anything but cannons, is it true? I always got better result with cannons.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2013-01-02 19:56:30
January 02 2013 19:56 GMT
#31
i plan to focus on adding some more advanced structures hopefully tomorrow. im glad you guys are trying out the map and i hope you can have fun even though its not done yet

Patch 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%
Progamerpls no copy pasterino
VoirDire
Profile Joined February 2009
Sweden1923 Posts
January 02 2013 22:03 GMT
#32
Looks good.

Imho, the first upgrade should cost 8. Then it would be the same damage increase per mineral invested as the upgrade that costs 80.
yawnoC
Profile Joined December 2010
United States3704 Posts
January 02 2013 22:31 GMT
#33
Reminds me of GEM TD :D
If I have a chance I will check it out.
GG - UNiVeRsE is the best player in the WORLD
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
January 02 2013 22:38 GMT
#34
I would say: do something with the gas. Now it takes like *ages* before there is *some* use for it.
I love.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2013-01-03 01:42:37
January 03 2013 01:40 GMT
#35
work work ) the air levels are predictable now and in a pattern (every 5 levels), also some of the fastest units are abit slower along with that they cant get haste. this should remove alot of the "randomness" to having a streak of waves that stack up too easily

Patch 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
Progamerpls no copy pasterino
RaGe
Profile Blog Joined July 2004
Belgium9947 Posts
January 03 2013 02:01 GMT
#36
Will try this later today.

Is it made to scale with playercount? Can I get by just fine with 2?
Moderatorsometimes I get intimidated by the size of my right testicle
MorroW
Profile Joined August 2008
Sweden3522 Posts
January 03 2013 02:04 GMT
#37
On January 03 2013 11:01 RaGe wrote:
Will try this later today.

Is it made to scale with playercount? Can I get by just fine with 2?

yep your completely fine. units only spawn from the lanes where players are in the game (1 player, 1 lane etc)
Progamerpls no copy pasterino
Complete
Profile Joined October 2009
United States1864 Posts
Last Edited: 2013-01-03 04:05:26
January 03 2013 04:02 GMT
#38
Got to level 37, don't think I'll be able to get any further

Edit: Btw, your SCV can attack shit doesn't really help in the mid game when it matters though
StarGalaxy
Profile Joined March 2011
Germany744 Posts
January 03 2013 05:11 GMT
#39
I played this td a lot. Some further feedback:

First of all the strength of this td imho are the towers and the spawning creeps. They are similar to sc2 which helps a lot for beginners. It's also very strategical. You have to decide where and what towers you build etc.

this is just my personal prefence but i think if you look at the popular maps right now it seems like most people will agree on that. Maps like squadron td, nexus wars, dessert strike, krash td or random td all have the same concept of players competing against each other. Even SC2 on it's own. Who would still play it if you could only play against the Ai?
I think the kind of map you did will become boring after some hours of play even if you fix all the balance stuff which will be far more difficult than most people would expect.
If you build this td into a ffa or 2 teams td and adjust a few things then a lot of the problems right now would balance out on its own.
One of the first things i would adjust would be the eco system. If you make the workers very cheap and cost minearls then the player can balance his amount of eco and the tower's strength.

Cj hero | Zest
Tehotihuacan
Profile Joined December 2010
4 Posts
January 03 2013 07:13 GMT
#40
You need to tweak the health of the waves, sometimes you are just fine killing everything then the next wave comes and you cant kill it, there is a lot of useless towers you need to remove like 70% of them, there is no point on the gas since everything is so expensive you cant use them (ie you want to upgrade marines to use stim pack then buy a medic to heal them, you will lose before you have the gas to buy both), also air waves, we need something to do splash damage AND have bonus vs air, the essence of TD, is to have towers that are good vs some kind of creep and bad vs others, generally the air only towers have a lot of damage vs air, and you shouldn't put extra modificator to a wave that more than half of your towers can't attack.

There is a lot more but that is what i think its the worst about this TD.
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