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[A] Desert Tower Defense [TD] - Page 5

Forum Index > SC2 Maps & Custom Games
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MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2013-01-12 22:03:19
January 12 2013 18:22 GMT
#81
just for those wondering if its possible to beat the map, just played it a couple of times now and i beat it
the game time of 30 minutes feels just right. however some upgrades are too hard to make out in time and most of times its just about spending the gas and minerals asap rather than it being worthwhile to save up money for certain things.
went for marine marauder hellion turret but i never felt it was worthwhile to get the stimpack out for example even though the stimpack is awesome once its out - the risk of saving up that kind of gas is slightly too high

will probably make a patch today, i want to address being able to play in teams of 2, encouraging ebay upgrades abit more. and finally making the speed upgrades slightly cheaper.
also there are still some units that are too nasty, like the thor and overseers being too slow (aka too much hp)

edit: new patch
Patch 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


Patch 3.3
Game Design:
- High Scores are now stored
Progamerpls no copy pasterino
AGameAnx
Profile Joined September 2011
Lithuania6 Posts
January 12 2013 19:17 GMT
#82
Hm I guess I just suck and in fact my strategy is not good at all :D That's actually exciting to know, gonna play some more soon

It's interesting that you mention those things about spending resources asap. I do believe this relates a lot to my earlier point about speed upgrades making upgrading more beneficial as the time goes on. Please consider this - if speed upgrades were more valuable/more effective, then upgrading units to high levels would actually have a very good benefit. All upgrades also become more valuable through this. I am offering this idea but to be honest I'm not 100% sure if it would make the game unbalanced or not though. Surely you have more experience than me with this, so all I ask is that you consider it well and if you believe it's not required, then it's ok
AGameAnx
Profile Joined September 2011
Lithuania6 Posts
January 12 2013 20:53 GMT
#83
Morrow please fix the cooperative map. It spawns all 8 lanes for even 1 or 2 players now. It's just not interesting that way, you should spawn the player in a circular order and spawn only as many lanes as there are players
inhume
Profile Joined January 2013
1 Post
January 12 2013 22:12 GMT
#84
great map, beat it today using a mix of stalker &archon. archons not being slowed by marauders is a bit stupid
VoirDire
Profile Joined February 2009
Sweden1923 Posts
January 14 2013 00:13 GMT
#85
I beat the game three times in a row with 20/20 lives left.

3 archons at the start + 3 photon-cannons (+1 marauder and a roach or two for 1-5 waves). You could build some stalkers for mechanical enemies, but that's not really needed.
armalite
Profile Joined June 2010
Sweden10 Posts
Last Edited: 2013-01-16 18:00:23
January 15 2013 23:15 GMT
#86
Mutalisk can still hit air...

Nevermind!
Train hard, fight easy.
VoirDire
Profile Joined February 2009
Sweden1923 Posts
January 17 2013 10:45 GMT
#87
Feedback:

Too easy. Before you could see how far you could get and try to beat your own record. But when you've found a way to beat the waves consistently, there is no incentive to play anymore. There should be a marathon mode or a way to compete with other players, like sends or something.

Also, archons are too good at the spawn point since they can shoot at the clumped up slowed enemies.
AGameAnx
Profile Joined September 2011
Lithuania6 Posts
Last Edited: 2013-01-19 16:41:09
January 18 2013 11:05 GMT
#88
Yes, I agree with VoirDire, I don't know why it was necessary to cap it to 60 when it was possible to beat 120 for some people (even if it was cheese which got fixed, I'm sure nobody did everything perfectly)
Lephex
Profile Joined June 2011
Germany153 Posts
January 18 2013 17:32 GMT
#89
everyone seems to have a easy tiem beating this, my bes was lvl 34 so far lol.... at some point there are just to much creeps on the lane... any hints for me pls ?? :D
There are three types of people in this world: those who make things happen, those who watch things happen and those who wonder what happened.
AoWZeNo
Profile Joined January 2011
4 Posts
January 26 2013 18:12 GMT
#90
I beat it now on "easy", "normal" and "hard" :D - If u wanna get replay - call me
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