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[UMS] Gem Tower Defense

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
lynx.oblige
Profile Joined August 2009
Sierra Leone2268 Posts
Last Edited: 2011-10-21 12:06:08
October 07 2011 13:39 GMT
#1
Gem TD is back!


      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.
Everyone needs a nemesis.
Backu
Profile Joined May 2011
Sweden17 Posts
October 07 2011 14:20 GMT
#2
Ah sweet, barely look at the custom game list anymore :p. But liked this one a lot in wc3 . Thanks for the info! <3
lynx.oblige
Profile Joined August 2009
Sierra Leone2268 Posts
October 10 2011 03:08 GMT
#3
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.
Everyone needs a nemesis.
Xenocryst
Profile Joined December 2010
United States521 Posts
October 10 2011 03:52 GMT
#4
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
lynx.oblige
Profile Joined August 2009
Sierra Leone2268 Posts
October 10 2011 04:10 GMT
#5
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.
Everyone needs a nemesis.
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
October 10 2011 06:54 GMT
#6
Oh the school i missed over this map in wc3 Hope you get the traps working sir
KCCO!
Xenocryst
Profile Joined December 2010
United States521 Posts
October 10 2011 07:26 GMT
#7
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

Roblin
Profile Joined April 2010
Sweden948 Posts
October 10 2011 07:29 GMT
#8
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
I'm better today than I was yesterday!
lynx.oblige
Profile Joined August 2009
Sierra Leone2268 Posts
October 10 2011 13:25 GMT
#9
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.
Everyone needs a nemesis.
Cyro
Profile Blog Joined June 2011
United Kingdom20318 Posts
October 10 2011 13:47 GMT
#10
its 1.1 on eu
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
October 10 2011 14:13 GMT
#11
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
KCCO!
Dudemeister
Profile Joined July 2010
Sweden314 Posts
October 10 2011 15:35 GMT
#12
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.
CellTech
Profile Joined June 2010
Canada396 Posts
October 10 2011 17:23 GMT
#13
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.
^ Probably a Troll Post
Chexx
Profile Joined May 2011
Korea (South)11232 Posts
Last Edited: 2011-10-10 17:43:50
October 10 2011 17:43 GMT
#14
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?
WriterFollow me @TL_Chexx
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
October 10 2011 18:05 GMT
#15
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 )
CellTech
Profile Joined June 2010
Canada396 Posts
October 10 2011 18:20 GMT
#16
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.
^ Probably a Troll Post
Dullahan
Profile Blog Joined April 2009
United States248 Posts
October 10 2011 21:50 GMT
#17
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
Xenocryst
Profile Joined December 2010
United States521 Posts
October 11 2011 02:08 GMT
#18
just started mazing and its wayyyyy better
lynx.oblige
Profile Joined August 2009
Sierra Leone2268 Posts
October 11 2011 12:28 GMT
#19
There's a version 2.6? I'm only seeing 2.5 right now.
Everyone needs a nemesis.
DARKHYDRA
Profile Joined September 2006
United States303 Posts
October 11 2011 15:27 GMT
#20
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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