Thanks for making this by the way, will play it when i'm home from work. Love micro tournament too.
[A] Desert Tower Defense [TD] - Page 2
Forum Index > SC2 Maps & Custom Games |
UnholyRai
720 Posts
Thanks for making this by the way, will play it when i'm home from work. Love micro tournament too. | ||
AdrianHealey
Belgium480 Posts
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Bubbas
Sweden76 Posts
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Dox
Australia1199 Posts
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AdrianHealey
Belgium480 Posts
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MorroW
Sweden3522 Posts
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 | ||
AdrianHealey
Belgium480 Posts
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. | ||
VoirDire
Sweden1923 Posts
Updated tips:
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MasterReY
Germany2708 Posts
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. | ||
goldwin
Russian Federation5 Posts
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MorroW
Sweden3522 Posts
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% | ||
VoirDire
Sweden1923 Posts
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
United States3704 Posts
If I have a chance I will check it out. | ||
AdrianHealey
Belgium480 Posts
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MorroW
Sweden3522 Posts
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 | ||
RaGe
Belgium9937 Posts
Is it made to scale with playercount? Can I get by just fine with 2? | ||
MorroW
Sweden3522 Posts
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) | ||
Complete
United States1864 Posts
Edit: Btw, your SCV can attack shit doesn't really help in the mid game when it matters though | ||
StarGalaxy
Germany744 Posts
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. | ||
Tehotihuacan
4 Posts
There is a lot more but that is what i think its the worst about this TD. | ||
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