Oh yea, and those 3 marines for each player should have a short cooldown before respawning (they should respawn around 3-5 seconds after they are killed)
It's pretty hard killing off the base with 9 practically invulnerable marines :p Especially if you a-move (since you'll just keep attacking the marines instead of the buildings)
We did, at like 1 AM :p Was only 4 of us left though.
TDs aren't really good maps for Map Night since TDs are maps that players aren't force to be too active in (You build towers, then wait for money to build more towers) and take a very long time. You don't do that much, and in your TD you don't interact with the other players either and it can be played alone, which puts it on a lower priority for map night (Ideally we'd only play unpopular maps you can't get a game for usually), so Element TD will most likely be one of those maps we play at the very end of map night while there's only like 4-5 people left.
Really liked this map, as others have said building health maybe needs increasing a bit and changing the marine spawns but thats about it.
I did feel like normal crystals gave me faster minerals than rich crystals. This might be completely wrong as I was not properly checking it so if I'm talking rubbish here then fair enough.
My only suggestion is maybe change the name? It was quite long and even now I can't remember what it was and it didn't seem to say anything about the map when we were playing it.
Cant wait to play this again.
Element TD was really well made, looked amazing, played great. Would be cool to see a team version.
Element TD was really well made, looked amazing, played great. Would be cool to see a team version.
Watch the latest Mapcraft episode (VoD is on www.livestream.com/sc2streamster), we had Karawasa on and we asked about team versions, and they were planning on implementing that sometime if I remember right.
Glad you liked it! :D
After investigating it turns out you were dead on, I'd muddled up the yield rates. That's been corrected now. Have a look at the link two posts above your own to see the link to the feedback thread, I'm going to post changes for v1.1 there for this friday's game :)
I'm sick, but I will rest until tonight so I'll be fit for some games. :)
Also I'll try to get some more people to play Battle Planets and maybe participate in the cup.
i have a new map to throw into the mapnight pool if you would like to test it out.
it lacks a little bit of features but is actually bug-free (as far as we tested) and can be kinda fun.
name is "Elemental TankWars" - category TowerDefense released on EU, obviously.
its a 4vs4 dank defense map where you build tanks (red > green > yellow > blue > red) and send units to your enemy unit waves (also these colors)
also there is an income system where you put a "slave" unit into a mine and the more units you have in that mine, the more vespene you get (with upgrades for slot size or tic speed)
would be nice to get a little feedback or suggestions on that map!
- GoaTeeeTW: This game seems very confusing to me. I don't understand how income works. Also what is health used for? I noticed there was very few air units, but when you get some air units, they seem to be unkillable, although you have 2 antiair towers. So antiair units are useless.
- DeadLocked: Thor seemed quite overpowered. My team got control over middle at the beggining of the game. But we didn't get any advantage at all for maintaining it. On the other hand green team made most of this situation and attacked our team base. Maybe you could add some kind of bonus to the team that controls middle, apart from the rich minerals. Right now taking middle is not a good strategy. Also, you may want to make the map symetric, so green team isn't at a disadvantage. The easiest way would be to add a fourth team base and make the map 3v3v3v3.
- Hero test map: Add the new terrain! In our first match, banelings killed everyone. Are they supposed to be so op? You should change retribution effect. Some people didn't liked the last time we played the map. I was playing as a Guardian. It is supposed to be a tank, but I was getting killed all the time for staying in the front of the battle. I didn't even get the skill that makes you take the damage from your allies. You should increase its life/armor. Also, pvp is not balanced. I just was perma stunned all the time.
- Hobrows Zerg Defence 2: You should make this game easier at the start. We weren't able to test it further.
- Lith: I think this game has too many spells. You just don't have time to learn to use all of them. Maybe you should add some option so select only 4 of them.
I thought Lith had been improved by removing the zombies. I'd echo Ivion's suggestion of terrain, to make it a bit more dynamic. If you end up implimenting a way to customise a spell, then you won't need so many types either. Keep it up!
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Oh yea, and those 3 marines for each player should have a short cooldown before respawning (they should respawn around 3-5 seconds after they are killed)
It's pretty hard killing off the base with 9 practically invulnerable marines :p Especially if you a-move (since you'll just keep attacking the marines instead of the buildings)
You guys should play Element TD.
@TheAlmaity: Go
I'll add that point to the list of changes, thanks. Also created topic for sed purpose:
http://forums.sc2mapster.com/player-zone/map-feedback/22891-age-of-renegade-fortress/
@Karawasa: Go
We did, at like 1 AM :p Was only 4 of us left though.
TDs aren't really good maps for Map Night since TDs are maps that players aren't force to be too active in (You build towers, then wait for money to build more towers) and take a very long time. You don't do that much, and in your TD you don't interact with the other players either and it can be played alone, which puts it on a lower priority for map night (Ideally we'd only play unpopular maps you can't get a game for usually), so Element TD will most likely be one of those maps we play at the very end of map night while there's only like 4-5 people left.
@nodgene: Go
Really liked this map, as others have said building health maybe needs increasing a bit and changing the marine spawns but thats about it.
I did feel like normal crystals gave me faster minerals than rich crystals. This might be completely wrong as I was not properly checking it so if I'm talking rubbish here then fair enough. My only suggestion is maybe change the name? It was quite long and even now I can't remember what it was and it didn't seem to say anything about the map when we were playing it. Cant wait to play this again.
Element TD was really well made, looked amazing, played great. Would be cool to see a team version.
Just a heads up, me and Giz should have a new map ready for this friday :)
Watch the latest Mapcraft episode (VoD is on www.livestream.com/sc2streamster), we had Karawasa on and we asked about team versions, and they were planning on implementing that sometime if I remember right.
@Fullachain: Go
Cool :) Player number and name?
Name: Dragon something (Not sure yet)
Players: 6 slots - 3v3
It will be very similar to Desert Strike, if you've played that.
NEW MAP OMAIGAD AND DRAGONS TOO?!?!
I do not with to see another tug of war though....I seriosly want to see dragons now :(
@irok2002: Go
Glad you liked it! :D
After investigating it turns out you were dead on, I'd muddled up the yield rates. That's been corrected now. Have a look at the link two posts above your own to see the link to the feedback thread, I'm going to post changes for v1.1 there for this friday's game :)
Map Night today! Hope to see you all there ;)
I will come!
I'm sick, but I will rest until tonight so I'll be fit for some games. :)
Also I'll try to get some more people to play Battle Planets and maybe participate in the cup.
Hey.
i have a new map to throw into the mapnight pool if you would like to test it out.
it lacks a little bit of features but is actually bug-free (as far as we tested) and can be kinda fun.
name is "Elemental TankWars" - category TowerDefense released on EU, obviously.
its a 4vs4 dank defense map where you build tanks (red > green > yellow > blue > red) and send units to your enemy unit waves (also these colors) also there is an income system where you put a "slave" unit into a mine and the more units you have in that mine, the more vespene you get (with upgrades for slot size or tic speed)
would be nice to get a little feedback or suggestions on that map!
@Hookah604: Go
. =D
@xSun: Go
If we have enough people (a multiple of 5, if theres 1 too many I'll sit out cause Im terrible at Battle Planets) we'll play it
@PatchOne: Go
Cool, will try it out. Is it playable without a full lobby? (So 3v3/2v2, Im sure uneven teams probably isnt playable)
Trying to get as many new additions as I can for tonight :)
What time is it starting? i cant wait to see some new maps :)
7 PM CET, as every week
Feedback:
- GoaTeeeTW: This game seems very confusing to me. I don't understand how income works. Also what is health used for? I noticed there was very few air units, but when you get some air units, they seem to be unkillable, although you have 2 antiair towers. So antiair units are useless.
- DeadLocked: Thor seemed quite overpowered. My team got control over middle at the beggining of the game. But we didn't get any advantage at all for maintaining it. On the other hand green team made most of this situation and attacked our team base. Maybe you could add some kind of bonus to the team that controls middle, apart from the rich minerals. Right now taking middle is not a good strategy. Also, you may want to make the map symetric, so green team isn't at a disadvantage. The easiest way would be to add a fourth team base and make the map 3v3v3v3.
- Hero test map: Add the new terrain! In our first match, banelings killed everyone. Are they supposed to be so op? You should change retribution effect. Some people didn't liked the last time we played the map. I was playing as a Guardian. It is supposed to be a tank, but I was getting killed all the time for staying in the front of the battle. I didn't even get the skill that makes you take the damage from your allies. You should increase its life/armor. Also, pvp is not balanced. I just was perma stunned all the time.
- Hobrows Zerg Defence 2: You should make this game easier at the start. We weren't able to test it further.
- Lith: I think this game has too many spells. You just don't have time to learn to use all of them. Maybe you should add some option so select only 4 of them.
I thought Lith had been improved by removing the zombies. I'd echo Ivion's suggestion of terrain, to make it a bit more dynamic. If you end up implimenting a way to customise a spell, then you won't need so many types either. Keep it up!