Krash Tower Wars is a custom UMS for Blizzard's Starcraft 2.
The map is a competitive FFA Tower Defense with mazing for up to 4 players.
What makes Krash Tower Wars unique?
Creep waves are chosen and spawned by the players. Unlike in most Tower Wars maps, the creep waves that you trigger will spawn for every player, yourself included. Every player has to defend against the same creeps. You overcome your opponents by superior maze architecture and by spawning the right creep types. Experiment with different maze layouts, find the best position, usage and timing for every tower for maximum effectiveness!
How to win?
Build a maze of towers to stop the creeps from reaching the center region of the map, or you will lose lives. The last standing player will win. If a player loses a life, this life will be divided into equal parts and shared among the other players.
How to play?
Spawning creep waves costs minerals but increases your income. Income adds to each players minerals every 20 seconds. High income is key to victory! However, what you spend on spawning you are lacking in towers. Find the perfect balance between spending on towers and creep waves.
What kinds of creeps can be spawn?
There are 7 different types of creeps (normal, light, armored, fast, air, massive, boss) with up to 10 level per type. Each type is stronger or weaker against different kinds of tower defenses. Spawn the types which your own defense is strong against and which your opponents are weak against.
What towers can be build?
There is 1 race with 12 towers in the game. Most towers are upgradeable. Each tower has a unique functionality, with different positional requirements, and some towers deal additional damage against specific creep types. Towers also level up based on experience.
How does the rating system work?
Whenever a player is eliminated from the match, every remaining player will gain 10 rating on average, Which is saved in a bank file on your computer. The exact number of rating gained depends on your own rating compared to the player that was eliminated. The player that was eliminated will loose the total sum of rating gained by the others. check the leaderboard in-game to see how experienced / skilled your opponents are.
Krash Tower Wars is released on EU and NA servers.
If you have difficulty finding players, join the chat channel "Krash Tower Wars" in-game.
This is a feedback thread. Please post feedback, balance suggestions, exploits, broken game mechanics and your ideas on how to improve the game! I appreciate every input.
edit: Okay, I tried the map a couple of times, and I think it's a really cool one. The map is very unique in a good way, and I think there was a good amount of structures. Only complain is that I think the flying units was a little too strong in the early game. I also hope to see a more refined UI in future updates, it was not that great looking, and kinda hard to use. Other than that, great TD, I will definitely play a couple more games. :)
I am not sure how to improve the UI. I would make a building to have the spawn buttons in the bottom right corner as with the buildings, but such a menu can only hold up to 35 (?) abilities. Not enough for 65 different units.
As you seem to have experience in designing UI, would you have any specific suggestion on how to improve the dialogs?
Proportions are obviously awful, but going for something like this will make it more uncluttered. The idea is to only display important information, and keep the rest as optional. The "more info" button will expand the board to include all of the other information such as maze length and DPS. As for the unit dialog, I've removed the information such as level, cost and income since it's already visible in the tooltip. You should keep the unit type labels, as they are keeping the spawning system very organised. At last, I have moved the arrows down, because it feels more natural to control this way. The cursor will not get in the way either. And as a very last note, you should make the queue slot clickable, so that players can cancel their queue if they decide to do something else.
Wow thanks a lot that was very useful feedback. I will think about it and try to implement most if it!
The leaderboard used to be wider but i slimmed it down a lot to free up space. Proportions are a little weird now.
I kept the "cost" information from the unit spawner because I find myself always looking at that, not the tooltip. It's useful if you are quickly browsing through to see what level you can afford at the moment. But maybe that is just because I got used to it too much.
To move the arrows down is a good idea.
The queue slot is actually clickable and it does indeed cancel the queue, but it's buggy for an unknown reason so you have to spam click a lot before it works. I hope to fix it soon.
I am honestly a little unsure about the cost label. It takes up a bit of space, but on the other hand it's still useful, so I suppose you could keep it if you want.
A few things that came to mind in terms of balancing though:
Air is to effective. Same HP/Minerals/Income as other unit types (likely same speed to but don't remember), so it has no drawbacks to excessively use rather than other unit types.
Since this is a mazing game, and air units remove that out of the equation; IMO they should have a drawback to using (less income, or less HP+Speed).
Massives... absolutely wreck players without anti-massive towers (and they only 2 are both expensive). Something a little cheaper would be helpful (if you made additional towers, a tier1 for massives would be nice) or something that upgrades to include bonus dmg to them.
Not sure if all towers have manual targetting issues (anti-air towers switch targets fine manually), but Laser tower absolutely refuses to target anything manually.... (just fires at closest target or closest massive, regardless of which one you select). But maybe thats working as intended?
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What is Krash Tower Wars?
Krash Tower Wars is a custom UMS for Blizzard's Starcraft 2.
The map is a competitive FFA Tower Defense with mazing for up to 4 players.
What makes Krash Tower Wars unique?
Creep waves are chosen and spawned by the players. Unlike in most Tower Wars maps, the creep waves that you trigger will spawn for every player, yourself included. Every player has to defend against the same creeps. You overcome your opponents by superior maze architecture and by spawning the right creep types. Experiment with different maze layouts, find the best position, usage and timing for every tower for maximum effectiveness!
How to win?
Build a maze of towers to stop the creeps from reaching the center region of the map, or you will lose lives. The last standing player will win. If a player loses a life, this life will be divided into equal parts and shared among the other players.
How to play?
Spawning creep waves costs minerals but increases your income. Income adds to each players minerals every 20 seconds. High income is key to victory! However, what you spend on spawning you are lacking in towers. Find the perfect balance between spending on towers and creep waves.
What kinds of creeps can be spawn?
There are 7 different types of creeps (normal, light, armored, fast, air, massive, boss) with up to 10 level per type. Each type is stronger or weaker against different kinds of tower defenses. Spawn the types which your own defense is strong against and which your opponents are weak against.
What towers can be build?
There is 1 race with 12 towers in the game. Most towers are upgradeable. Each tower has a unique functionality, with different positional requirements, and some towers deal additional damage against specific creep types. Towers also level up based on experience.
How does the rating system work?
Whenever a player is eliminated from the match, every remaining player will gain 10 rating on average, Which is saved in a bank file on your computer. The exact number of rating gained depends on your own rating compared to the player that was eliminated. The player that was eliminated will loose the total sum of rating gained by the others. check the leaderboard in-game to see how experienced / skilled your opponents are.
Krash Tower Wars is released on EU and NA servers.
If you have difficulty finding players, join the chat channel "Krash Tower Wars" in-game.
This is a feedback thread. Please post feedback, balance suggestions, exploits, broken game mechanics and your ideas on how to improve the game! I appreciate every input.
Thank You!
Looks fun. I'll try it sometime today.
edit:
Okay, I tried the map a couple of times, and I think it's a really cool one. The map is very unique in a good way, and I think there was a good amount of structures. Only complain is that I think the flying units was a little too strong in the early game. I also hope to see a more refined UI in future updates, it was not that great looking, and kinda hard to use. Other than that, great TD, I will definitely play a couple more games. :)
@ScorpSCII: Go
Thanks! Glad you liked it.
I am not sure how to improve the UI. I would make a building to have the spawn buttons in the bottom right corner as with the buildings, but such a menu can only hold up to 35 (?) abilities. Not enough for 65 different units.
As you seem to have experience in designing UI, would you have any specific suggestion on how to improve the dialogs?
Proportions are obviously awful, but going for something like this will make it more uncluttered. The idea is to only display important information, and keep the rest as optional. The "more info" button will expand the board to include all of the other information such as maze length and DPS. As for the unit dialog, I've removed the information such as level, cost and income since it's already visible in the tooltip. You should keep the unit type labels, as they are keeping the spawning system very organised. At last, I have moved the arrows down, because it feels more natural to control this way. The cursor will not get in the way either. And as a very last note, you should make the queue slot clickable, so that players can cancel their queue if they decide to do something else.
Hope it helped!
@ScorpSCII: Go
Wow thanks a lot that was very useful feedback. I will think about it and try to implement most if it!
The leaderboard used to be wider but i slimmed it down a lot to free up space. Proportions are a little weird now.
I kept the "cost" information from the unit spawner because I find myself always looking at that, not the tooltip. It's useful if you are quickly browsing through to see what level you can afford at the moment. But maybe that is just because I got used to it too much.
To move the arrows down is a good idea.
The queue slot is actually clickable and it does indeed cancel the queue, but it's buggy for an unknown reason so you have to spam click a lot before it works. I hope to fix it soon.
Thank You! +rep
@Krash_: Go
I am honestly a little unsure about the cost label. It takes up a bit of space, but on the other hand it's still useful, so I suppose you could keep it if you want.
Great game, intend to play it many more times.
A few things that came to mind in terms of balancing though:
Air is to effective. Same HP/Minerals/Income as other unit types (likely same speed to but don't remember), so it has no drawbacks to excessively use rather than other unit types. Since this is a mazing game, and air units remove that out of the equation; IMO they should have a drawback to using (less income, or less HP+Speed).
Massives... absolutely wreck players without anti-massive towers (and they only 2 are both expensive). Something a little cheaper would be helpful (if you made additional towers, a tier1 for massives would be nice) or something that upgrades to include bonus dmg to them.
Not sure if all towers have manual targetting issues (anti-air towers switch targets fine manually), but Laser tower absolutely refuses to target anything manually.... (just fires at closest target or closest massive, regardless of which one you select). But maybe thats working as intended?