I've been working on a Tower Defence map lately and I finished a playable version now. I plan on adding more towers and levels + hard modes and multiplayer later on but I wanted to make sure that it is fairly balanced for now.
So please, test the map and give me feedback (All comments are welcome). So far I tested it and I know that it is possible to pass all 20 levels without losing a single life.
What I am most interested in knowing is if any tower feels completely overpowered / useless. And if any level seems ridiculously hard (please try the level at least twice with different builds before you judge it).
I played all 20 levels and only lost 2 lives. Tower crituques...
Hellion Tower - Couldn't find a reasonable spot to place these to maximize their damage (assuming they work like the void ray). Change the map, increase their range or give them a debuff (like bleed or poison). Pretty useless IMO for these reasons (I built 3 anyways).
Cannon Tower - Costs less than Marine but does more damage (according to tooltips). I get how the damage works out to be less than the marines but it's just misleading. The majority of my towers were made up of cannons.
Marine Tower - Perfect except their damage tooltip can be misleading...not sure what you can do about that.
Zealot Tower - Im a fan of variety. Making another tower do the same thing only do more damage is a bit redundant. I could have gotten away without building any of these IMO. (I had 3 of these as well). Other than just adding a new tower with a higher cost and little more damage, I don't see the point of these.
Maruader Tower - Required IMO....abuse can make the map way too easy. They should do 0 damage and maybe take up a 1x2 'space'.
Ghost Tower - Awesome damage but I think their cost is too high considering their slow (too slow IMO) attack speed. The cons of the cost and attack speed outweight the pros of the range and damage.
Overall it was pretty fun. Its hard to say if any levels were too easy because there was no way that I saw to keep track of what level I was on. Even so, it felt balanced enough on each level but there was a 2 level spread where I had over 300 minerals and didn't need towers. I remember having to build towers frantically after that though so it felt balanced. I had a lot of unused space all 4 times I played though.
Aside from the odd unit names and lack of efficient tooltips, great job!
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Thanks for the feedback all, I'm getting lots of mixed feedback at the moment so will have to get more people to test it to try to figure out what most people think.
How did you get your terrain to look like that btw? I can't seem to figure out how you place/remove the 'null' terrain. And did you make the path by hand? If so, how did you make it so even?
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The Team - TnTProductions
TnTProductions latest Project - Docking Bay 13
TnTProductions Epic RPG in the making - Psionics: Chaos Rising
Check out our website on wixx! http://bulletbutter.wix.com/tntproductions
How did you get your terrain to look like that btw? I can't seem to
figure out how you place/remove the 'null' terrain. And did you make the
path by hand? If so, how did you make it so even?
Someone else asked as well earlier so I made a video for him. It is very easy.
I played all 20 levels and only lost 2 lives. Tower crituques...
Hellion Tower - Couldn't find a reasonable spot to place these to maximize their damage (assuming they work like the void ray). Change the map, increase their range or give them a debuff (like bleed or poison). Pretty useless IMO for these reasons (I built 3 anyways).
Cannon Tower - Costs less than Marine but does more damage (according to tooltips). I get how the damage works out to be less than the marines but it's just misleading. The majority of my towers were made up of cannons.
Marine Tower - Perfect except their damage tooltip can be misleading...not sure what you can do about that.
Zealot Tower - Im a fan of variety. Making another tower do the same thing only do more damage is a bit redundant. I could have gotten away without building any of these IMO. (I had 3 of these as well). Other than just adding a new tower with a higher cost and little more damage, I don't see the point of these.
Maruader Tower - Required IMO....abuse can make the map way too easy. They should do 0 damage and maybe take up a 1x2 'space'.
Ghost Tower - Awesome damage but I think their cost is too high considering their slow (too slow IMO) attack speed. The cons of the cost and attack speed outweight the pros of the range and damage.
Overall it was pretty fun. Its hard to say if any levels were too easy because there was no way that I saw to keep track of what level I was on. Even so, it felt balanced enough on each level but there was a 2 level spread where I had over 300 minerals and didn't need towers. I remember having to build towers frantically after that though so it felt balanced. I had a lot of unused space all 4 times I played though.
Aside from the odd unit names and lack of efficient tooltips, great job!
I pretty much agree with everything said above.
But I really think the zealot tower needs a buff, I know it hits multiple targets so it can't do that much damage, but it still does way to little.
I love the marauder tower. I micro'd the attack all game to slow incoming units very cool in tower defense type games to be able to do a little micro to make it easier and more fun. It probably needs to cost a bit more though to make it more challenging.
Thanks for all the feedback, there has been a lot of changes since the initial copy was posted. I am not sure which version you all played. But all critic is taken into account, so please keep it coming.
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Hey all,
I've been working on a Tower Defence map lately and I finished a playable version now. I plan on adding more towers and levels + hard modes and multiplayer later on but I wanted to make sure that it is fairly balanced for now.
So please, test the map and give me feedback (All comments are welcome). So far I tested it and I know that it is possible to pass all 20 levels without losing a single life.
What I am most interested in knowing is if any tower feels completely overpowered / useless. And if any level seems ridiculously hard (please try the level at least twice with different builds before you judge it).
Download Link: http://dl.dropbox.com/u/1586398/SpiralTD.SC2Map
@Beider: Go
Awesome! Can't wait to get home and play it. Could you post a screenshot, if you get a chance?
I played all 20 levels and only lost 2 lives. Tower crituques...
Overall it was pretty fun. Its hard to say if any levels were too easy because there was no way that I saw to keep track of what level I was on. Even so, it felt balanced enough on each level but there was a 2 level spread where I had over 300 minerals and didn't need towers. I remember having to build towers frantically after that though so it felt balanced. I had a lot of unused space all 4 times I played though.
Aside from the odd unit names and lack of efficient tooltips, great job!
Ye, pretty awesome map dude! :D
It was really hard though, I thought all towers did too small damage except Ghost
Thanks for the feedback all, I'm getting lots of mixed feedback at the moment so will have to get more people to test it to try to figure out what most people think.
How did you get your terrain to look like that btw? I can't seem to figure out how you place/remove the 'null' terrain. And did you make the path by hand? If so, how did you make it so even?
Someone else asked as well earlier so I made a video for him. It is very easy.
http://www.livestream.com/beider/video?clipId=pla_5397d434-cbdd-416a-808f-5093fcb1314f
I pretty much agree with everything said above.
But I really think the zealot tower needs a buff, I know it hits multiple targets so it can't do that much damage, but it still does way to little.
Other than that I had a lot of fun with it.
I love the marauder tower. I micro'd the attack all game to slow incoming units very cool in tower defense type games to be able to do a little micro to make it easier and more fun. It probably needs to cost a bit more though to make it more challenging.
Very cool map all around.
Thanks for all the feedback, there has been a lot of changes since the initial copy was posted. I am not sure which version you all played. But all critic is taken into account, so please keep it coming.