I'm making a lot of these adjustments for next version, that will be released tonight. I really appreciate the feedback guys, want to make this fun for everyone.
1) Buffage for organic towers splash damage
2) Several graphic changes for unit cards
3) Anti Air buffed a tad(a very small tad)
4) all 3 tier 1 towers changed to 3 minerals with corresponding dps change
5) speed bonus reduced to 3x monster kills (from x5)
For the dialog triggers at the beginning to choose difficulty, could you disable the trigger after being clicked so you can't spam click it and choose a difficulty 10 times and negate anyone else's choice?
Do you have a youtube video of this map yet? That sort of thing is what I look for when looking around for new maps to play. Might help get more players into it.
Do you have a youtube video of this map yet? That sort of thing is what I look for when looking around for new maps to play. Might help get more players into it.
The map is on the first page on the NA servers it is already pretty popular and worth checking out
I've noticed a few trends whilst playing on battle.net
-Easy mode is not so easy. Lately, maybe 8 out of 10 times, people will quit before the 10th level because they've leaked enough to get no money to build. It just makes for short games that don't get anywhere. You end up spending more time looking for games than actually playing.
- Players in the front will end up falling behind very quickly once they start leaking a few. As others mentioned before, you get no bonuses once you leak even a single unit. Then you get to the point where you get 12 resources a round at level 12 or so. Needless to say, 12 resources is not going to help you. Once you fall behind, all you end up doing is soften the creep for the next guy down the line. I've been lucky enough to play with players who will give resources to the front guys but the bottom line is that it's not fun when it gets to that point. You can try saving up for new towers but the effect is so small at that point, you're not even keeping up. I understand this is a team game and your intentions are to beat the other team, but people will and DO leave the game when they fall behind. Perhaps resource sharing could cure some of those ailments. It is a team game, after all.
- I have to disagree with the disabling of tower building during a round because well, i think you've read what others have posted. it just takes away from the fun.
And to keep this post from being completely negative, I'd like to say thanks for your work. This map has given me many hours of enjoyment so far. I hope the issues can be ironed out, looking forward to it.
he responded correctly, the probes were not colliding with the ground so they could "walk through walls" to get to the other side. It was fixed, you can only build on your side now. There is no way to get to the other side to build towers or do anything.
he responded correctly, the probes were not colliding with the ground so they could "walk through walls" to get to the other side. It was fixed, you can only build on your side now. There is no way to get to the other side to build towers or do anything.
This is one of the best TDs out there at the moment however I have a few issues with the map that until they get fixed I just won't play the map anymore.
I absolutely hate how you have to be reliant on the other team to stay in order to play the game. When you have a good defense going you want to see how long you can go for not if you can beat the other team. One asshole quits and the whole team quits and then the game ends and you win around the same spot that you won 5 other times and you dont actually get to play the game. This map needs to be changed so that the game continues when the other team dies. Apart from that this is one of the best TD games out there. Great map, but if you don't change it so that the game continues nobody is going to play it more than a few times.
Mostly regarding the later game, levels 30 and on, money is far to scarce. Level 42 creeps only give 9 gold, and the level bonus is like 18.....makes it near impossible to get the money to build level 4 tower upgrades. The late game income needs to be adjusted quite a bit. Like for example, have the cash per kill be equal to the level number, and the bonus be 2x-4x the level number.
Just my 2 cents. Otherwise, liking it a lot. Boy was I surprised to not be able to get slow until much later ;-)
I know you don't want people posting in here anymore but the project page doesn't allow for replays. I just wanted to show how counter productive the Cerebellum unique tower is. I can't even think of a maze design that it could help in because it just makes them the paths. Fast Forward to the final battle and you can see what it was doing to us the whole game, it is in the bottom maze.
The other team left pretty early. Our team suprisingly had a nice amount of teamwork, friendly, everything, We were doing decent. Got a minor screwup at the unique towers but we pressed on. The other team died and leaked some mobs, a WEST NUKE was called on EAST BOTTOM. Yes, its a known bug, but its why im uploading this replay. Shortly after that, Green lagged out and Orange left... Through good skills, positive attitudes and teamwork, we held our position in the game. You just HAVE to watch at least the second half of this replay. It's EPIC in its raw form.
Ghostwalker will probably be proud to know what Teamwork can do in this game !
PS: Me and pink are now friends, and with a little more help, we will try to conquer the game's harder difficulty and see how the balance hangs in harder difficulty. (For example, in earlier patches, Standard TD was balanced on Easy and Normal, but Hard was just impossible to beat).
I'm making a lot of these adjustments for next version, that will be released tonight. I really appreciate the feedback guys, want to make this fun for everyone.
I AM working on a dialog to continue playing at the end, but wont be in this version.
Now aren't you guys happy I'm open to suggestions and not some egotistical butthead? :)
Now tell me my loading screen looks cool again :)
For the dialog triggers at the beginning to choose difficulty, could you disable the trigger after being clicked so you can't spam click it and choose a difficulty 10 times and negate anyone else's choice?
Do you have a youtube video of this map yet? That sort of thing is what I look for when looking around for new maps to play. Might help get more players into it.
This is why your map is currently ranked 5th on the NA servers :D
The loading screen does look pretty snazzy :D
The map is on the first page on the NA servers it is already pretty popular and worth checking out
The other teams builder didnt block the path itself, it built a tower purposely to block and make us lose, I think you misunderstood my post.
I've noticed a few trends whilst playing on battle.net
-Easy mode is not so easy. Lately, maybe 8 out of 10 times, people will quit before the 10th level because they've leaked enough to get no money to build. It just makes for short games that don't get anywhere. You end up spending more time looking for games than actually playing.
- Players in the front will end up falling behind very quickly once they start leaking a few. As others mentioned before, you get no bonuses once you leak even a single unit. Then you get to the point where you get 12 resources a round at level 12 or so. Needless to say, 12 resources is not going to help you. Once you fall behind, all you end up doing is soften the creep for the next guy down the line. I've been lucky enough to play with players who will give resources to the front guys but the bottom line is that it's not fun when it gets to that point. You can try saving up for new towers but the effect is so small at that point, you're not even keeping up. I understand this is a team game and your intentions are to beat the other team, but people will and DO leave the game when they fall behind. Perhaps resource sharing could cure some of those ailments. It is a team game, after all.
- I have to disagree with the disabling of tower building during a round because well, i think you've read what others have posted. it just takes away from the fun.
And to keep this post from being completely negative, I'd like to say thanks for your work. This map has given me many hours of enjoyment so far. I hope the issues can be ironed out, looking forward to it.
@VorpalLord: Go
he responded correctly, the probes were not colliding with the ground so they could "walk through walls" to get to the other side. It was fixed, you can only build on your side now. There is no way to get to the other side to build towers or do anything.
ok. Ill have to try the map out again sometime.
I'd very much like to move all further discussion of this map over to the actual map page.
http://www.sc2mapster.com/maps/retribution-td/
Trying to consolidate all these forums!
I will keep that page updated, I promise!
This is one of the best TDs out there at the moment however I have a few issues with the map that until they get fixed I just won't play the map anymore. I absolutely hate how you have to be reliant on the other team to stay in order to play the game. When you have a good defense going you want to see how long you can go for not if you can beat the other team. One asshole quits and the whole team quits and then the game ends and you win around the same spot that you won 5 other times and you dont actually get to play the game. This map needs to be changed so that the game continues when the other team dies. Apart from that this is one of the best TD games out there. Great map, but if you don't change it so that the game continues nobody is going to play it more than a few times.
@mikedogg: Go
mike: this is being added in today's update! rejoice! Also, please use the map page for feedback
http://www.sc2mapster.com/maps/retribution-td/
Thanks!
Hi there.
Enjoying the new version, but some critiques:
Mostly regarding the later game, levels 30 and on, money is far to scarce. Level 42 creeps only give 9 gold, and the level bonus is like 18.....makes it near impossible to get the money to build level 4 tower upgrades. The late game income needs to be adjusted quite a bit. Like for example, have the cash per kill be equal to the level number, and the bonus be 2x-4x the level number.
Just my 2 cents. Otherwise, liking it a lot. Boy was I surprised to not be able to get slow until much later ;-)
I know you don't want people posting in here anymore but the project page doesn't allow for replays. I just wanted to show how counter productive the Cerebellum unique tower is. I can't even think of a maze design that it could help in because it just makes them the paths. Fast Forward to the final battle and you can see what it was doing to us the whole game, it is in the bottom maze.
I also need to post a Replay.
The other team left pretty early. Our team suprisingly had a nice amount of teamwork, friendly, everything, We were doing decent. Got a minor screwup at the unique towers but we pressed on. The other team died and leaked some mobs, a WEST NUKE was called on EAST BOTTOM. Yes, its a known bug, but its why im uploading this replay. Shortly after that, Green lagged out and Orange left... Through good skills, positive attitudes and teamwork, we held our position in the game. You just HAVE to watch at least the second half of this replay. It's EPIC in its raw form.
Ghostwalker will probably be proud to know what Teamwork can do in this game !
PS: Me and pink are now friends, and with a little more help, we will try to conquer the game's harder difficulty and see how the balance hangs in harder difficulty. (For example, in earlier patches, Standard TD was balanced on Easy and Normal, but Hard was just impossible to beat).
Also completed TD , Map creators maked a huge work. was interesting , lot of fun and e.t.c.
Not bad, but there should be some tips where or pointers where are wave units walking, and where you should build.
And its really hard to pick up.