I have made a tower defence map on the EU servers.
It has 2 teams who must survive 40 waves of creeps.
A screenshots of the game:
http://img31.imageshack.us/img31/958/bardockstd1.jpg
If you find any imbalances, bugs or want to leave a comment please do so.
Really nice map, good work!
I like the battlecruisers blowing up the rocks and the absorb ability some of the creeps have. But I think you could make the map faster, for example by removing the 10 seconds before each level. People like fast maps.
nice map, i really like the dificulty is growing smoothly, except the carriers who are probably the hardest for the spesific low wave number. i noticed the fire trap lvl 2 has lower range that fire trap lvl 1. keep up the good work
True the carrier wave and later absorb waves are considerably tougher than all other waves since only lightning traps are effective at stripping off the insane shields.
As for the losing the newer version, it is a pity but in future keep a backup or release unprotected versions.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
1. fire trap needs at least 2 upgrades
2. lightning trap needs at least 1 upgrade
3. lurkers are too slow or have too low range
4. farts are too powerful and 90% of people are using them in mp which makes this td look silly.
5. upgrade options for traps could be useful,
6. Wave 30 boss is too hard, wave 40 boss is extremely easy compared to w 30.
edit:
7. on 110% difficulty fire traps outclass everything in first 10 rounds, weird but true.
8. is it possible to reduce distance between placed traps? intersections could be more usefull.
9. also the 2 spaces that are freed after round 10 containing rocks, could you reduce their amount ? (still blocking a 3x3 tower but letting a poison and then aura tower be placed next to eachother or sth similar, this blocks many strategies.
all in all this td is not perfected a lot but still it's playable. Good luck buddy :)
edit again:
10. slow 1 and slow 2 towers don't overlap. If target is hit with slow 1 tower and a second later with slow II tower his slow doesn't get upgraded to slow 2 but remains slow 1. it's a bug and should be fixed ;)
11. lurker trap has the same cost/damage ratio in all 3 upgrades whereas in all other towers it decreases over upgrades, this makes it useless in late starges of the game. if it got faster with upgrades then it wouldn't suck totally against regular wave 30+ units with 4 speed.
Single Target Towers Ranking
1.Thor 0.32
2.Phoenix (2) with upgrade +50% boss -25% mob 0.45
3.Banshee (3) charge lv 3 0.55//better with upgrade but I don't know how to calculate bpb with charge up.
4.Phoenix (3) with upgrade +50% boss -25% mob 0.58
5.Banshee (2) charge lv 3 0.70//better with upgrade but I don't know how to calculate bpb with charge up.
AoE Towers Ranking
1 Colossus 2.38
2. Mothership 3.05//because it has 6 attacks.
3. Siege Tank (3) 4.05
4. Siege Tank (2) 4.20
5. Siege Tank (1) 4.46
Trap Towers Ranking
1. Poison (2) 0.91
2. Poison (3) 0.92
3. Poison (1) 1.00
4. Fire (2) vs Bosses 1.67
note that with slow lvl 2 Your lightning trap gets 50% more effective.
note that it's hard to utilize all 20 seconds of poison trap without placing a lot of slow towers
note that all traps are ineffective in last 10 rounds or so.
Units not included yet: stalker, fart.
All in all supertowers are too powerfull, cost less and grant people a great buck per bang. Upgrading most towers to higher level does provide a bonus but in some cases it's just wasting cash. This td needs some work!
//anyway I'm amazed that You can get 2700 games/hour with this thing ;)
ok I'll try to add farts and stalkers now. any suggestions about those statistics ?
:) Did you even read my thing ? :P
ok ->
Fully Upgraded Thor +20% dmg boost (with aura tower) = 30000 + stuff
0.18 vs all
vs
Fully Upgraded Phoenix +20% dmg boost (with aura tower) = 24000 + stuff
either 0.49 vs mobs and 0.33 vs bosses
or 0.62 vs mobs and 0.18 vs bosses
thor tower is seriously opd to 10-th power vs single target.
numbers like 0.18 mean ofc that You spend 0.18 mineral to do 1 point of damage to Your target.
also 1 question
do Colossuses have 2 attacks (like stalker) or 2 splashes ?
Assuming that they do 2 splashes:
Fully Upgraded Colossus +20% dmg boost = 20000+stuff
0.65229785
Fully Upgraded Fart +20% dmg boost = 12100 +stuff
1.701885858
Colossus is over 260% more effective than fart.
It's like the best path is to just sell all towers when You can get 50 000 for them and buy Yourself a colossus + thor. They'll kill all.
no problem :) With this You can tweak Your td easy.
Tho maths my vary by how distance is calculated ingame which I personally don't know at all. How is a 3x3 tower range calculated by sc2 ? How is a 2x2 tower range calculated by sc2?
Anyway the sad this is that traps loose their meaning at some point :P <trap fan=""> :(
Yes, I'd really like to see traps having more power - they're really fun.
Anyway, just beat the map at 110% with 16 lives left. Managing that with only traps would be awesome (well, and slow towers)
Edit: another nice addition would be an endless mode after you beat the last boss
omg, when I was saving my map, the editor crashed. now my map is corrupt and I dont have a recent backup -_-
I enjoyed your map a lot. That's sad. But I am curious: how did you make the trap towers? I am very new to behaviours and I wonder how exactly do you apply the behaviour in the first place? (some aura? via attack of the trap tower? trigger?)
Best regards,
BlacKcuD
edit* omg I am sorry if this is an old thread. I was like Jan 2012 :E
Really nice map, good work! I like the battlecruisers blowing up the rocks and the absorb ability some of the creeps have. But I think you could make the map faster, for example by removing the 10 seconds before each level. People like fast maps.
@BardockTD: Go
nice map, i really like the dificulty is growing smoothly, except the carriers who are probably the hardest for the spesific low wave number. i noticed the fire trap lvl 2 has lower range that fire trap lvl 1. keep up the good work
That's bad :(
@SomeFuckingUsername: Go
Thats an interesting name you got there;p..
True the carrier wave and later absorb waves are considerably tougher than all other waves since only lightning traps are effective at stripping off the insane shields.
As for the losing the newer version, it is a pity but in future keep a backup or release unprotected versions.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
It would also be really nice to get a full changelog for newer versions - I'd really like to know what else apart from the marines changed
Yes, I'd really like to see traps having more power - they're really fun. Anyway, just beat the map at 110% with 16 lives left. Managing that with only traps would be awesome (well, and slow towers)
Edit: another nice addition would be an endless mode after you beat the last boss
Are you working on any updates to the map?
I enjoyed your map a lot. That's sad. But I am curious: how did you make the trap towers? I am very new to behaviours and I wonder how exactly do you apply the behaviour in the first place? (some aura? via attack of the trap tower? trigger?) Best regards,
BlacKcuD