Well if it isnt possible then just write it in the description that in can only be played in a certain resolution if everything shall look great (and i am sure it will)
Yea the time could be a big problem as a normal match can last up to 4 or 5 hours. It can also be finished in 3/4 hours but this is rarely the case. But on the other hand things should be going on smoothly as there is no need to setup the game and there could maybe be a timelimit for each order to place and to execute.
No it wasnt really balanced. We made a couple custom balance changes to units aswell as to some leadership cards etc.
1. The Nuke is too weak. If you play vs Zerg it might be that he has to kill 1-2 Zerglings and then your nuke did cost twice or thrice as much as he lost. We changed it to 3 Units as well as collateral Damage on the Nuke because without Cloak you cant really use the Ghost and its a pretty big investment in it.
We wanted to offer the possibility to play Ghost - Nuke strategy for everyone and not just for Raynor and the Leadership Card with the Ghost.
2. Offensive play is far too less rewarding. The best you can do is bunker, tech and then stomp the enemys as long as there is a minimum of 3 players in the round and its FFA. You just lose too much if you attack somebody and dont get anything directly from it so here are our changes (as we always play FFA):
If you completly destry the Main base (so the defending player doesnt move or crushes and rebuilds it on another field of the planet) you get 1 extra victory point. If you manage to get on the field of the mainbase with some of your troops you get 2 ressource marker of your choice (You get these marker even if the defending player doesnt lose the CC). The result in the last couple of matches were constant aggression over all 4 players. And it was really interesting as 2 of them teched, one failed and was defeated but the other one managed to get away with it barely and then striked back with Carrier and lastly won the Game.
In addition, this removes the bunkering on Victory points what we think is the most destructive way of fun. E.g. Player 1 bunkers and gets VP (and could tech), Player 2 has to attack to stop him, maybe crushes a little bit of him but in reward he doesnt get anything and his homebase is left with nothing.
(We know that this might be abused by collateral damage, we have to fix this issue. Maybe we change collateral damage to something similar powerful)
3. Spider mines too powerful as you said. We werent quite sure how to balance it because we didnt want to change the combat cards so we just raised the cost of the tech by 1 Vespin Gas as far as i can remember.
4. The protoss leadership card on Stage 3 for Tassadar where he gets 8 Transporter is quite a joke in Comparison to mayber Arcturus Mengsk where he gets every Stage 3 building and every order is a gold order. Sure, if you play the whole game just to utilize this card it may be good but overall its just crap.
Kerrigan can sometimes be very very powerful in comparison to some other heroes. We didnt change her but if you reach Stage 2 you dont have to waste any thought on what to pick.
5. Medics are the most useless units in the whole game. I tried twice to go for a Biobuild (of course supported by another tech tree to utilize all combat cards) but in the end i was always crushed.
The medic cards are just not strong enough that they have a reason to stay on your hand. And without any medic card on your hand you wasted some ressources. We didnt do any changes yet but our plans were to make some of the medic cards a little bit weaker (or more expensive) and to let them stay in your area where you also place your strategy cards so that they are always active.
We thought this might solve the issue as there are too many combat and tech cards you need in order to be succesful with this strategy (bunker, stim pack, cloak, nuke, heal, optic flare (dunno if its the right translation as i have the german game), and the blockade for mech units for the ghost. All useful but just too much cards.
I cant think of any other change we did so far. Maybe i forgot something.
I hope you keep up the work and that we can enjoy this awesome game online!
This is the best i've heard from looking around every other day on sc2mapster since a long time. I really love the Board game (with expansion pack) and i would totally be a beta or alpha tester for your map if you ever need one.
Okay, i will tell him that he shall power up his brain to deliver some good ideas :)
Quote:
As for the queens: I haven't changed them in a while :) In fact the boss itself was made harder mutliple times and only the queen's health reduced slightly, but that was weeks ago. Maybe your build and the overall balance of the races improved :)
Hm, thats strange as i had these differences straight before the patch and after the patch. I can only guess its because i built the buffed Bulldog in a better spot and i noticed that he dealt 350k dmg just after the queen level (or maybe 2 levels? dunno anymore) while the power gatling accumulated about 1,5-2 mio dmg since lvl 1.
How many times do the Zombiesporecrawlers go through your maze? I guess its somewhat about 3 times?
You buffed the BCs Range (and a bit of the damage ?). I think it may be fine now as i was already experimenting if it may be better to mass power gatlings with laser cannons and bulldogs than to build BC and now you are able to properly focus fire some mobs that are far away because of the same range of both weapons.
Did you buff Bulldog? I guess so (atkspeed?), because now it makes sense for me to build it. Maybe it was because of my bad placing but the Cannon was rotating more than shooting before the buff.
And i guess you nerfed the huge stampede of Queens at the 2nd Boss Level. It was quite hard before sometimes and i mostly managed it on Asian with a well placed nuke but now i didnt even needed it.
I did quit the game at the Ultralisks because of my friend timing out and i didnt want to play alone but i didnt lose a life so far. Will try another run tomorrow but i think the hardest part will be the last minion wave of the boss where the heavy thors spawn and all is flying around and you have no idea what to focus :D
Oh well, and which wave i found really hard (maybe you changed it) is the blink stalker wave with the zombieversion of the spores still running in your maze. How many runs over the checkpoints do they do? Its quite difficult to focus fire anything there so you just have to hope that this shit you build will work :)
Furthermore you did change some of the costs i recognized like the Ubergenerator and stuff. I dont know if it was necessary but i guess you have the data and opinions of multiple people that proves it.
Do you have in mind to lower the cost or change the way the supply thing works? 20 SP is huuge in my mind. It doesnt fit as a dump for SP because its only 1 supply every 2 wave and if you rush early on it you are missing to important upgrades. In my mind you should either lower it to a maximum of 15 oder even lower or maybe add 2 supply every 3 waves or something like that. As of now it is the most unusable upgrade in the game.
What were your other changes? Maybe you could add a changelog to the F12-Helpfile or maybe put the latest changes in the loading screen so everyone knows what has changed.
I guess thats it what i had in mind. If i remember more i will edit this post.
PS: Will Shakurs get some fancy looking or something in this direction in the future? My friend is crying because my tower look awesome and his just look normal :P
so you already have a general idea of what the towers should do. It is just the optics that are missing. if you arent satisfied of a nature setting (which in my opinion fits for an aura based type of towers) then i cant help you with this :)
personally, i do not like the idea of energy delivered towers. imo there is too much other stuff besides the tower shooting^^
Okay, then i will live with that. The map is still awesome :)
General theme...hm, in my TD in warcraft i used a nature theme as my third race. But it should be pretty hard to do it in SC2 without a nearly complete set of custom models. Well, there are a couple of animals/neutral things running around on a normal map but i dont know if this is enough. In WC3 it was pretty easy as half of the game is more or less nature-based :D
As for a gameplay twist/change you could do something like a symbiosis. If you build the towers on their own they are a bit weak and they can only defend to a certain degree with a good maze.
But if you build them
1. next to each other so that each tower gets a particular upgrade,
2. build/research them in the command panel so that you say "i want to build tower A with the smbiosis with tower D" and then you get the icon or whatever to place it,
3. just give the opportunity to upgrade a tower into different towers. I dont mean it as a normal upgrade but as a special thing for what you might need an extra ressource (maybe fire for a fire symbiosis to deal extra dmg vs biological if you have problems with a certain biological wave like the redstone crabs)
then they get a "big" advantage.
Then you have to decide which symbiosis you should place where and certain symbiosises are stronger versus certain things. It would be obviously best if there are multiple building/techpaths to take. With this system you could have quite a diversity of strategies and a unique gameplay/techstuff.
edit: i think you can set the status of your map on this site on Release instead of beta by now ;)
edit2: was surprised that the tanks which are spawned by terratron have some shields. my friend was kinda shocked because he sold the 2-3 flame traps which he built for the thors but he barely managed it. I had nor problems since i had dat banshees with their emp-range of 500 million
Well, i was not explicitely talking about more waves but about a different layout or something. Like Coop-TD. I love to play coop :) When we play your td we all quit the game always when someone gets killed so its somewhat of a team td for us anyway :D
Well, yea the Siegebreaker level was kinda boring compared to the waves around it, i agree with the removal.
By saying "you need suggestions", do you mean explicit towers or a general theme for the towers?
In Regards to the Unlocks. I, for myself, dont have the Pink Mega Probe activated. I just find it annoying :) I guess, you wont make any gamechanging Unlocks but just Gimmicks right?
there is quite a big fanbase for you where i call myself a member of it.
Unfortunately there is a bug since patch 1.4 in the wave with the spine crawlers (lvl23?)
When the burrow they are pushed out of the border of the map because they have not enough space to burrow. You cant attack them there and so the map is not beatable anymore. I tried it 3 times and i thought it would be better if you know this.
We (5 mates and me) play the map quite regularly and we think the balancing is very good. It is barely beatable but not too hard - just perfect. Maybe you aren't working on this map, but if you are then it would be very cool if there were more waves and a more evil endboss with more achievements and a bonusitem which you can earn like the egg."
hey man, i just found this map on battlenet and i really love it. now i wanted to ask if you (or your team you were asking for in another thread) is still working on this map or if its complete? Did not play it throught yet but i was curious =)
0
Well if it isnt possible then just write it in the description that in can only be played in a certain resolution if everything shall look great (and i am sure it will)
0
@XGDragon: Go
That sounds perfect. Parallel turns in other words. This should solve the problem.
Did you really spend 700 hours on the project? :D Insane! =)
0
@Trieva: Go
Yea the time could be a big problem as a normal match can last up to 4 or 5 hours. It can also be finished in 3/4 hours but this is rarely the case. But on the other hand things should be going on smoothly as there is no need to setup the game and there could maybe be a timelimit for each order to place and to execute.
0
No it wasnt really balanced. We made a couple custom balance changes to units aswell as to some leadership cards etc.
1. The Nuke is too weak. If you play vs Zerg it might be that he has to kill 1-2 Zerglings and then your nuke did cost twice or thrice as much as he lost. We changed it to 3 Units as well as collateral Damage on the Nuke because without Cloak you cant really use the Ghost and its a pretty big investment in it. We wanted to offer the possibility to play Ghost - Nuke strategy for everyone and not just for Raynor and the Leadership Card with the Ghost.
2. Offensive play is far too less rewarding. The best you can do is bunker, tech and then stomp the enemys as long as there is a minimum of 3 players in the round and its FFA. You just lose too much if you attack somebody and dont get anything directly from it so here are our changes (as we always play FFA): If you completly destry the Main base (so the defending player doesnt move or crushes and rebuilds it on another field of the planet) you get 1 extra victory point. If you manage to get on the field of the mainbase with some of your troops you get 2 ressource marker of your choice (You get these marker even if the defending player doesnt lose the CC). The result in the last couple of matches were constant aggression over all 4 players. And it was really interesting as 2 of them teched, one failed and was defeated but the other one managed to get away with it barely and then striked back with Carrier and lastly won the Game. In addition, this removes the bunkering on Victory points what we think is the most destructive way of fun. E.g. Player 1 bunkers and gets VP (and could tech), Player 2 has to attack to stop him, maybe crushes a little bit of him but in reward he doesnt get anything and his homebase is left with nothing. (We know that this might be abused by collateral damage, we have to fix this issue. Maybe we change collateral damage to something similar powerful)
3. Spider mines too powerful as you said. We werent quite sure how to balance it because we didnt want to change the combat cards so we just raised the cost of the tech by 1 Vespin Gas as far as i can remember.
4. The protoss leadership card on Stage 3 for Tassadar where he gets 8 Transporter is quite a joke in Comparison to mayber Arcturus Mengsk where he gets every Stage 3 building and every order is a gold order. Sure, if you play the whole game just to utilize this card it may be good but overall its just crap. Kerrigan can sometimes be very very powerful in comparison to some other heroes. We didnt change her but if you reach Stage 2 you dont have to waste any thought on what to pick.
5. Medics are the most useless units in the whole game. I tried twice to go for a Biobuild (of course supported by another tech tree to utilize all combat cards) but in the end i was always crushed.
The medic cards are just not strong enough that they have a reason to stay on your hand. And without any medic card on your hand you wasted some ressources. We didnt do any changes yet but our plans were to make some of the medic cards a little bit weaker (or more expensive) and to let them stay in your area where you also place your strategy cards so that they are always active.
We thought this might solve the issue as there are too many combat and tech cards you need in order to be succesful with this strategy (bunker, stim pack, cloak, nuke, heal, optic flare (dunno if its the right translation as i have the german game), and the blockade for mech units for the ghost. All useful but just too much cards.
I cant think of any other change we did so far. Maybe i forgot something.
I hope you keep up the work and that we can enjoy this awesome game online!
0
This is the best i've heard from looking around every other day on sc2mapster since a long time. I really love the Board game (with expansion pack) and i would totally be a beta or alpha tester for your map if you ever need one.
0
Okay, i will tell him that he shall power up his brain to deliver some good ideas :)
Hm, thats strange as i had these differences straight before the patch and after the patch. I can only guess its because i built the buffed Bulldog in a better spot and i noticed that he dealt 350k dmg just after the queen level (or maybe 2 levels? dunno anymore) while the power gatling accumulated about 1,5-2 mio dmg since lvl 1.
How many times do the Zombiesporecrawlers go through your maze? I guess its somewhat about 3 times?
0
You buffed the BCs Range (and a bit of the damage ?). I think it may be fine now as i was already experimenting if it may be better to mass power gatlings with laser cannons and bulldogs than to build BC and now you are able to properly focus fire some mobs that are far away because of the same range of both weapons.
Did you buff Bulldog? I guess so (atkspeed?), because now it makes sense for me to build it. Maybe it was because of my bad placing but the Cannon was rotating more than shooting before the buff.
And i guess you nerfed the huge stampede of Queens at the 2nd Boss Level. It was quite hard before sometimes and i mostly managed it on Asian with a well placed nuke but now i didnt even needed it.
I did quit the game at the Ultralisks because of my friend timing out and i didnt want to play alone but i didnt lose a life so far. Will try another run tomorrow but i think the hardest part will be the last minion wave of the boss where the heavy thors spawn and all is flying around and you have no idea what to focus :D
Oh well, and which wave i found really hard (maybe you changed it) is the blink stalker wave with the zombieversion of the spores still running in your maze. How many runs over the checkpoints do they do? Its quite difficult to focus fire anything there so you just have to hope that this shit you build will work :)
Furthermore you did change some of the costs i recognized like the Ubergenerator and stuff. I dont know if it was necessary but i guess you have the data and opinions of multiple people that proves it.
Do you have in mind to lower the cost or change the way the supply thing works? 20 SP is huuge in my mind. It doesnt fit as a dump for SP because its only 1 supply every 2 wave and if you rush early on it you are missing to important upgrades. In my mind you should either lower it to a maximum of 15 oder even lower or maybe add 2 supply every 3 waves or something like that. As of now it is the most unusable upgrade in the game.
What were your other changes? Maybe you could add a changelog to the F12-Helpfile or maybe put the latest changes in the loading screen so everyone knows what has changed.
I guess thats it what i had in mind. If i remember more i will edit this post.
PS: Will Shakurs get some fancy looking or something in this direction in the future? My friend is crying because my tower look awesome and his just look normal :P
0
oh i forgot to mention that snow camouflage looks pretty sweet.
adventure mode seems to be pretty funny. so much rocks:D
will try out the balance in the evening, gotta go to work now
0
yea well, say that :D
so you already have a general idea of what the towers should do. It is just the optics that are missing. if you arent satisfied of a nature setting (which in my opinion fits for an aura based type of towers) then i cant help you with this :)
personally, i do not like the idea of energy delivered towers. imo there is too much other stuff besides the tower shooting^^
0
aaaannnd what are your thoughts towards my suggestions for the third race?
0
Okay, then i will live with that. The map is still awesome :)
General theme...hm, in my TD in warcraft i used a nature theme as my third race. But it should be pretty hard to do it in SC2 without a nearly complete set of custom models. Well, there are a couple of animals/neutral things running around on a normal map but i dont know if this is enough. In WC3 it was pretty easy as half of the game is more or less nature-based :D
As for a gameplay twist/change you could do something like a symbiosis. If you build the towers on their own they are a bit weak and they can only defend to a certain degree with a good maze.
But if you build them
1. next to each other so that each tower gets a particular upgrade,
2. build/research them in the command panel so that you say "i want to build tower A with the smbiosis with tower D" and then you get the icon or whatever to place it,
3. just give the opportunity to upgrade a tower into different towers. I dont mean it as a normal upgrade but as a special thing for what you might need an extra ressource (maybe fire for a fire symbiosis to deal extra dmg vs biological if you have problems with a certain biological wave like the redstone crabs)
then they get a "big" advantage.
Then you have to decide which symbiosis you should place where and certain symbiosises are stronger versus certain things. It would be obviously best if there are multiple building/techpaths to take. With this system you could have quite a diversity of strategies and a unique gameplay/techstuff.
Oh yea, snow camouflage sounds awesome :) I'll try it today.
edit: i think you can set the status of your map on this site on Release instead of beta by now ;)
edit2: was surprised that the tanks which are spawned by terratron have some shields. my friend was kinda shocked because he sold the 2-3 flame traps which he built for the thors but he barely managed it. I had nor problems since i had dat banshees with their emp-range of 500 million
0
Well, i was not explicitely talking about more waves but about a different layout or something. Like Coop-TD. I love to play coop :) When we play your td we all quit the game always when someone gets killed so its somewhat of a team td for us anyway :D
Well, yea the Siegebreaker level was kinda boring compared to the waves around it, i agree with the removal.
By saying "you need suggestions", do you mean explicit towers or a general theme for the towers?
In Regards to the Unlocks. I, for myself, dont have the Pink Mega Probe activated. I just find it annoying :) I guess, you wont make any gamechanging Unlocks but just Gimmicks right?
0
Do you have any further plans to expand the content of the TD? Like third race, more/different waves, more gimmicks or abilites?
0
posted from another thread:
"hi psychoMC,
there is quite a big fanbase for you where i call myself a member of it. Unfortunately there is a bug since patch 1.4 in the wave with the spine crawlers (lvl23?) When the burrow they are pushed out of the border of the map because they have not enough space to burrow. You cant attack them there and so the map is not beatable anymore. I tried it 3 times and i thought it would be better if you know this.
We (5 mates and me) play the map quite regularly and we think the balancing is very good. It is barely beatable but not too hard - just perfect. Maybe you aren't working on this map, but if you are then it would be very cool if there were more waves and a more evil endboss with more achievements and a bonusitem which you can earn like the egg."
0
hey man, i just found this map on battlenet and i really love it. now i wanted to ask if you (or your team you were asking for in another thread) is still working on this map or if its complete? Did not play it throught yet but i was curious =)