Maul's Tower Defense: Spiral v1.45
Features:
- 1 to 6 players
- 3 Difficulty settings: Easy, Normal and Hard NEW
- Difficulty scales to the amount of players
- 17 levels
- 3 bosses
- 7 types of defense NEW
- 5 upgrade types NEW
Train MULEs and upgrades from your Star Base, Use your SCV to build towers and mine extra minerals. SCVs can Blink to each platform. Level difficulty increases from normal to insane.
Music by Loopmaster and Thomas
Well no luck yet :P AminuteAway, all bunkers (marines) and 2 upgrades will get you past lvl1 ^^
I tried a few bunkers and rush to cannons but I can't keep up mule production because of the dual and most necesary upgrades for both the rins and the cannons :S It went worse<sub>, you need mules for sure.</sub>
One question Maul2. Have you charted out the dps per mineral value of every tower and also compared those values with increasing armor values? That might be a good idea to ensure towers are balanced.
@AMinuteAway
The game is tough but not impossible. You need good placement of bunkers. Some bunkers can be placed to hit 3 laneways. You need damage upgrades from the pylon.
It is definitely tough, especially with 1 player.
im playing this just by myself I cant even survive level one, I have barely enough money for like 3-4 bunkers, or one turret, and I gather 1 mineral per trip, and I cant make a mule cause I need 3 buildings and 36 minerals which i cant afford
WHAT AM I missing?!?! Does this have to be done with 4-6 people? This sucks
Ok I got to lvl 15 and then got owned (Actually got owned on the second boss + overseers and was left with 1 life lol).
Here's my input. I went rines only upgrading and keeping +1 mule everytime I could afford one. I ended up with 13 mules and paying 54 minerals per infantry upgrade. I got 1 range just so my bunkers could fire at 3 lanes range wise.
Problem? I got owned badly. Marauders SUCK. They break the unit line formation and you end up with a huge group of units. That and the slowed units distract the other turrets from firing new targerts. I'm going to try again without building a single marauder and just use those 40 minerals for rines upgrades. I also managed to find a way to have your bunkers fire at 3 lanes and still have room to add cannons-spores-turrets (haven't tested those...).
I'll be back ^^
Also one thing that might be affecting the ghosts is that their weapon backswing and damage point combines to greater than period of attack, meaning they could be attacking slower than the stated 1.0 attack period. Zeroing them out might make the ghosts do the right amount of damage. Right now they seem very weak.
The range upgrade seems pretty pointless. If you can't kill them fast enough having extra range doesn't help much.
Managed to make it to lvl 12. I probably would have gotten further if I invested in mules instead of range. Only had two mules.
Out of 3 tries I haven't been able to get very far. Only level 7 or so. Seems like i can't build mules or I can't stay ahead of damage requirement. Not sure if using nothing but marines will help or not.
v1.2 is out. Following feedback I've made the following changes:
- Difficulty increased
- Defensive units now show their range
- Larger wave quantity
- Only one wave at a time
I've increased difficulty by adding armor and increasing health. Exciting things still to come!
Thanks for a nice map! :)
The ever continuing upgrades makes the cheap towers scale much better than the expensive ones, alas, there is no need to build anything but the cheapest towers. (Well, there is the slow-upgrade which I haven't tried.)
Also, since the map is pretty big, and yet you can't kill them all on the first run-by but on the second. Which makes it pretty slow to wait for them. And even WHEN you kill them all on the first lap, you still have to wait for the next wave. So my suggestion would be to 1) spawn the next wave when the first wave is all gone. 2) Do something about the waiting part. (I'm thinking maybe a "Send next wave"-button, or maybe a speed-up button, or just make the map smaller. Or maybe it'll even solve itself once the difficulty is increased. :))
Just my two cents. Keep up the good work!
edit: Oh yeah, I was considering soloplay only, so disregard the things that doesn't make any sense. ;)
range indicator (or at least numbers on the buliding info for towers and bunkers plz)
@ agent mytho
try doing bunkers, and muling asap. u actaully dont need that many bunkers either, and by level 5 ur econ is thru the roof. u can beat the game right now with pure marines.
@Krieger123:
Yes it is rather easy right now but the current level of difficulty is based on the feedback I was getting during phase one as I suspect a lot of people playing weren't too familiar with tower defense games, but that can and will be easily adjusted in the next week or so.
Bunkers overlapping is intentional, though being able to build them on top of cannons or spores was not, but I'm not troubled by it.
Lag was fixed for the most part by removing Brood lords and also using a trigger to remove units on death rather than just let them die, but I'm trying to find a solution to bring death animations back because some are really pretty. :)
Latest version v1.11b is localised :) Thanks for taking your time to give feedback
@AgentMytho
It is a bit easy but I will be adjusting this shortly.
In terms of replay, first step for me is to add more levels and bump up the default difficulty. The next is to let the players choose their difficulty level, so if you finish it on normal you can try it on hard, for instance. And thirdly I've got a few new upgrades in mind that give you more options and more ways to spread your income.
I like your ideas except for needing detection. I've always found it disappointing when you lose a round because someone wasn't paying attention and forgot it, then have to start over again.
All units actually have the exact same rate of fire, it's just an illusion that the ghosts aren't as fast. But they aren't as effective as mass marines and I am looking to find ways to improve them rather than remove.
Thanks a lot for the feedback!
Got crushed first time, building missile turrents.
Second game, build bunkers in isles, all on one cardinal direction (south build in all rows). build 2 marine then a maurader with about a 6 spaces between (alternating). I did this on all layers of cricle (eventually working up East side). I upgraded weapons fairly frequently (ended game at 30 mineral upgrade cost), and had 8 mules mules total. Acchived "Perfect Cleared" no one got through (1100 something score).
Game was fun, I enjoyed figuring out a strategy, but once that was accomplished, there isn't much replay, since the marine/maurader bunker is so effective.
Recomendations: you might mix it up a bit by requiring certain units for some levels, and do not allow unlimited damage upgrades (although requiring differnt unit types might help there). You might put Armor on some waves (this will make marines less effective), put in some invisible waves (requiring detectors), put 'Imortal Shields' on some groups, so heavy damage weapons are less effective.
You might eliminate some items that are unused (ghosts seemed ineffective due to slow rate of fire), I never tried proton cannon or spore since I could just keep upgrading bunker damage.
I just played your map in single player and i had some good fun, but i think you still have to work on the balancing because it was way too easy for me.
Here is what i did: I just spammed marine bunkers and mules. I only did some upgrades to overcome the bosses armor (how much damage do marines deal anyway? would be nice if i could look it up) and had way more then 100 supply of mules in the end. This strategy did not cost me a single life. If you want to prevent this i would suggest to give the enemies more armor so marines will be less effective or you at least have to throw some money into upgrades to make good use of them. Krangsk suggestion also sounds valid.
Something else i've noticed is the ridiculous bunker colision size because there basically is none. That means that you can squeeze 4 bunkers right next to each other in a lane as long as your SCV can still reach ANY part of the one it's trying to build. I don't think that is intended, is it? (I can provide a Screenshot if you don't know what i mean)
I didn't look at the triggers you used, but i am also familiar with the problem described by Oblivion. The phenomenon is known as "Memory Leaks" and was also a common problem in wc3 maps. If you use the approach Oblivion described you have to be careful to store the dieing unit in a LOCAL variable because "last unit dieing" (or whatever it is called) will be overwritten during the waiting time so you won't actually remove all the units from the game. Btw i also experienced some lag during the later levels of the game but that could be related to the insane amount of bunkers i managed to fit on my screen.
It would be nice if you could localize your map because my client didn't show any of the custom strings. :)
All in all your map was good fun and i hope you keep up the good work until we can enjoy it in multiplayer again in second stage of the beta.
great map, just beat the map quite easily with like 12 marauder bunkers, like 36 marine bunkers and 16 mules and the rest on weapon upgrades.
Suggestions, i think u should make different buildings worth different supplies so that ppl aren't inclined to just spam marine bunkers so that they can get more mules, that's what i found myself doing the 2nd half of the game
Turrets in v1.11 are quite good now that the upgrades have been reduced to 5 / 5+
lol well that was a fun game :P haha
I dunno how often you can get the right 6 people that all happened to be better than us though lol.
Edit: Then again remember that red and blue went cannons and hardly got any kills ever. Turrets are also horrible. Dunno about spores. ^.^
Yes v1.08 is the latest. I think I've finally identified the source of the lag being the Brood Lords. I might of duplicated something incorrectly, so at this stage they're out of the game. I've cut back the levels to 17 and bosses to 3 but in terms of balance it seems about right. I had to activate god mode right at the end, and we probably would of went 5 kills over so that can no doubt be improved upon.
Hmm yeah the most recent game I played was much different haha, extremely revamped ^.^ and I'm happy to see quite a lot less usage of mules. Its also a tooon more difficult lol and always lose a bit after lvl 12 or so. But I def like it more =D
Edit: Did you release a new version (1.08)? Doesn't show up in your files but I see in on the list, very very low on the list. Just curious lol