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
Thanks for the comment. All bugs are fixed
latest version bugs:
Spores range doesn't increase with upgrades Missile damage doesn't increase with upgrades
bunkers have no way of reflecting upgrades so i dunno if they actually do (maybe you can give them a buff or something to show it, with a number over the structure? or by adding 1 energy to it, so energy could represent upgrade?)
sometimes lives counter doesn't decrease
Thanks!
Awesome TD! I really enjoy it. Keep up the good work!
@Zehrfox
In older versions players would be rewarded based off how much HP the waves had, however I've simplified this now by giving 1 mineral per kill, regardless of HP. The trigger "Set Wave Reward" has been disabled but I've kept it there if I ever decide to go back to that system. The rewards at the end of the round should be static also, as it's not that amount of rewards you get that scale to the amount of players, it's the enemies health.
I still have several bugs. Main one is I only get 1 Mineral from each unit killed, regardless of Wave! Also, the end wave reward and perfect bonus are always the same number, like 150 and 100.
I looked at the triggers in the map editor, and there is a red X on "Set Wave Reward", this seems to have a undefined value - "value 1" in it.
I tried to follow your logic and fix it, but there were some odd calculations regarding unit HP, that I could not follow. If your tell me what that value should be, or share your formula for calcuating the wave rewards, I can probably fix it myself.
Am I the only one who has this problem? - I even re-downloaded it again, just in case.
BTW - love your map! it is really fun!
Sorry about the bugs guys, they're all fixed.
Yes, SCV blinking to mine faster is intentional. It can provide a useful boost, but it can get boring after awhile, but you don't have to do it.
The blink mining was intended as far as I can tell.
two fixes needed: shouldn't be able to sell the good bunkers because then your super marines run around
unless it's intended, you can blink abuse your SCV to the spawn to return minerals faster. It's boring as hell doing it for extended rounds, but you'll mine faster if you have decent micro.
Actually this map is kind of boring as far as TDs go... you build like 10 bunkers and you sit there for 2 hours doing nothing. APM < 10
i perfect clear with hard mode but when end it appear "Can you pass with perfect?" -_-""
Towers aren't that great compared to bunkers. It's hard to keep a good solid economy from mules because of the high cost. I managed to go flawless till 12 with one super bunker and around 6 spore colonies. If I had gone cannons I might have been able to get enough mules to counter the cost of upgrades.
Although I haven't tried mixing bunkers and towers. I might try that later when I have more time.
Wow ok this versions medium is a lot harder than the last version. I think it's because of the regen.
Super bunkers are awesome. I don't think they should give 10 food. That would make it too easy imo.
Oh would it be possible to put the food given per bunker/tower on the tooltips?
It was a little rough at the start but once I got a super bunker everything started going a lot easier. On level 16. Only 24 lives left but I haven't lost a life since level 3. 8 super bunkers, 12+ marauders, only 12 mules though. A lot less mules than the previous version.
I'm not sure marauders should have the speed boost. They are already quite powerful. Super bunkers might be too good, but the cost of food helps limit them. Although I only got through medium. I haven't had much time to try out ghosts, and by the time I can safely get towers I've already invested so much into bunkers I don't want to use them :P
I will try to use them though.
hm. the only issue im seeing with the super marines is the fact that they only give one food, I was planning on making a super marine and then making another mule but I supply capped myself by salvaging all the bunkers. ;[
easy is indeed easy, but if you try to switch it up and go pure turrets, it's like playing on hard, and with the upgrades system the way it is, there's no incentive to switch to turrets after you've been doing bunkers, you'd be throwing away minerals at that point.
Is there any way to see how much damage each bunker is actually doing? And also did you get rid of bonus gold after each perfect round?
Latest version includes updates from feedback, specifically made the least useful towers more useful, giving ghost, marauder and missile turrets a speed upgrade and improved weapon upgrades, with ghosts going from +3 to +4, marauders from +4 to +8 and missile turrets going from +20 to + 30, with it's standard damage going from 40 to 50. Photon cannons and spore crawlers have been buffed slightly too.
10 Marine bunkers can now be converted into a Super Marine Bunker, which does the damage of 10 marines which negates armor later on, and they also attack slightly faster. This has also been added to reduce the lag a bit. eg Instead of having 70 marine bunkers it's more effective to have 7 super marine bunkers.
And of course, if you were able to perfect clear the last versions, good luck clearing Hard. :)
Pure marine towers cant pass this shit dude, need to make 10+ marauder to deal with the boss. I get a perfect clean by dmg upgrade 78, 33 emule range upgrade 50. Btw at the last stage just focus all your fire on the boss.
PERFECT CLEAR !!!!!!!!
Beat it with 90 lives using nothing but marine towers. Could probably do it perfect if I had microed the towers a bit. Simple fact of the matter is that marine towers are just more cost effective than marauders. Sure, they take up more space but with the amount of room you have to work with it's not a problem. 5 marines > 1 marauder.
At the end the upgrade costs were: damage 92, range 45. I had around 120 marine bunkers, around 80 supply worth of mules.
The game gets really laggy about halfway through due to the amount of units.
Marines seem just so effective at the start. It isn't till about round 12 when you realize they start to fall behind. There doesn't really seem to be a benefit to ghosts. It's better to just save for marauders.
13 more waves would probably blow up my computer.
I did manage to beat it though. 24 marine bunkers, 24 marauder bunkers, upgrades in the range of 90s range, with up to 50 cost on range, and 20 mules.
I honestly can't imagine more levels. It took quite a while. At least an hour I think. Do you think it would be possible to cut the speed of everything to speed it up slightly? I know that would probably mess up the timing of mining.
Good map though. Great job.
Thanks for the feedback guys.
@BigBoogerBot
Range becomes very useful when you upgrade it enough to extend to an extra lane. In regards to backswing, I haven't really looked into that but in the next version I've adjusted it to the same setting as marines so it might make them a bit more effective.
When I originally made the waves and first couple of towers I did have it planned out to some degree, but I've modified it now so much it's completely different. But after finishing it and finding it quite difficult myself I'm rather happy with how it's turned out. I will be adding a difficulty selection in the near future for more replayability. Also of course 13 more waves and 2 or 3 more bosses
I've purposely changed the balance so that you can't win just by spamming marines, which would make the game far too simple and not really fun imo
@chirievalord
I finished the latest version on my third attempt, but it was rather difficult, plus I also know the game inside out. So it is possible, just experiment around with different towers/upgrade combos and pay close attention to the prices and damage dealt.
@AMinuteAway
Sorry you're not enjoying it, but as I stated above I've finished the latest version solo so it is very do-able. Here's some tips: marine bunkers and a couple of upgrades are good early on, and try to place your defenses where they can hit the waves as many times as possible. Also while you're idle, try blinking your scv to and from the minerals to get a bit of extra income faster. The map scales in difficulty too, meaning playing with 6 players will be just as hard as by yourself. I'm going to add the ability to choose the difficulty at the start in the next few days or sooner
Tried nothing but marines and made it to level 14 with 48 marine bunkers, 16 mules and 80 mineral cost for upgrades.