Red Circle TD
Suggested Players: 1 or 4
You lose when there are too many mobs on the circle (100 x player).
You win if you survive all waves (40).
feel free to upload/publish this map on any website or bnet but please keep it unchanged.
This is my favorite TD map, by far.
Could you please include variations of the supply count for bosses when the difficulty levels change?
And it would be even better to include easier levels, just saying.
Thanks for making a great map.
I finally was able to beat it @80%, the boss waves were a good indicator to what you need to do to win this map :)
I focused too much before to spread my tower and have a good numbers of them, this time i have focused to have a very low number of towers but upgraded and placed really well, it worked nicely and i've finished the map using only 1 nuke for the Ultralisk boss wave :)
I'am happy lol, thanks for the fix hydr00 :)
Fun map so far! A few comments; touch-ups, not significant changes: The following comments apply to version 1.6
-Most towers have the "U" key for upgrades (I haven' explored all of the towers yet) but there are some excepions, and I'm not sure if the differences are intentional or not. -The anti-air upgrade hotkey is "A" which is also Attack. -The laser tower upgrades hotkey is "U" except for level 3 to level 4, which is "L". The laser 4 to laser 5 is still "U" -The build detector hotkey is "N" which is also the basic tower hotkey.
I doubt my input is worth much here, but I've always preferred having "U" as the upgrade key across all towers, and if not, at least not "A". The same is true of tower hotkey collisions- "D" for the detector tower would be nice.
Cheers, I'm a fan thus far.
I'am ashamed to say i still cannot beat it :/ even in easiest level :( tried to use -setdiff but doesn't seem to do anything (used it after difficulty selection and before first wave) any pointers or replay would be appreciated :)
I tested it a bit and it only seems to happen in the early stages of the game and only the first tower in the row for some reason. I didn't play the 1.4 version so I don't know how bad it was then but it's more like it skips a shot every now and then. So it might be the random delay you mentioned but the time frame just seems way to long compared to the random delay numbers you mentioned previously.
I'll see what I can do about a replay because there was one game where it seemed to happen all the time. But I was using a different placement of the towers in that game that seemed to mess with the fire towers for some reason.
Edit: I seem to be able to replicate it now so I'll get it recorded at least.
Great map. Love that it is hard as hell even on easy but most of that is likely due to the fire towers not firing all the time. Did manage to beat the 1.5 version still.
But what I really wanted to comment on is the slow tower splash hits Air as well when it targets a ground wave. Doubt that was intended since it makes it so much easier to beat.
Another thing is the Splash Tower. Currently it seems totally useless for the amount of minerals it costs to build and upgrade. Even if it has splash damage it deals less damage then the basic towers at the same level and it fires slower. So with it costing four to five times as much to build compared to the basic towers and the fire towers it just seems worthless.
Other than that awesome work on the map and I look forward to more updates.
Rgr that i will try again, thanks, keep up the good work it's a great map luv' it :)
Map is indeed very hard, didn't even won v1.5 in easy :( anyone have tips or replay to share ? thanks :)
I apologize, you're right it's not range. What's odd is that the problem with fire towers not firing doesn't seem to happen in patch 1.4, but it's really bad in 1.4b. I beat 1.4 solo with 3 flame towers and AA, but in 1.4b they start to malfunction around wave 4. They seem to get erratic, and will fire less than half as often as they should, sometimes letting whole clumps of enemies pass.
But like I say when I try patch 1.4 (no letter), on the sides at least the fire towers work just fine.
Love this map, and the recent updates made this super hard... awesome.
That being said, the issue with the flame tower doesn't seem like range (like you said), it's bugged currently to where it simply won't fire for several seconds letting everything pass by. I've only tried it on the top and bottom, so maybe it's different on the sides.
I notice a lot of games ending on the 16 burrow, and I think (as of 1.4b) they are still not being prioritized against the medivacs.
Nice updates in the latest version... just that buff towers would be a nice addition :)
they doest no collide with any other unit atm.
Understandable, I'd say then raise the price but not all the way to the former level. I mean in 1.3a I couldn't do a thing with them and in 1.4 I won with almost nothing else :)
The flame range thing on the sides could probably be fixed just by slightly decreasing the collision sizes of the super SCVs and super probes, I think they only leave range there when pushed out by other units. Of course that makes splash towers etc better against them if they're closer together.
On the bottom edge though it happens on the small units too sometimes so I feel the range boost will help down there.
about the range boost i said in the next ver (that was after posting 1.4) so its still next ver.. not sure if it gonna work, because it have 10 range atm that should be more than enought, the problem should be something with the flame effect, and thats harder to modify.
about being too easy.. i dont like to break the line of the price always *2, so maybe i increase all fire t prices or i can add more hp to all mobs :/.