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.
The map seems easier now in solo mode. Flame towers still need a range boost, super SCV and super probe will often get nudged to walk out of flame range. That said, flame towers might be a little too cheap now, final upgrade to lvl 7 only costs like 11k and totally massacres any ground enemy, at 100% difficulty solo anyway flame towers made it a pretty easy win.
I did like that cheaper flame towers gives you the option of leading off with a flame or two, so maybe just increasing the price on the last 3 or 4 tiers of flames would be a good middle ground option.
@chaoslux,ferroquet ok 1.4 have a new "game mode" shared income (choosed by voting) that when any player kills a unit , the mineral reward is splitted into all playing players, that should fix the problem of the "lagged behind person".
the gas thing is done since 1.3 with 0,1,1,2 (i dont want to add more gaz to the game , coz the nukes are mind to be an "emergency skill" )
i also de decreased the speed of interceptor and others too fast waves.. and increased the speed of too slow waves...
@EmperorGestahl, ok in next version burrow will have priority, and also will increase a little the range of fire tower.
Thx All for your feedback
Best SC2 TD I've played so far!
One issue I have is on the round 16 burrow wave both my lightning towers and standard towers prioritize the leftover flyers from round 15 over the burrowed guys. The effect is that only ground-only towers end up aiming at round 16 at all, if you're heavy on air+ground towers the burrowers just roll on by without a scratch, until every flyer is gone.
If air+ground towers ever prioritize air over ground (only round I know for sure they do is 16) that's a big drawback for them. There's no time to kill the quick air units for those types of towers, just soften them up for someone else's AA (or barely dmg them all then lose if solo). They'd spend their time better going after ground, especially to sneak a few kills away from other people's splash towers.
Oh, and a flame tower placed on the very bottom row sometimes can't target ground units that are walking on the bottom road so a small range boost might remedy that.
To Chaoslux: If some players have lvl 2 AA by round 5 it should be manageable, solo round 5 on 100% diff is no problem with lvl 2 AA unless you're trying to kill round 4 and 6 with flame towers.
6-9 April 2011? :p
I was dropping by to say that much like Ferroquet, there is a problem with "lagging behind" and his proposition of using the Nuke to counter that may be efficient. Could even push it to 3 gas a tick for the one that's behind, (1st 0, 2nd 1, 3rd 2, loser 3).
Oh and especially, Wave 5. It's waayyy overtuned for being a 5th Wave. It's alright that its air, that's fine, but the speed, it takes three circles for them to die because no tower can get more than a single hit on them. And i often still see Wave 5 mobs when we're at wave 9-10 sometimes...that's pretty ridiculous.
very nice well explained suggestions. i will aply them all on next updates (with not will be soon coz i dont have free mush time atm) maybe around day 6-9 of june
I've played this a few times and I'm noticing a few things:
First, like Absence said below, if you get splash towers up early, you're pretty much solid for the rest of the game.
Second - and this is a problem with most co-op TDs, but it doesn't have to be - there's a serious snowball effect where the first person to get splash towers down and upgraded starts pulling ahead in kills, then spends on more upgrades, and continues to pull so far ahead that one person is practically playing solo by the time you get to about wave 30. I've seen this in more than one game, and from both sides. It's a lot of fun if you're the one who picks up all the early kills, but it's not so much fun for anybody else, because un-upgraded towers are so bad later on that if you have a bad start, you likely won't kill anything in the late game unless you beg your teammates for money.
Here are some solutions you might consider:
1) A TD's best weapon against overpowered splash is boss waves - huge, meaty bosses that force players to get a good mix of splash and single-target towers. Because your TD is based on a population cap, maybe you can have boss waves that only spawn 1/10 of the usual number of creeps, but where each creep counts as 10 on the counter. Of course, they should probably be spaced further apart too.
2) As for the problem where the rich get richer and the poor get poorer, maybe fiddle with the nuke mechanic. Right now I don't really understand where the vespene gas for nukes is coming from, but it seems to be on a timer that is the same for everyone. My suggestion: maybe vespene gas can stack up faster for players who are far behind. For example, the last-place player could accumulate 2 gas per "tick" instead of 1.
To ensure that you don't end up with more nukes in the game total, you would need to either slow down the gas timer or take that extra gas away from somebody else. Example: the player #1 in kills gets 0 gas per tick, players #2 and #3 get 1 gas per tick, player #4 gets 2 gas per tick.
Early on in the game, when people are close in kills, it doesn't make a big difference. Later on, if someone pulls WAY ahead, they don't need nukes anyway. Meanwhile, people who are behind can drop nukes to keep up with money, but they still have to build towers.
That's just a suggestion - if you have any creative solutions of your own, I'm sure we're all looking forward to test them out.
so what do u suggest to make it better Absence?
This TD is really fun (especially in the later levels when you fight dodecahedrons or mineral fields! :D) but somewhat boring when you have just the right setup of towers - it is enough to mass splash towers and missile turrets with upgrades and you can just watch how the units die.
Don't get me wrong, I really liked and enjoyed the map :) But one playthgough for me was enough... no action on the later levels just waiting for 5k minerals for upgrades :D :)
Cheers! :)
like it! fast. interesting. funny (OMG running minerals!!!). but maybe it's too easy: started with 4 players, then 2 leave but we won the game.
I have played through this l like 5 times and generally can always last until the "MULE" stage. I have played a lot of other TDs and honestly think I am lacking a bit more direct damage, but maybe i'll figure it out.
Have about two cannons, 4 laser towers, radar, two bunkers from the beginning, and 3 AA towers.
The nuke takes pretty much forever just to launch and land.
The probe sometimes disappears as somebody mentioned. I was just randomly clicking and clicked into the lane with the builder and as soon as he went over there he died.
Cannons need to have a lower upgrade cost imo. I always think they are ineffective and even though I have two, they still prove to do minimal damage later in the game (even with upgrades). When I first get them though, they do above decent damage.
I never "want" to get bunkers after the first few levels.
I think air moves too fast, could be just me though.
Fun map. I'd consider making difficulties, more waves, and boss levels to keep it more interesting and different from these other TD's being made.
Thanks for flying probe & locales ;)
well, if your builder leave your building area of the map its get moved instantly to your start location. may have happened that? if was not that then i need something more to reproduce the problem.
updates are price*2 . damage*2,2 so yea there is bonus (10% of new total) on some towers there are attack speed bonus or both.
pd. about the bonus for unit/armor type, ya i have the plan to do that but, i need a lot of time for that i think that next week i will have more free time.
I have no idea how, but my probe just disappeared. Sorry no info on what happened, it was just suddenly removed from the game.
I suggest you keep towers consistent with damage: upgrading laser changes from armored to biological to nothing - towers should continue to function the same way no matter the upgrades IMO. If you do this, I'd recommend making the funky waves like minerals have different flags or make them slightly weaker since you'd have no direct counter turrets.
Another thing I noticed is that upgrades are pretty inconsistent. Mathematically the upgrade should give you more firepower than building another turret, but more risky since you get the damage out there later, and the price should reflect that (i.e. double price = double + 10% damage)
Otherwise I enjoyed it :)
done.
Could you please make a flying worker ? It's too easy to block it behind a tower after building it it's driving me mad Oo, i know it must be annoying for you since u will need to edit alot of stuff on the map to limit the worker movement but please think about it ;-)
TIA !
ok... should be fixed in 1.2b
i updated the game to patch 13 and now i have the same problem (and other problems), its a issue with patch 13.. i will work on fix that tomorrow gonna sleep now (its 4:13 am)
I'm having the exact same problem as Sharwie, and I'm using version 12a. It happens every game, and more often on vikings than queens.
no, that should not happen, all wave units are set to not collide with any other units. i also tried myself with 100 vikings and 100 queens and they dont collide. are u using the last version (1.2a)?