ShadowTD
Shadow TD
Author: ShadowTiger a.k.a. StarcraftScientist
Players: 1
Goal: Survive 45 Waves
Current Version: 1.3 (no longer in development)
I finally fixed the crashes... bugs in the editor caused them. Thanks for wasting my time blizzard.
I plan to add in another 10 towers over time, and probably another 20-30 waves of enemies, depending on how many campaign units there are.
Content:
10 Towers
60 Unique Global Upgrades
Features:
Strong variation for enemies
Each tower plays differently
Upgrades dramatically change gameplay
Convenient Features
Yeah I will start working on this again... I plan to have the final version out by release of SC2, and hopefully an updated version this weekend. I haven't touched the map since the last update, but I was almost done adding a second player so you can play with someone else online. I can add more people later but I would have to change the paths of the enemies to be smaller/simpler.
Really enjoyed it! Would love to see an update :)
woot? it was unintentionally with 50 mins? i thought its just ultra hard but possible :( i managed to get to lvl10 without life loss... but then i guess its the 450...
u just can wait at start for energy of worker to get to 200.... then start the wave, shoot the workers missle, then run to 2nd corner build a flameturret, then go to 4th corner build one, and then 6th , get upgrade for double flame and first waves r possible.. for first air lvl u need lots of those splash rockets for 180... and its possible too :-D
Any ETA on next release ? i really loved this TD ! Thanks !
Yeah sorry I haven't updated it yet, that was a bugged version where you only start with 50 minerals instead of 500... use "minerals 450" to give yourself the right amount using cheats.
The latest version only starts you with 50 minerals instead of 500 like every other version which I assume is unintended. If you want to play use 1.2
I understand why you think plasma towers need to be expensive, but their current cost is out of line. They simply are never worth building unless you have a huge excess of money. Fully upgrading a plasma tower costs around 3000 minerals and 2000 gas, then you tack on another 500 per tower.
Instead of spending so much on plasmas, I could get missile towers. Upgrading them would only cost something like 700 minerals and 2000 gas and they would do more damage, cost less, detect cloaked units, debuff mobs and don't use energy. That's an awful lot of reasons to never build a plasma. There's similar reasons for every other tower versus the plasma; the cost is just too much.
Sorry if this is a stupid question, but how is it possible to beat the first wave without cheating? There are far too many enemies to beat with one gun turret. I figured out you can make five supply depots, HSM a cluster of enemies, and finish the wall, and they won't attack like they're allegedly supposed to. This makes it possible to beat the wave, but I doubt it was intentional, and it really doesn't feel like the right way to play.
Anywho, I'm stumped.
Thanks for the comments, I am currently making the map playable for 2 players (competitive), so I haven't released any updates, hopefully tonight I will have a new version out.
First of all, I would like to point out that in the question mark tips that pops up every game, it does mention that in the Help menu it does list all of the enemies in the order they will come, though this separated by race. I am planning to switch this so that it goes in order (not separated by race), though Instead I may just pop up a picture/description of the next wave each round instead.
Note that energy towers are not supposed to do any damage except to shields. The tooltip/name should represent that... I will double check that.
I nerfed plasma towers because they were too good, even though the damage/second/minerals ratio was the same as gun turrets. The reason being is that they have the yamato cannon/black hole abilities which are pretty strong. I was planning on increasing their base damage by 4 and other small tweaks. I like them being 500 minerals because it means its difficult to start with one and build exclusively plasma turrets and walls (though not impossible).
I could put in a sell back feature but I feel like that mitigates the punishment for improper placement. Ideally in the future there would be an upgrade path for each item to preserve its usefulness, but layout planning is part of the strategy.
The reason why I explain my decisions is so that if you feel my logic/reasons are wrong you can give a counter argument or just say "i disagree, please change this"
Energy tower: tooltip on the gas conversion is incorrect
Cooldown reduction upgrade on storm/yamato cannon does not work
Not sure if it's possible but it would be nice if the energy to mineral conversion on the energy tower autocast worked. Right now you can enable autocast but it doesn't work.
Plasma towers are not worth their cost. They're good, but 500 plus 250 per upgrade is out of line. Any other set of towers for the same cost will do more damage and make a longer/better maze.
Maybe note that the damage upgrade on the energy towers (in the top-left corner) still only applies to the shield drain; does not actually add normal damage to the tower.
Played this map a lot and it's pretty well made. Almost any tower combination is possible to win with.
Cool map.
One of the things I think would be awesome (but it's not a huge deal) is for a sellback/destroy building option. Right now you have to manually use a tower to destroy Walls and that feels counterproductive.
Also, I'm not sure if it's intended but getting an upgrade from a tower shuts down the tower for the upgrade period. So even if it's a needed upgrade, I usually wait till the wave is over to upgrade or have to build another tower instead of getting the upgrade. Again, not sure if that's intended but it felt clunky to only be able to choose to build while the wave is happening.
Lastly, a "next wave" window would be awesome. For a first time player, the Observer wave was like "well I lose". I ended up playing late into the night and forgot a Detector again on my last game. That felt like an unnecessary added difficulty for the map.
I love your TD but I can't get past the maraudeur level no matter what combination i try. ^^
I think the energy tower for 100 is a bit too ineffective. I don't know if you thought about the fact that the tower can also drain energy from other towers by "attacking them".
And I would prefer the anti air rocket tower to have a multi targetting attack rather than 4 missiles shooting at one air enemy. Anyway I think it needs more damage as the Thunder tower kills air easily and more effective(i never came to air lvl 2 so im just dealing with overlords right now ^^).
I would like the toxic tower to shoot at each target only once so as many units as possible get poisoned :).
Oh and the flame tower loses its attack animation when upgraded to high pressure. (I love him with his double attack. Great work)
All in all - best tower upgrading system i ever saw.
I don't know how to make a map localized but just to let you know:
I can't read any description or text poping up ^^. So if you know how to fix it ;).
Just my thoughts, cheers,
Koronis
And I see the map on the battle.net thing but I can't actually play it cause of no servers available.
Latest version only starts you with 50 minerals. Cannot get past first level with 1 gun turret.
Its true that there isn't a perfect way to do blinking... one solution is for the stalker the blink towards the direction he is facing... but that can get them trapped. The solution I am using is to blink them farther along the path using helper regions.
As for the armor piercing, I accidentally put the wrong button! it should say 50% armor piercing for the gun turrets, this was to make them weak on levels with 20+ armor. Sniper turrets have 100% armor piercing.
I will fix marines so that they have 0 pathing.
Played latest 1.2, things I noticed
You can safely wall off using the marines from the drop pod. Walling off with units seems to be an issue with some other TDs I've played; it's probably best to just not allow a player to spawn ground units like that or else remove the collision on any ground units that you allow players to spawn.
The armor penetration of the gun turrets appears to have a cap. Either note this in the description or remove the cap. A bit of testing I did on wave 44 (20 armor CCs) looked like the armor piercing only allowed them to ignore 10 armor.
Blink actually seems to make waves easier depending on how you build your maze. Blinking units just constantly jumped back to the same point in my maze until they died.
How about a hard mode after you beat it? Waves 46-90 repeat from the beginning with health increased * Lives Remaining (ie 25/25 a 42 health wave increased to 890), armor + 1/5 Lives Remaining, and they keep coming out whether or not your current wave level is finished.
Hi Shadow, this is really an awesome maps and YET 1 of the BEST TD map i've ever played, so much upgrades for each towers, and the global upgrades, which allows you to have different build each time you play! Will have a hard time getting bored on it! :)
Anyway, i do found a bug, that is, the global upgrade for increase damage for Gun tower, sniper tower and another tower (i forgot what's the name) , after increase 5 times, you still can go on further upgrade the damage, but actually, it doesn't, you can keep pressing the upgrade button and it'll just go on like that. Same goes for the Yamato cannon & Energy tower recharge faster upgrade, the upgrade button will just be there and you can keep pressing it while it doesn't really do anything at all!
Please check on it, TQ! And again thx for your great maps!