Shrink TD
Uploaded as first map ever to EU Battle.net!
PROJECT STOPPED
Survive 36 brutally hard enemy waves in a traditional mazing and fast paced tower defense using 26 unique towers.
Survive 36 brutally hard enemy waves in a traditional mazing and fast paced tower defense using 26 unique towers.
Information
Players: Up to 4
Modes: Solo, Consolidation, The Intersection
Races: Terran, Protoss and Zerg
Uploaded to: EU, US, SEA (EU newest)
Special Thanks . . .
Derivation, shizophreak, templar4522, Habladabla, Deison, Shulcare, kumbol, Absence, Levythenobz, IAmBeingRepressed, darkboz, StarcraftScientist, SteveBiski, anothersickpuppy, silasdh, frasze, l1lshadow, Smoothsmith, lanthanum999, vjeux, MTGNecro and all the others for your support and feedbacks!!
Help us by giving us some infos . . .
- Rate this map on a scale of 0(bad) to 10(good)
- No. of players?
- Race?
- Highest wave achieved?
- Total Score/Highscore?
- Game modes?
- Which tower you think is most efficient?
- Which tower you think is the most useless?
Thanks!
How did you put the colored squares underneath your towers? I'm at the beginning stages of a td myself and would be immensely helped by that. My email is [email protected]. Any other tips or tricks of td making would be much appreciated. Thank you.
1.) yea zerg is overpowered, I still need alot of balancing
2.) I could increase the build time, thinking about it
3.) Shrink is more of a "standard" TD, so it isn't that long, originally it was a map for testing out the editor :P
4.) victory score screen is bugged -.- I noticed it yesterday
thx for the feedbacks :)
I just tried 1.6c on US servers
There still isn't enough time in the beginning to build (though to be honest, I only ever build the 200g+ tower to start) :)
Zerg seems to have it very easy in this map compared to other races.
I beat the game with 14200 points fairly quickly, and that was satisfying as most TDs usually take an hour or in the case of Sorcerer's Defense, 2.5hr haha
There is no endgame scenario for victory unlike losses which give you the score.
i wish there was time to build like 30 secs
New version 1.6/1.6a up @ EU, SEA and US, too!
A LOT of changes and new things...
- 3 new towers
- towers split into 3 races
- Score Screen
etc.
Note: More towers will follow soon + upgrades :)
EDIT: 1.6b up @ EU, SEA and US
EDIT 2: 1.6c up @ EU, SEA (soon) and US
I dont think its really a problem of general difficulty, but more of difficulty-progression. I mean, the first few levels are pretty much ok imo, even given that they are on supposedly "easy-dificulty". But at some point everything just gets really really hard really quick. I'd say about the Marauder, SCV, Mule Tank-Boss levels is where it starts (I mean, theyre still ok difficulty-wise - not easy, but ok - only that there seems to be a rather steep jump. And the progression afterwards is kinda similarly jumpy).
At least thats my impression of it. So what I'd do is just tune the difficulty progression a bit more, to make the later levels more "easy-difficulty" like.
Or simply start balancing it around the normal-mode, and then just chop of like 15 or 20% creep-hp to make the "standard" setting.
yeah I know, it’s very very difficult^^
I thought about making it easier.
What do you think? Should I do that? :D
This is the most difficult TD i even played, very fun and challanging, i got to the last level but did not pass it. i leak to much at lvl33 (raven) my tactic is (playin alone ofc, and intersection) massing trippleshooting cannontowers in middle and making some kind of maze, some slow towers here and there, but damn.. its hard! any tips? when i came to the voidray level they destroyed like 40% of my towers :(
Thanks for the best TD map ever! I spent many nights at this map.. Finally, I passed it solo :-) It's very hard, but gives a lot of fun. :-) I have one suggestion:
let the lords fly before protoss sentry units get killed, it's hardcore idea, but lords must attack rocks, sentry guns etc. for breaking barricades, in new version 1.5F it's too easy :-)
Version 1.5f up @EU B.net!
IMPORTANT: The version on battle.net with the "custom" variant is bugged, use the version of the map with the variant "TD - Coop"!!!
1.5e should be available on EU-Battle.net... i played it several time. and yes its a bit too hard at the end when waves are overlapping. i tried to change that, but had some difficutlies :-)
Have played your map like MAD for the last days. I usually play this one alone because I dont want randoms messing with the towers.
But is it just me? The map seems way too difficult. Dont get me wrong: I like the challenge, but I've never passed the double ultralisks level (30?). I've mastered every td that is available on EU-Battle.net but I cant end this one. And I cant find a download on this page... because only 1.4 in the EU-Battlenet?
Greetings
xD i wont be actually working on the editor until next month. Going on a holiday this weekend but i will note down whatever ideas that comes to my head and here.
HAHAHA then i fit in this team very good :-)
@Tesserex
Thanks for the suggestions. Would be nice if you could join us... but dont expect the team to work on the map everyday haha we are actually quite busy and sometimes lazy
some suggestions from me:
- it would be nice if we could morph a stone into a tower directly. selling and building afterwards is always risky because of new pathfinding of creatures.
- when building a tower it would be nice to see the radius of the tower. like you see it of pylons.
- slow with splash is still not really useable. tank shoots everywhere but not where it hurts. and if you work with slow then you can be sure that you have 3 waves in your maze and one flying above through.
- i think the anti-air slower is pretty useless since hydralisk shoots ground and air.
- perhaps you can fix the overlapping waves :-) if you want, i could perhaps help you with that. i love creating triggers, but hate creating units. thats why i stopped my TD-Map :-(
@Tesserex
I am rewriting all the code for better efficiency, flexibility, less bugs and more features. V1 trigger is mostly balancing orientated and experimental of different triggers' features provided by the editor. Expect better game play and never seen before tower defence features in the future.
I got that strange invisibility bug too now, right with the second baneling-wave :( Dunno if it was due to the Tesla-Towers, we did have quite a few of them though (like 30 to 40 maybe).
All mobs and new-build towers go invisible, and one after another the other players dropped out.
Still beat it with like 5 lives left, so the balancing seems to be a bit on the light side now ;) On the other hand, there are two more difficulty-settings :D
New version 1.5e up!
Few balance things/bug fixes.
And Hydralisk Tower is a slow tower now ^-^
Thanks for your feedbacks! Keep 'em coming! ;)
I think having stronger 'stronger' towers might help (the ones - supposedly - stronger then the Tesla :) )
The Tank is pretty much ok for what it does, but having splash-damage doesnt really help much for most of the waves.
The Sniper-Tower feels definetly underpowered with its very low attack-speed. And maybe giving it armor-penetration might help (theyre snipers after all ;) )
The Multi-Cannon feels a bit weak too, considering that its almost twice as expensive as the Tesla.
I like the Laser-Tower though ;)
And yeah, Hydra-Tower doesnt seem to work atm. Slow tower and upgrades do though, at least the Tesla-Tower one (though +3dmg seems a bit low :) )
I think the balance should be pretty much perfect if you just buff the late-game towers appropriately ^^