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!
i played some games yesterday using terran only structures except for 1 game, and the map seemed harder than before... i used to reach the end of the game or getting close to it, now i can't get past the ghosts level most of the times, the best i have achieved is the phoenix level... ok it's due to noobs playing and my "maze experiments" too, but i'm pretty sure it's not only because of that...
i think pylon is annoying, because it distract you from building things for the next wave... it can be fun because it keeps you busy but from mid-game on it's too much busy, at least for me...
I noticed the "remove&put attack problem" too but i wasn't sure about the reasons of the issue since i read IAmBeingRepressed post. I think more generally it happens when you change your maze "on-the-fly" to counter emergency (changing the path, adding towers instead of walls, etc), some of the mobs just get crazy. In mid and late game this could mean a critical hole on your maze that make mobs path shorter enough to get to their objective alive, expecially if you like to do strange mazes like i do :D
Up to date version for those who follows our progress and wish to test it.
Link Removed: http://www.mediafire.com/?rigzg2dazad
Version 1.4 will be uploaded on sc2mapster when there is new contents such as new waves and zerg towers.
I also found another bug with the anti walling. When i got to the sentry wave, the entrance got 'blocked' by all the sentries bunching up at the entrance. This eventually forced some of the sentries to go around and destroy some of my towers.
EDIT: oh i see you reduced the collision size, that should fix it
@shizophreak
i will either go for the charge-button u suggested or completely remove timed towers from the map..
@IAmBeingRepressed
Thats impressive score, never been that high. Really thank you for the info i needed much to balance the towers/waves. About multi cannon it is mathematically weaker then most of the towers. I will do a few tests to check multi cannon damage.
if the majority of the players is against timed pylon (a few ppl are quite against it). I will remove it in 1.4.
Edit: fixed protoss cannon
Single player, beaten on impossible/assimilators using multi/cannons/missiles/tesla. End score was 240k or something.
The timed pylons don't add anything to the game. They just make it more annoying; it's not difficult, it's not challenging, it just means you can't go AFK. I'm not sure how "annoying" is a plus in map design.
Wave 27 (marines) are displayed as flying in the next level window but are ground based units.
The thor boss wave (34?) was incredibly strong compared to every other wave; I almost leaked these whereas every other wave died well before the end of my maze.
The attacking units problem occurs when you open a gap in your maze before/while the wave is spawning and then you close the gap again. This is a bit of a problem when you're building on the edges of your maze because there's not much time between most waves and you will almost always lose something if you try to replace towers like this.
The multi-cannon tower is pretty ridiculous compared to every other tower. Maybe make them more expensive.
I've tried beating this map with primarily zerg towers and it's simply impossible, at least until we're able to upgrade them. If your intention is to have zerg towers only as support (possible from their debuffing) then it's not a big deal.
How about having a "Charge-Button" for the Pylons, patching them up for a price (like 8 or 10mins). That would achive the same thing, but you could do it without having to tear up your maze (which can be pretty annoying, especially during later waves - or in intersection mode, when spawns spill over to your side taking your 'free-time' during waves)
yea possible... hmm... i will think of a way to fix it...
Maybe its when i build as they're walking towards the centre? As i build i 'block' them and it tricks the AI?
pretty much the same as the way i maze. Only reason why attack is because they are blocked. I will try different maze and see if i can figure something.
http://img101.imageshack.us/img101/1369/shrink.jpg
Ok here's how i maze, the x's represent the middle, c's represent the towers. Its pretty much a spiral like that with a one 'block' laneway throughout.
Spiral Maze
Hmm i could take an in-game ss if this doesn't clarify it.
EDIT: Seeing the buff for the spine crawler... Hmm i think its fine @ 12 but if you think it needs a buff go ahead.
Timed pylon can be annoying but stronger protoss towers make up for it. Point is to make it challenging by forcing you to micro manage your pylon towers. Initially i wanted warp prism, speed and damage pylon to be timed but Ousnius is so against it. =P
I am still doing minor adjustment to the waves and testing all the towers. I will take note of the ghost level when i am testing terran towers.
I also just noticed that the tooltip for the Hydras' +dmg debuff reads something like "This building is operational" ... Although thats obviously something very minor :) The ghost-level seems to be way too hard right now. I tried playing it with terran towers and it just woudln't work (It was ok with protoss towers though). Also, about the self-destructing pylons ... I really don't think this 'adds' anything to the game ... Quite contrary, it's just kinda annoying. Especially since you don't get any money for selling them, so you loose gold replaying them every time ... Anyways, i really like this map and I'm looking forward to your future workings!! :)
Oooooh, ooooh, I can't wait! :)
@Derviation
I never had any problem with units destroying my maze except for the baneling waves. More details on how you maze your towers would be helpful.
Advanced zerg tower is disabled till we polish up the current waves and tower. Upgrade tower for protoss is planned too.
Thanks for your feedback!
@Absence
There is so much we can do with bank system. Achievement system is planned and will be work on when we have more contents.
The 'anti wall' is really starting to piss me off. In all the rounds ive been going through, even though i haven't been blocking, the units keep destroying my maze.
Although i like this td, i think its pretty good, the anti wall in is such a let down. Also the advanced zerg towers are not enabled.
Ok, ok cheers for the update
Yes I mean the wave just after viking boss. And also, the viking boss tends to have HP inconsistency too. But it happens a lot less than hydras. Like just now we oneshotted the viking boss so I guess he had some odd 300-400HP, while most of the time he has 2,2k.
BTW that top score is sweet man, looking forwards to that! :) Wish you guys much luck on developping the new (and future) version(s) and I'll test as much as I can :)
You mean hydralisk [wave 6] after viking boss?
Definitely gonna add a progress bar for lives count... but the UI is somewhat messy and dont have space for that... will remake the dialog to hold as much info as possible in future version. For now in v1.4 u can see your numbers of kills, net worth and top score (stored in your harddrive).
Thanks for the cheers.. i needed that :D
!!! totally forgot about terran upgrades =.=!
i was jus asking Ousnius on msn if there is anything else to fix lol... thanks for that shizophreak!
Found kinda strange bug - the Hydra level HP is somewhat inconsistent. Sometimes they have 2,8k HP, sometimes 1k, and sometimes 200. It occurs playing on normal on both modes. Also the viking boss has been somewhat buffed so without a proper maze it's pretty much a leak, but that's kinda ok imho, you have to be prepared.
Also the mutant eggs don't seem to work somewhat, they just sit there idle as enemies pass by. Perhaps you could change them - instead of exploding on command, make them cost like 5 minerals and let them deal some minor damage to enemies who come around? :) That would make some pretty awesome endgame damage mazes :)
Enjoying this version pretty much so far. Cheers for the great work!
EDIT: Oh yeah, and adding the lives count on top of the score meter would be nice so that you might know how careful you have to be :)