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 think the "shared income" is messed up... if less than 4 player play, then a kill gives less money...
@Dest1nyCP: what should be different in Shrink TD 2? you mean complete different map?
EDIT: if not all players are in game you get less money... so there is something messed up
I don't know how to finish this map, and I've finished pretty much every other UMS I've tried. It's very hard. As noted earlier, if you get too many Teslas the game starts breaking shortly after the 2nd baneling level.
I don't think the hydra tower works - it doesn't apply an icon anyway. Hard to test if the warp prism tower works because the map's always very busy at that point.
If it's possible to do this map without juggling, I'd love to know.
Hi everyone, i will be reading all the comments and plan for Shrink TD 2 while Ousnius is improving the current map. Please do suggest what you like to see in the TD. Thanks for coming.
again at wave 28 all effects were off for all players and new tower were invisible...
I think your graphics card...exploded :P yeah teslas are lagging the hell out of me, too
tried to fix it back in the days, but nope xD
Edit: Version 1.5d uploaded!
thanks for shared income!
we came now a lot farther (2 waves after second baneling-wave my game crashed), but 1 wave before the baneling wave we couldnt see the shots of our towers anymore and then the creeps werent seeable and then all new built towers were invisible too. perhaps i should mention that we had about 40 Tesla towers :P i think that killed it.
btw: i hate the banelings! :P
Version 1.5c up on EU B.net! ^-^
Just sayin' :P
Maybe I'll do a video of the map soon...
first: great map! (1.7)
i played with a friend to wave 24... with Intersection mode. we mainly built Tesla Tower which worked well until wave 23, when Boss then ground and air come in a row... that was too much.
my feedback: time the waves with the last killed unit of the previous wave. shared killmoney (else one player is overpowered and has to hold all) do the upgrades work? damage tooltip doesnt change, and we didnt notice any faster killing. slow towers are missing. i know there is a protoss one, but that doesnt make the tank more efficient.
keep up the good work!
Version 1.5b up @EU B.net Page 1! :D
Changelog in loadingscreen...
shizophreak you're really helpful with your feedback, thanks again :)
about the overlapping waves thing...I'll try to look in it for the next version, but it's pretty hard, because everything builds upon the timer data :(
I've already tried to "fix" it, but I failed -.-
I got to play it quite a bit already, because it actually is pretty high in popularity, like top of page 2 :)
Though i havent really gotten any far - like up to Immortals-Roaches-Banshees. Because either people leave before then, and even if they don't, that part is pretty hard. Roaches seem pretty tough.
Also, you still get overlapping waves, even in normal game-mode, but especially in Crossroad-Mode (where it kinda kills every advantage you could otherwise have from it :( ). And cuz thats kinda annoying, i thought of a really neat way to fix it :) :
Why not just have a dynamic Round-Starter instead of a static one? Like, just let it wait for the current round to be finished (until all spawns are gone), and only then start a timer of like 5 or 10 seconds to start the next wave. So you wouldnt have to fix the spawn-timer for each-and-every single wave, and then do it all again for crossroad mode. :)
New version 1.5 (b.net 1.7) uploaded to EU Battle.net! =)
I'm definitely looking forward to that :) There are so few good maps around nowadays :(
thanks for your feedback shizophreak... currently i dont have time to do mapping but i will certainly work on the map (thinking of remaking it) in the future
I know I brought this up before, but could you give the map 'real' "1-4 Players" support. Like, if you play it with less then 4 players, empty spots don't spawn creeps in the first place - and possibly, if a player leaves the game, his spawn stops?
That would make the map a lot more Bnet.friendly. Right now, since it's a bit down in the list, you don't really get to play it. And if you still manage to once in a while, people usually leave pretty early (mostly because they just suck >_<) and the game's over :(
Also, in the few games I managed to pull off, it felt like the players new to the map got frustrated really fast, mostly because they chose the wrong towers (like building only explosive eggs and spinecrawlers, which doesnt really work). That's a 'problem' earlier versions of the map with only terran-towers didn't have. Splitting the towers up into different races might help this - any maybe adding an "easy-mode" with reduced creep-hp to make getting 'into' the map a bit easier.
Version 1.4 is nearly finished and will be published on US and EU StarCraft 2 servers at the 27.07.10 =)
Dest1nyCP will publish on
USEdit: South Asiaand I (Ousnius) will publish on EU
I was just thinking, as i tried to play the 1.35 abit in solo, would it be possible to add 'real' "1-4 Player" playability. Like, if you start the map with less then 4 people, that only the mobs on the sides of the active players spawn.
So i could actually play the map even while BNet is down ... :D ...
(Would make testing it easier too ;) )
EDIT:
I figured I might as well just delete the other spawnpoints in the editor and play it like that. Worked out quite well.
So i just beat it with Protos-Towers. Although it was pretty close - i had like 2 lives left at the end - but i guess i could've done better at some points. So I guess balancing those seems to be quite OK at this point.
Although I didn't build any Multi-Cannons because they feel kinda weak - building 4 normal cannons always seems to be a better idea.
Air levels were pretty tough though. Groundwise, I only leaked like a few SCVs and Mules, and one boss (I think the Thor-one, might be wrong though), and i guess with some better building I could've cleared those too - but on (later) Air-Levels, there were almost always some, to many, to most Mobs leaking (I had build quite a few AA-Towers), so those might be a bit on the hard side (Except Phase-Gliders, those were pretty easy).
The Mothership was crazy-hard too - could barely scratch it. It went through with like 90% or so HP.
And i noticed that the tooltip for the Slow-Towers debuff reads something like "This tower is affected by the Speed-Buff-Pylon Effect".
When testing this map (1.3alpha), adding some more starting minerals in the triggers, I encountered a bug at some point (will give trigger error, if I try it more) refusing to give more minerals and points.
I really like this map - reminds me of good old desktop tower defense.
- I would actually have liked the map to be a bit larger areawise. It would alow for strange juggling and other fun stuff. - Game mode: Spontaneously create more blockers and removing old ones. - Possibility to choose number of waves in the game mode, and potentially survival mode (survive as long as possible)
Just played the v1.3, nice changes, really liked the spine crawler tower. Had trouble getting past ghost/2nd ling for the first few game and then I tried getting a super quick tank (that's at easy setting 1 player) and it worked really well which brough me to scv and corruptors, they seem to have a LOT of hp, SCV we're at 5k hp or so while the next level, mules was at 1.7k hp and curroptors had 7k hp!!! even 4 terran turret fully max per side couldn't get 'em down (intended?)
(maybe that was already in the balance: various adjustment to waves sorry I didn't realy all the comments before posting)
Hmm... A few things. Is the minimum range on the tesla tower necessary? i find it annoying and pointless, its not a seige tank.
The multi photon tower is pretty lame now imo. Doing some basic math and assuming the attack speed of the photon and multi photon is the same:
4 photons = 4*26 = 104 dmg for 32*4 = 124 minerals 1 multi = 34.5*3 = 103.5 dmg for 125 minerals
So apart from saving the extra space, i think the multi photon isn't really worth it, especially when you have to save up 125 minerals whereas the photon you can just add a tower when you hit 32 minerals. Only when you start needing to bunch the towers around a single pylon and you need the space would it be worth getting the multi. I don't know maybe you intended it to be this way but i just dont think its worth it.
@templar4522
Thanks for your feedback! Try using this map Link Removed: http://www.mediafire.com/?rigzg2dazad if you didnt. It is possible to win with terran only structures now.
Timed Pylon will be removed. And still cant figure why units attack.