Split TD
This page wont be updated anymore!
My map's discussion is now hosted at here: http://www.sc2goa.com
Every time you kill a spawned unit, it will revived.
The player with more than 100 kills, than anybody else will win the game.
You will loose, If the best player has more than 100 kills than you.(Only after wave 5th)
You will win 10% bonus income at the end of the wave, if you made the most damage.
In every game a new map generated!
Check out the map on facebook: http://www.facebook.com/pages/Split-TD/139542746111461
This page wont be updated anymore!
My map's discussion is now hosted at here: http://www.sc2goa.com
Best TD Mazer on SC2 by far <3 <3 <3
Heh, i can see the influences in Split TD.
I just played a game where the teleport was hit very random: Some creeps missed it twice, but hit one on their way back.
yeah I know w3 mazing contest, I played it lot.
About 95% of the games the best if you only upgrade one tower. (and max 2 upgrades for the other towers) and if you reached the max speed with that tower than you may want to upgrade another tower and so on...
The problem with increasing collision size is that it would make creeps bump into each other too much when they turn at a checkpoint which would increase the gap between them... also I never experienced that creep missed a teleport without me modifying the maze while the cross it.
Nice game. One flaw i could think of is the current upgrade mechanism. With the option to upgrade both speed and damage, it is very hard to calculate the perfect DPS for your minerals. From wave 10 the player who has the best spread can actually win rounds with a maze that's worse then other players.
Oh, and collision size could be increased, as i often see creeps missing a teleport while all the others hit it (and i am not juggling then).
Did you ever play Mazing contest in Warcraft3?
Added random amount damage bonus instead of double.D
good question, I dont know, my friend who is uploading my maps on NA seems bit lazy todays.
Edit: seems like not, he is doing it right now:D
Hey, in your demonstration video and in the comments you said something about teleporters, is that in the US yet?
yeah random playable map will be the next step, but for that I have to remake the terrain. And first I want to finish my final frontier 2.0 which may take some week.
I like that people have hard time copying mazes from the other side.D
Random amount damage bonus is a good idea, but wouldnt be that a big confusing for some guy?
(but I will probably add it anyway.D)
Pause towers would be really the same as slow field generator.
I am thinking about adding traps, if the unit enters on a trap than it will take 50% more damage or other kind bonus would be nice. (50% bonus damage might would turn out a bit bugy.)
Split TD is awesome, coolest TD I've played! Possible suggestions to make the map even more awesome:
Variable playing field: have the buildable area also be random, maybe have each player use a possible 40x40 square or something and have the game randomly generate large unpathable portions
-If you like that idea, you could also have variable start and end locations similar to your checkpoints, have them randomly spawn in each players areaYou already said you weren't interested in making everyones maze go the same direction, but I'm going to suggest it anyway because it'd be awesome. The issue isn't that people can't adapt and maze correctly, its that its really hard to compare mazes with opposite orientation
Make double damage and/or damage upgrades be random as well, ie '1.5x damage!' or 'upgrades damage by 1.5 each time'
Pause towers? Every time a unit enters their aoe they stop for 1/2 second or whatever
-All in all, your TD is excellent as it is, I quite enjoy it. If you happen to change nothing I'll keep playing anyway :)
-well there is a poll about building towers under wave at up right on this page, I probably wont remove building under waves..
-hmm I will fix rocks.
-Its in the space, also you cant really see as well the spaces between towers with grass. (I might change it to something else however.
-I think at all attack speed the last upgrade wont worth it, but I will look into it again.
-I think its easy to adapt to the inverted spawn direction and I wont change it cause it would take to much stuff to remake.
-hehe, I might add locking towers for sell, but still there is still a chance you to mess it up. I didnt mess it up with current system.
-yeah map its a bit to long, I might reduce it.
-yeah I might set it to 80 instead.
edit:
I like speed tower and slow towers if they overlap, its like creeps without any bonus.
I'm enjoying this and it seems to have gotten quite popular. Some suggestions:
- Remove the ability to build during wave This prevents juggling, which a large number of people are beginning to consider "cheap", "lame" or "cheating". This also gives less time to make last second changes to a maze, so maybe add an extra 1-2 seconds between waves to compensate for that.
- Allow rocks to be on the edges of the map They never seem to spawn on the edges, and I can't see why.
- Change the ground on the play field to a more interesting tile set Maybe grass or something not so boring.
- Recalculate the speed upgrades The upgrades still go slightly beyond the point in which it's useless to spend more. IE, for 5% attack speed you will see no benefit beyond 57 upgrades, yet you can pay for 60. The same applies to the other attack speeds.
- Make the play fields on the right side still play out left to right It's really disorienting to play almost every game on the left side, then suddenly play on the right side and deal with everything being opposite.
- Tower lock feature Some sort of extra precaution against accidentally selling a tower. Perhaps if you could 'lock' a tower so it cannot be sold with H (even when in a group). This would prevent the all too often accidental selling of the super upgraded tower.
- Reduce play field length Just slightly, by the length of 2 towers
- Reduce 70+ maximum tower limits Games where the tower limit is above 70 lead to ultra long mazes that can make each wave take forever.
- Speed/Slow towers Force speed and slow towers to be distanced so that their ranges do not overlap. In the event that the ranges of a speed and slow tower overlap, it isn't immediately clear which tower takes priority.
I dont know how would variety towers increase the desire for mazeing. Upgraded towers sell arent refunded to prevent people to copy others.
I am planning in the future to add a complete research system with different towers (similar to my final frontier map) with possibility to increase your income, but it might be a new map or voteable, but first I finish my final frontier map version 2.0.
I think this map could really use a variety of towers to use instead of just the standard. Would increase the desire to perfect a maze. Once a maze is built, just upgrading the buildings, as is, seems to drag the game on, especially when there's a clear winner. My point being that with winning players being rewarded for winning, selling of upgraded towers is very unforgiving to losing players and strongly encourages early quitting.
With that said, I really enjoy the concept of your map. The randomness is really something that brings me back again to see if I can make the most of any lane. Great job!
Added teleports.)
Published only on EU, published on US too.