Tower Defence V0.9.3
A classic tower defense. You build towers with your builder drone on a cliff higher than the enemies and you have to kill them before they reach your base structure. 8 Towers availible, 20 waves.
A classic tower defense. You build towers with your builder drone on a cliff higher than the enemies and you have to kill them before they reach your base structure. 8 Towers availible, 20 waves.
I wonder if there's a way to limit how many of the junky 100 resource turrets can be used. A lot of people spam those and later on they aren't as effective.
If possible perhaps add color coded zones where to effectively place some turrets. I know you've already mentioned it but add a salvage option to the turrets in case you screw up on placement. I would like to see the 100 cost turrets eliminated. Sometimes it's not the smartest idea to spawn so many of them and their range is horrible when people spawn them in the middle.
For starting spawn on the drones could you arrange them so they are the starting lane where you'll build?
And limit the amount of players from 4 down to 3. Resources don't seem to be earned well that way. Add resources a little bit higher for kills, perhaps 10% more should be added to keep up.
Make the main base smaller and then expand the map to the left so people can build down the starting lanes on the left hand side.
I don't know if it's possible as well but make the middle lane so you can create a maze of turrets on there, redo the texture to reflect it, so that way it can be a slow down point too.
Splash damage needs fixing as it's a bit too powerful and tends to destroy Infestors and Heros when someone puts them too close to them. I'd like to see the health increased to 5000 for infestors and heros so they can survive the splash cannon and Void monster's aoe attacks.
I've seen some maps where the air turret and ground turrets can shoot both air and ground. Yours do not, I'd like to see a turret that can attack both air and ground units for 1000 cost since the two air and ground units make attacking ineffective and it's a waste of cost....
This map is fun, and me and one other guy did manage to beat it by beating your AI pathing. Which shouldn't really be the way to do it, but we had to to win. I like this map, I think the ultralisk and the larve waves need a lot of adjusting. I think you need to fix the AI pathing. And I think you need to make some of your towers a little cheaper; or allow the weaker towers to be upgraded so that they are more useful in late game.
Finally- Don't make invincible mobs, part of the fun of a tower defence game is beating it. Just let people win. It's okay really! That's the point of a game, is to play it and win. It's plenty challenging as it is. Making it completely unbeatable isn't fair or fun.
I have the replay of me and one other guy beating everything but 1 mob and I don't count your last spawn as a mob because you even admit in the game it's unbeatable.
Fix that and I'll play your map plenty! It's fun up to the point where it gets lame.
I too find this game much too challenging for the sole fact that everyone spams auto-turrets in the beginning area to get lots of kills and by the boss level everyone has a bunch of useless auto-turrets, while I'm stuck with a meager budget trying to get a tower with some worth. Maybe some sort of way to reward everyone for kills, or making it more prudent to share kills would be well-received and help teamplay instead of a rush to get tons of kills, with no thought of the later levels.
This map can use some work because the idea at the moment is who can kill steal more than the other people. Some suggestions are to have the players receive minerals for all kills on the map and to have players at designated locations rather than able to build anywhere on the maze. To ensure that people at the end get stuff to kill the mobs can all be buffed quite drastically.
Just my 2c