ZigZag TD
Zig-Zag Tower Defense
A multi-player tower defense map over a zig zag path. You have 20 lives and each time an enemy reaches the end you lose one. Lose them all and it's game over.
Features
- Supports up to 4 players (multi-player not yet tested)
- 20 levels of enemies including 2 boss levels.
- 8 towers. 11 upgraded towers. 10 research upgrades.
- 2 difficulty levels (Normal and Hard)
- Enemy kills gain you resources to build more towers. In multi-player everyone gains resources from killing so it doesn't matter who kills them.
Towers
- Missile Tower. Standard tower with very minor splash damage. Bonus damage to shields. Can be upgraded into EMP Missile Towers which only damage shields.
- Crystal Laser Tower. Does significantly more damage after focusing on a target for 3 or more seconds. Has bonus damage against massive units
- Dragon Tower. Flame splash damage tower. Does bonus damage to Light units.
- Scorpion Tower. Single target high damage but very short range. Bonus damage to biological units.
- Support Tower. Detects cloaked units and can be upgraded to towers which buff your other towers.
- Interceptor Tower. Launches 5 interceptors which do bonus damage to mechanical units. Very long range.
- Nuke Tower. Large area affect tower with huge damage. Needs to be manually fired, has a cooldown and needs energy.
- Temporal Tower. Slows enemies in a radius around itself.
Feedback wanted! Made lots of changes this version. Will go to version 1.0 soon once this version is balanced.
Big thanks for sc2mapster and all the players here who have tested my map and given feedback!
Features being worked on
- More buff towers and cool effects.
- Always trying to balance the towers and make it challenging.
great changes in the balances new tower damages force you to use allkind of towers and the level difficulties are pretty good
do i miss something, or is it impossible not to lose a life in level11 ? i tried it 3times and everytime i lost 5lifes, how exactly should i conter immortals?
thanks the comments. Yeah I am aware of the bugs with the crystal laser towers and upgrades. The voidray beam is so complex that I really havent figured out everything yet, will see if I can squash the problems though.
I havent seen any evidence of an enemy that is untargetable, will look into it.
Dragon tower should work well against the Eruptees. I do still want to make it more viable later on though.
Level 15 is being reduced each version, at least to me it is how I want more levels to feel. :P
Big fan of this TD, especially your latest version (0.63) Although lvl 15 seems nearly impossible to me. Still, easily the best sc2 TD out there so far.
Its awesome that you've been updating the map so often, seems like most people have 1 or 2 versions and abandon their TDs. Keep em coming.
[Bug] Upgraded versions of the crystal tower do not properly show they are charged in their attack animation
[Bug] If the crystal tower is upgraded while firing it will continue to fire with infinite range on the target it was hitting in addition to attacking a normal target
[Bug] If the crystal tower is upgraded while firing the animation is last had before the upgrade will continue for the rest of the game in addition to the sound playing (very annoying)
[Bug?] Eruptees can not be targeted by all towers (have only noticed this with the scorpion tower but may effect others)
Game's pretty fun currently however I think the eruptees are a touch to strong and Dragon towers are pretty close to worthless past the first slimer level.
I honestly can't think of any way the make the Dragon tower viable other than increasing the AoE size since it currently rarely hits enough units per shot to justify making it over the missile tower.
A viable change that could be made to the eruptees would be to lower their armor or at least their HP. However if the bug I mentioned above (not being targeted by some towers) is fixed it may not be necessary to change them at all.
오 한국분이시네 반가워용^^
한국분이신가봐요 'ㅅ'...
지그재그 테란 디펜스라는 뜻인감...
love the idea with sentrie and queens (broodlings comes out once it dies) the level 2 detector tower is awesome too, and the nuke tower is a good idea though right now the damage output over time is not worth it (400minerals spend in turets would make more damage output over time) here i guess reducing the enrgycost to 75energy and reducing the cooldown to 5sec, so you can save up energy and use it in important situation
however the game got so much easier compaired to the first edition, only level 15 is hard (after passing it, u have tones of money and all next levels are easier while u have so much more turrets, in the end i even had trouble to find a place to put new turrets)
so in balance terms, the easiest way would be weaken a little bis of some towers and weaken level 15, or the other option would be buff level 1-14 and 16+, or lover the income, or ... well there are few ways, in the end just every level should be challenging or atleast most of them
okay guess thats it from me, great work btw kamninja, so many good additions since the first version keep up the good work =)
I haven't tried too hard to balance stuff yet as I am working on tower upgrades and the last few enemies. Once those are set I am gonna try to give each tower a use. The missile turrets are supposed to be a good all round turret but I guess if you just build enough of them.
The dragon tower (and all towers) will have upgrades which change them a fair bit (such as the dragon tower making enemies take more damage)
Yes the immortal shield thing is a bit too powerful at the moment, I liked the idea of using it but reducing all damage to 10 is a lot when they have a few thousand shields :P
nice map, iv always been a fan of tds :D
i beat your map, using only missle turrets, a few scorpion turrets and upgraded detector towers, i think you should make the other towers more usefull, for example the dragon tower is good for only the first level or so, thats about it.
yeah but i guess blizzard's just not that smart unfortunately. well i tried out your latest version and its pretty fun, but the immortals are a bit overpowered I think
Thanks, will do that. I should just be able to say that a string applies to all locales in the UI really.
Everytime you make a new release you need to redo the localization hack. It's a pain, I know, but anything added isn't automatically updated in all the locales.
enemys are way to fast/ have too much hp. buff up the tower damages or something- and 6 torus/THOR's in a row is way too much for the turrets to handle- they are too fast and have too much hp- I placed like 4 pylon turrets and sevral slow+missle and they couldnt even kill one of the damn things agaisnt all 6 at once.
The displayed damage of the Pylon isn't as bad as it looks. It has 3 levels of damage (like the void ray has) and it does much more damage than it says at its third level, this is just to make it much weaker against lots of smaller targets. The upgrade also does the same, so at max level and fully upgraded the damage of the crystal tower is 45 (and double that against massive units). The UI doesnt really seem to show the different damage levels, I can probably make it clearer in the UI somewhere.
I have added a Nuke tower that launches nukes, but the nuke isnt designed to be fired lots so it tends to slow the game down so for now I wont add it unless I can reduce its slow down :P
Thanks for the localisation tips, I will take a look and give it a try.
@KamNinja I strongly recommend check this out http://forums.sc2mapster.com/development/map-development/520-easily-adding-new-locales/ it should help you fix the localization problems
actually level 6 is fine
some nice changes, but the pylon now is too weak (the upgrate should add more then just 2+ damage and +5 damage to masiv, cause right now this upgrate is not worth the 300minerals, a change to +x damage to masiv or cost reduce will fix the problem) with the weak pylon tower its now a challenge to kill the tank (but overall a little bit too easy, i won with second try with all 20lives)
how about adding a tower with mana, so you can cast his special abilitty, some skill requirements ;-)
like the new icons for upgrates and the black color of the units
Probably the localization issue if you are from outside europe. Hopefully they will fix it for when we can publish maps on battle.net
Any reason the text parameters don't show up for me? I just get Type/Unit/Param/Value words
I also agree that the Tortoise level is too hard, will be changed next update. I will add a reminder that you can upgrade towers at your base on the front page or maybe on one of the level messages.
Heya, I like this map.
One thing, you should like make the player aware that he have a tower that he can upgrade stuff in. I didn't notice until after like 4 times playing or something.
I don't have exact numbers or anything, but I think the tortoise level is too hard (the one when it's like 5 of them). Maybe you have some numbers why it's not hard but that's just the way I feel heh =)
edit: I mean the level 6 with tortoise.