Yes, thank you for creating a path for us to create tower defense for Starcraft. I hope my map does the same, I tried to provide a quality version of each type of tower you'd expect in a tower defense.
I promise there was no copy and paste :)
With regard to the tarmac, I saw another splat being used by another TD which wasn't too bad, but I think this was the most sexy as you have also found. There wasn't a lot to choose from which was a real shame.
Hey, I was just play testing your map. It's sharp, looks polished, and I think it has potential.
However, I'm afraid to tell you that have a fundamental problem with the game's balance. To state the obvious, a Tower Defense game is about finding the most cost-effective way to deal damage to the creeps, and therefore it's the player's goal to find the most cost-effective solution. The problem is that the cost of your upgrades don't match the damage for the towers.
You have to balance a tower defense game mathematically. Here are the stats for the air towers.
Total Cost -> Damage x Attack Speed
Tier 1: $50 -> 150 damage x .6 attack speed
Tier 2: $200 -> 300 damage x .8 attack speed
Tier 3: $1050 -> 600 damage x .7 attack speed
Tier 4: $5050 -> 1250 damage x .6 attack speed
I noticed first that just going from Tier 1 (basic) to Tier 2 (normal) that you're paying three times as much money for the upgrade to double the damage of your tower. Consider the damage per second value for each mineral spent ($).
Tier 1: $1 = 5 DPS
Tier 2: $1 = 1.88 DPS
Tier 3: $1 = 0.82 DPS
Tier 4: $1 = 0.41 DPS
As you can see, it's most advantageous to simply build only the weakest towers. In fact, the game I was in had one person playing on Nightmare difficulty, and he was exclusively building basic towers and doing just fine in the game.
Consider these two factors from a game design perspective:
All towers have a sell-back rate of 100%, so you can easily build all basic ground towers, then select all and sell all right before an air level, and then build all air towers. I was doing this in my game, and it was very effective at beating the game, but not very fun. You want to give players a reason to stick with their better towers.
Overkill is an important factor of tower defense games. If you have a tower that deals 800 damage to a unit that has only 50 life left, you've now lost 750 damage. As a result of this, investing in higher level towers can some times be worse. It's better to have a larger number of towers that hit for less to minimize overkill.
There is good news, though! This is an easy thing to fix. If each upgrade is more efficient, i.e. it provides more damage per cost, then players will need to upgrade towers to complete the game. This will solve both of the above issues. If you make each upgrade take longer, then players will not want to sell their best towers because they'll just have to rebuild them back to full strength. If each tier becomes more cost effective, then it helps to counteract the problem of overkill.
You may need to do further tweaking on your level difficulty, but this is something that can be fixed and I really think your game will be better if you change it.
Imo, it's a great TD, but it's way tooo long. It took me an hour to do 55 or so matches. =/ So at max it could be a 2 1/2 to 3hr game...I got pretty bored after an hour so of constant waves =/. If not lower the waves, try to do something to make the game stay interesting.
Sumo's Defense is finally released!
Latest Information
http://www.sumosdefense.com/
Screeshots
http://sumosdefense.com/screenshots/
Trailer
@sumeetkpatel: Go
Haha looks cool. We all have to use the terran tarmac model for our tower splats lol cause it's the only one in the game.
Also, I like the light markers, glad to see it's passing on :D
@OneTwoSC: Go
Yes, thank you for creating a path for us to create tower defense for Starcraft. I hope my map does the same, I tried to provide a quality version of each type of tower you'd expect in a tower defense.
I promise there was no copy and paste :)
With regard to the tarmac, I saw another splat being used by another TD which wasn't too bad, but I think this was the most sexy as you have also found. There wasn't a lot to choose from which was a real shame.
@sumeetkpatel: Go
Yeah I agree, not much choice for splat models.
GL with the map! :)
Hey, I was just play testing your map. It's sharp, looks polished, and I think it has potential.
However, I'm afraid to tell you that have a fundamental problem with the game's balance. To state the obvious, a Tower Defense game is about finding the most cost-effective way to deal damage to the creeps, and therefore it's the player's goal to find the most cost-effective solution. The problem is that the cost of your upgrades don't match the damage for the towers.
You have to balance a tower defense game mathematically. Here are the stats for the air towers.
Total Cost -> Damage x Attack Speed
I noticed first that just going from Tier 1 (basic) to Tier 2 (normal) that you're paying three times as much money for the upgrade to double the damage of your tower. Consider the damage per second value for each mineral spent ($).
As you can see, it's most advantageous to simply build only the weakest towers. In fact, the game I was in had one person playing on Nightmare difficulty, and he was exclusively building basic towers and doing just fine in the game.
Consider these two factors from a game design perspective:
There is good news, though! This is an easy thing to fix. If each upgrade is more efficient, i.e. it provides more damage per cost, then players will need to upgrade towers to complete the game. This will solve both of the above issues. If you make each upgrade take longer, then players will not want to sell their best towers because they'll just have to rebuild them back to full strength. If each tier becomes more cost effective, then it helps to counteract the problem of overkill.
You may need to do further tweaking on your level difficulty, but this is something that can be fixed and I really think your game will be better if you change it.
Good luck!
-Skrow
Imo, it's a great TD, but it's way tooo long. It took me an hour to do 55 or so matches. =/ So at max it could be a 2 1/2 to 3hr game...I got pretty bored after an hour so of constant waves =/. If not lower the waves, try to do something to make the game stay interesting.
This looks amazing get it on europe asap :)
Theres been a big update to the game. Do check it out!