finally my Towerdefense map is completed. This is my first SC2 TD and it took me nearly 3 months for making it.
Some Features:
- 50 Waves
- Economy System so you have to choose between investing in towers or income
- Custom UI for Leaderbord and other little things
- Five difficulties to choose from for each player individual
- A "Life" System different from other Towerdefenses: You have to build combat groups to defend the center of the map. If all are dead, you are screwed.
- Researchable Technology which will be applied to all towers.
This Towerdefense has a very hard learning curve. Even on the easiest setting you probably will need some tries, to figure out how to maze efficiently and upgrade.
I added some screenshots in the bottom, so you can get a first impression.
To Play the map, simply search for "Battle of Bel'Shir" and have fun while playing :)
In the blizzard search, the map is listed as a 6 Players map (although 2 of them are AI controlled)
I really would appreciate some feedback in this thread or on my mailadress listed in the map :-)
Hello, I just played the map and I must say, the idea is really good, but the balancing is a total mess. Even on Noob difficulty its almost impossible to survive past marines or marines/healer.
When its impossible to kill the first wave of creep with your 4 towers its also comple fail.
I recommend increasing the fire rate of the basic towers and increase the splashradius of the tanks or lower the spawned mobs by 30%.
I cant say anything about the rest, because its impossible to get there.
Excellent work, sir. I have been waiting for half a decent TD in SC2 for ages. This is really sick. Specially with the resource management as well as mazing. Really good job. By far the best TD out yet.
I do agree though, that its not really suited for multiplayer. But i like it, as playing this on my own is a great challenge and alot of fun.
Oh i had a lot stuff to do the last days, so i totally forgot to look in here.
Thanks a lot for your feedback!!
I know its a quite hard TD, especially the first times you play it. The thing annoying me the most at the moment is, that if you play with noobs who mess the game up, all people lose quite quickly. But i also want people to work together and fight in the center of the map. So the stronger players will have build more troops to help out the weaker ones.
There are other TD's out there which have plenty of different towers, butw hich are actually all quite the same. In my map you have only one Tier 1 building and three Tier 2 towers. If you combine them well and provide them with upgrades it should be no problem. If you get to the two Tier 3 Towers the game gets quite easy at the moment.
I cant stress enough the importance of a good maze. Most people i see losing lose because the dont make a maze big enough.
I have Beta-Tested the map a lot of days together with friends before releasing it and I am aware of the balancing issues, but its quite difficult at the moment, because i have to consider a lot of different factors (maze size, ressource income, time spend in the waves (result in higher income)) ...
So Thanks again for playing it and for the very constructive feedback!
This is an excellent map and the first one in a while that really emphasizes mazing which is the most fun aspect of TDs imo. I dont agree with ppl saying the balance is a mess, alot of people i play this with never maximize their mazing and thats why they die at rounds 15+. Also love the idea of being able to defend the middle cuz it gives you a second chance if you leak, and makes it possible to save the game from others who leak. i've never seen that idea before and i think it will be the way forward in TDs.
I am curious though, is it even possible to beat the game at higher difficulties like pro? i only just managed to beat it on noob and thats with my whole base a giant maze and with most towers maxed out. Also is it possible to make the nexus smaller, or is it supposed to be that big?
EDIT: one other thing, maybe the cooldowns on the nexus units could be reduced a bit? sometimes i find that u have the resources to help the centre but it takes ages to mobilize even a small army there. I wouldnt mind paying more vespene gas for the units if the cooldowns were shorter, especially in the really late rounds when you have tons of vespene and not much to use it on.
i really like your map. played it a lot last cople of days. the reason i find your td so good is the diversity of things to do. mazing is so important in this td and thats awesome! keeping track of income upgrades. building attacking units for final defence. getting the upgrades for your towers at right timings. there's no point where u have to sit back and watch just having to click an upgrade buttons onces in a while, there's always somethinmg to do!
i found a bug though. on pro dificulty lvl 44 the ultralisks are immortal. they spawn with no heath in their heathbar but they wont die whatever u do with them. plz fix it so i can clear the pro difficulty plz :D
cheers,
mitch
ps. tip for those of you who are clueless: make your attacking towers on high ground and maze around them. you can let the creep waves walk past those points like three times if you maze correctly (yes thats right dont maze with attacking towers but with rocks!). then its just a metter of finding the right upgrade timings for your towers. its not that hard when you've created the perfect maze. and dont forget to upgrade income asap!
I am curious though, is it even possible to beat the game at higher difficulties like pro? i only just managed to beat it on noob and thats with my whole base a giant maze and with most towers maxed out. Also is it possible to make the nexus smaller, or is it supposed to be that big?
Its definitely possible to beat it on "hard", but according to mitch2023 even "pro" can be done. I thought a lot about the nexus size, because its bothering me since some time and i changed it now to make it smaller. But now there is a realy stupid shadow bug, which i need to fix ...
EDIT: one other thing, maybe the cooldowns on the nexus units could be reduced a bit?
It was in early beta. But then on the high levels with 3-4 players you just could spam "Q" units and never loose. This is still an issue with the current cooldowns, but i think it will do the way it is. Currently i have some ideas for the masses of vespene on the high levels, but i am quite low on spare time, so there will be no changes in the next days or even weeks.
mazing is so important in this td and thats awesome! keeping track of income upgrades. building attacking units for final defence. getting the upgrades for your towers at right timings. there's no point where u have to sit back and watch just having to click an upgrade buttons onces in a while, there's always somethinmg to do!
That was absolutely my intention, although some players dont like this kind of tower defense. But great to see, that there are people like me who like this kind of gaming :-)
i found a bug though. on pro dificulty lvl 44 the ultralisks are immortal. they spawn with no heath in their heathbar but they wont die whatever u do with them. plz fix it so i can clear the pro difficulty plz :D
Oh thanks a lot! I made some recent balancing changes with the level 40+ units, seems i calculated the maximum health of the ultras wrong and there life got above 525000 so they got immortal. I fixed that, should be no problem now!
just tried to complete the pro difficulty and lvl 44 is indeed now fixed. i came all the way to the final lvl and failed :(. it might be a little too hard since i had tons of fully upgraded storm towers and all their upgrades. i will try again some other day though. + i play solo on my serious attempts since there're just too many noobs playing horribly so you cant really play serious with other random ppl. but when you play with other ppl you will get a lot more income (beacause they take forever to kill waves sometimes) so it will be a little easier when you try to beat pro difficulty then (if the others dont leak every freaking wave :P). in my next attemp i will try build more of those attacking interceptors or something (forgot how you call them in your map). with a lot of those it might be possible. i had a fear amount of those but maybe focust too much on buildng more storm towers in the end. will keep you posted if pro difficulty is beatable :).
Man this map is bloody addictive. Ive managed to get to lvl 45 on pro difficulty but always die there. The way i do my maze is concentrate all my towers in the vertical passage where air travels and maze everywhere else with hedges. its a nice setup and i never have trouble with ground units. at lvl 45 i have 4 anti air towers upgraded to blue colour (3 on high ground). Also have 20 strikers and a decent handful of storm towers upgraded to red all on high ground. Anyway i still leak loads, mitch how did you deal with these bloody overlords?!???
get the shrine towers with the stun upgrade. that way it buys you more time b4 they can shut down your towers. also i have a hand full of non upgraded pylons at the spawn location so they will be busy disabeling those first. at that point i believe i have 4 air towers on the middle highground and 2 between that and spawn location. also 8 fully upgraded storm towers on the high ground. i think those stun towers are really the key in all this.
Cheers, yea forgot to mention i have 2 stun towers, one on the middle highground. Maybe i should put something else there instead. Anyway I'll crack the bastards eventually :)
yeah man. those stun towers have quite some range so no need to put them there. i have 4 air towers, 2 tanks and 8 pylons up there.
also i've heard some ppl say that towers on the high ground do extra damage. dunno if that's right. manbearpig can maybe tell us if thats true or not :).
if it's true then it's quite a waste to put 2 stun towers up there.
i just played a game for fun and had a bug in the end. the game started with four ppl but two left early on. i still stayed with one other guy. i was playing hard and he was playing noob. we finished lvl 50 with some trouble, we had to use some final defence to clear the lvl. we both said gg to each other and expected the VICTORY! screen. but it didn't come and instead lvl 51 spawned! we both said WTF in chat since this was unexpected. after lvl 51 was cleared a timer for lvl 52 started. this timer never ended though cuz when it was at 0 it started counting -1 -2 -3 -4 and so on. i've never seen this in you map b4. maybe it was just a one time thing. i'm just reporting bugs thats all :)
Hello,
finally my Towerdefense map is completed. This is my first SC2 TD and it took me nearly 3 months for making it.
Some Features:
- 50 Waves
- Economy System so you have to choose between investing in towers or income
- Custom UI for Leaderbord and other little things
- Five difficulties to choose from for each player individual
- A "Life" System different from other Towerdefenses: You have to build combat groups to defend the center of the map. If all are dead, you are screwed.
- Researchable Technology which will be applied to all towers.
This Towerdefense has a very hard learning curve. Even on the easiest setting you probably will need some tries, to figure out how to maze efficiently and upgrade.
I added some screenshots in the bottom, so you can get a first impression.
To Play the map, simply search for "Battle of Bel'Shir" and have fun while playing :) In the blizzard search, the map is listed as a 6 Players map (although 2 of them are AI controlled)
I really would appreciate some feedback in this thread or on my mailadress listed in the map :-)
Not a lot to go off of here, and a lot of us don't really want to take the time to look for the map on bnet until we know what it is all about.
Any chance of you posting a gameplay video?
Great to be back and part of the community again!
@ManBearPig2012: Go
Hello, I just played the map and I must say, the idea is really good, but the balancing is a total mess. Even on Noob difficulty its almost impossible to survive past marines or marines/healer.
When its impossible to kill the first wave of creep with your 4 towers its also comple fail.
I recommend increasing the fire rate of the basic towers and increase the splashradius of the tanks or lower the spawned mobs by 30%. I cant say anything about the rest, because its impossible to get there.
Tanks and AA
@Creepstorm: Go
a game that requires one tower to win, is not ideal...
well the point is, it is possible to beat the creeps, i manged to get to lvl 30 now, dont know how to beat al those ultralisks though.
but its to hard on noob difficulty none the less. As i said before. make the difficulties spawn less creep instead of stronger towers.
its not fun in multiplayer atm, because everbody fails the first 20 games. maybe make it a vs instead of coop, so everybody has its own lifw.
Excellent work, sir. I have been waiting for half a decent TD in SC2 for ages. This is really sick. Specially with the resource management as well as mazing. Really good job. By far the best TD out yet.
I do agree though, that its not really suited for multiplayer. But i like it, as playing this on my own is a great challenge and alot of fun.
Just beat it on normal difficulty.
Oh i had a lot stuff to do the last days, so i totally forgot to look in here.
Thanks a lot for your feedback!!
I know its a quite hard TD, especially the first times you play it. The thing annoying me the most at the moment is, that if you play with noobs who mess the game up, all people lose quite quickly. But i also want people to work together and fight in the center of the map. So the stronger players will have build more troops to help out the weaker ones.
There are other TD's out there which have plenty of different towers, butw hich are actually all quite the same. In my map you have only one Tier 1 building and three Tier 2 towers. If you combine them well and provide them with upgrades it should be no problem. If you get to the two Tier 3 Towers the game gets quite easy at the moment.
I cant stress enough the importance of a good maze. Most people i see losing lose because the dont make a maze big enough.
I have Beta-Tested the map a lot of days together with friends before releasing it and I am aware of the balancing issues, but its quite difficult at the moment, because i have to consider a lot of different factors (maze size, ressource income, time spend in the waves (result in higher income)) ...
So Thanks again for playing it and for the very constructive feedback!
This is an excellent map and the first one in a while that really emphasizes mazing which is the most fun aspect of TDs imo. I dont agree with ppl saying the balance is a mess, alot of people i play this with never maximize their mazing and thats why they die at rounds 15+. Also love the idea of being able to defend the middle cuz it gives you a second chance if you leak, and makes it possible to save the game from others who leak. i've never seen that idea before and i think it will be the way forward in TDs.
I am curious though, is it even possible to beat the game at higher difficulties like pro? i only just managed to beat it on noob and thats with my whole base a giant maze and with most towers maxed out. Also is it possible to make the nexus smaller, or is it supposed to be that big?
EDIT: one other thing, maybe the cooldowns on the nexus units could be reduced a bit? sometimes i find that u have the resources to help the centre but it takes ages to mobilize even a small army there. I wouldnt mind paying more vespene gas for the units if the cooldowns were shorter, especially in the really late rounds when you have tons of vespene and not much to use it on.
hey manbearpig,
i really like your map. played it a lot last cople of days. the reason i find your td so good is the diversity of things to do. mazing is so important in this td and thats awesome! keeping track of income upgrades. building attacking units for final defence. getting the upgrades for your towers at right timings. there's no point where u have to sit back and watch just having to click an upgrade buttons onces in a while, there's always somethinmg to do!
i found a bug though. on pro dificulty lvl 44 the ultralisks are immortal. they spawn with no heath in their heathbar but they wont die whatever u do with them. plz fix it so i can clear the pro difficulty plz :D
cheers,
mitch
ps. tip for those of you who are clueless: make your attacking towers on high ground and maze around them. you can let the creep waves walk past those points like three times if you maze correctly (yes thats right dont maze with attacking towers but with rocks!). then its just a metter of finding the right upgrade timings for your towers. its not that hard when you've created the perfect maze. and dont forget to upgrade income asap!
Thanks for all the great feedback! I realy appreciate that!
Its definitely possible to beat it on "hard", but according to mitch2023 even "pro" can be done. I thought a lot about the nexus size, because its bothering me since some time and i changed it now to make it smaller. But now there is a realy stupid shadow bug, which i need to fix ...
It was in early beta. But then on the high levels with 3-4 players you just could spam "Q" units and never loose. This is still an issue with the current cooldowns, but i think it will do the way it is. Currently i have some ideas for the masses of vespene on the high levels, but i am quite low on spare time, so there will be no changes in the next days or even weeks.
That was absolutely my intention, although some players dont like this kind of tower defense. But great to see, that there are people like me who like this kind of gaming :-)
Oh thanks a lot! I made some recent balancing changes with the level 40+ units, seems i calculated the maximum health of the ultras wrong and there life got above 525000 so they got immortal. I fixed that, should be no problem now!
hi meanbearbig,
just tried to complete the pro difficulty and lvl 44 is indeed now fixed. i came all the way to the final lvl and failed :(. it might be a little too hard since i had tons of fully upgraded storm towers and all their upgrades. i will try again some other day though. + i play solo on my serious attempts since there're just too many noobs playing horribly so you cant really play serious with other random ppl. but when you play with other ppl you will get a lot more income (beacause they take forever to kill waves sometimes) so it will be a little easier when you try to beat pro difficulty then (if the others dont leak every freaking wave :P). in my next attemp i will try build more of those attacking interceptors or something (forgot how you call them in your map). with a lot of those it might be possible. i had a fear amount of those but maybe focust too much on buildng more storm towers in the end. will keep you posted if pro difficulty is beatable :).
cheers,
mitch
couln't resist trying that tactic right away and it worked. so it's confirmed that pro difficulty is possible to beat! thanks for the awesome td!
cheers,
mitch
Man this map is bloody addictive. Ive managed to get to lvl 45 on pro difficulty but always die there. The way i do my maze is concentrate all my towers in the vertical passage where air travels and maze everywhere else with hedges. its a nice setup and i never have trouble with ground units. at lvl 45 i have 4 anti air towers upgraded to blue colour (3 on high ground). Also have 20 strikers and a decent handful of storm towers upgraded to red all on high ground. Anyway i still leak loads, mitch how did you deal with these bloody overlords?!???
@aftereleven: Go
get the shrine towers with the stun upgrade. that way it buys you more time b4 they can shut down your towers. also i have a hand full of non upgraded pylons at the spawn location so they will be busy disabeling those first. at that point i believe i have 4 air towers on the middle highground and 2 between that and spawn location. also 8 fully upgraded storm towers on the high ground. i think those stun towers are really the key in all this.
good luck :)
Cheers, yea forgot to mention i have 2 stun towers, one on the middle highground. Maybe i should put something else there instead. Anyway I'll crack the bastards eventually :)
yeah man. those stun towers have quite some range so no need to put them there. i have 4 air towers, 2 tanks and 8 pylons up there. also i've heard some ppl say that towers on the high ground do extra damage. dunno if that's right. manbearpig can maybe tell us if thats true or not :). if it's true then it's quite a waste to put 2 stun towers up there.
yo meanbearpig,
have you seen yet? even idra loves your td man :)
hey manbearpig,
i just played a game for fun and had a bug in the end. the game started with four ppl but two left early on. i still stayed with one other guy. i was playing hard and he was playing noob. we finished lvl 50 with some trouble, we had to use some final defence to clear the lvl. we both said gg to each other and expected the VICTORY! screen. but it didn't come and instead lvl 51 spawned! we both said WTF in chat since this was unexpected. after lvl 51 was cleared a timer for lvl 52 started. this timer never ended though cuz when it was at 0 it started counting -1 -2 -3 -4 and so on. i've never seen this in you map b4. maybe it was just a one time thing. i'm just reporting bugs thats all :)
cheers,
mitch