I'm looking for some reviews on my mod here; it's been fighting for the 8th - 10th place on most popular on b.net, so I'm thinking there's a good number of you that play it.
The official release is out now (EnderCraft TD, NOT EnderCraft TD - Beta) version 1.2, I'm asking for some short (or long if you want) reviews on the latest version only.
It's a nice TD. I've played bloons td before it, so I felt right at home. In most TD's I prefer a little more originality, but it seems fine the way it is.
I'm not sure I've actually played the official release, but it was fine every version after player 2 was fixed. Also, I bet most people here would say it's only around 8-10th place because it only has 2 player slots, but it's a fun map so that's fine with me cause it's a fun map.
Played few game is buggy and the game cant end stuck at wave 30+. Always there will be Creeps left: 1 or 2 cant see the creeps. Check on vortex no creeps was stuck !
Definitely my favorite TD in SC2 so far. I'm struggling with Hard/Expert but after seeing that someone claims to have passed it, I have renewed hope :).
One question: is it by design that some creeps come out of one side only on the Expert map (for example, tanks on wave 20)? This essentially forces you to build most towers only where they can hit both pathways and seems to slightly take away from the added dimension of two separate entrances to worry about.
I also haven't tried it since nuclear flame towers now affect shocked creeps, which may or may not be a significant help (gotta test I guess).
Awesome job though, I've happily spent several hours playing your map already and I will probably spend several more trying to pass the final difficulty. After that, I bet there are lots of players who'd be interested in some extension/expansion of this map if you have the time and interest to keep working on it.
I was wrong in my previous post - the tanks seem to come out of both paths (at least in the current version), but the ultralisks often just come out of one side, although it seems to be random. This is fine (and actually increases difficulty, which is probably a good thing, although it adds an element of luck), just curious if it's intended.
Glad you've enjoyed it. I definitely still have interest in updating the mod and have more ideas for towers, but since I now know the editor a lot better than at the beginning of making this mod, I decided to work on a much harder project.
I will most likely come back to this one and throw in a new tower or feature when my new mod irritates me :)
I really love this map, it's one of my favourites, and by far the my favourite TD. Coincidentally, Bloons is my fav. TD. I'm impressed at how balanced it is. Collosi were a bit strong when they were first implemented at 290 minerals, but at 350 they feel just right
I'm working on hard/expert as well. Lost at Wave 49, broke my heart especially knowing that Wave 50 is basically a free win if I can get past the brutality that is Wave 49.
If possible, can you post the updates that you make each update? I just played 1.5, but don't really notice a change from the last iteration that I played (1.2 I believe?). At this point, is it mainly bug fixes?
Also in a previous version, I noticed some pathing issues on the expert path. Sometimes on the first bend, the enemies get stuck there and just circle around doing nothing. Are you aware of this issue, and has it been fixed in 1.5?
Very good map, I really enjoyed.
Though, the minerals are too low.
Especially the SCVs are pretty pointless cause it takes a full 10 rounds for one to even pay for itself, let alone give you more money.
Also, the final upgrades cost far too much.
They are so expensive that you would have to save up for them 10 or so rounds and that is quite risky if you don't know how they will work.
Not to mention, towers still have limited range and rate of fire, so it sounds like a bad idea to invest this much into a single tower and not get a second tower with all but the last upgrade that can catch everything that gets past the other one.
If it turns out too easy you can always balance it out by making the final upgrade weaker or something.
But this way the player won't get the upgrade.
Also, the rounds vary too much at times. Around round 40-50 (forgot exactly when) I had enough towers to kill everything before it reached the 2nd half of the maze for 5+ rounds and still got more upgrades.
Then suddenly 2 waves double as big as all previous ones and I lose.
Was really unprepared.
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I'm looking for some reviews on my mod here; it's been fighting for the 8th - 10th place on most popular on b.net, so I'm thinking there's a good number of you that play it.
The official release is out now (EnderCraft TD, NOT EnderCraft TD - Beta) version 1.2, I'm asking for some short (or long if you want) reviews on the latest version only.
Thanks guys, great community here!
It's a nice TD. I've played bloons td before it, so I felt right at home. In most TD's I prefer a little more originality, but it seems fine the way it is. I'm not sure I've actually played the official release, but it was fine every version after player 2 was fixed. Also, I bet most people here would say it's only around 8-10th place because it only has 2 player slots, but it's a fun map so that's fine with me cause it's a fun map.
Played few game is buggy and the game cant end stuck at wave 30+. Always there will be Creeps left: 1 or 2 cant see the creeps. Check on vortex no creeps was stuck !
Added replay below!!!
@jrkirby: Go
Yeah, I've heard that before as being a deficiency with Blizzard's most popular system. So I guess I shouldn't get a big head over it :)
@floute - I'll check out that replay asap. Thanks
Definitely my favorite TD in SC2 so far. I'm struggling with Hard/Expert but after seeing that someone claims to have passed it, I have renewed hope :).
One question: is it by design that some creeps come out of one side only on the Expert map (for example, tanks on wave 20)? This essentially forces you to build most towers only where they can hit both pathways and seems to slightly take away from the added dimension of two separate entrances to worry about.
I also haven't tried it since nuclear flame towers now affect shocked creeps, which may or may not be a significant help (gotta test I guess).
Awesome job though, I've happily spent several hours playing your map already and I will probably spend several more trying to pass the final difficulty. After that, I bet there are lots of players who'd be interested in some extension/expansion of this map if you have the time and interest to keep working on it.
I was wrong in my previous post - the tanks seem to come out of both paths (at least in the current version), but the ultralisks often just come out of one side, although it seems to be random. This is fine (and actually increases difficulty, which is probably a good thing, although it adds an element of luck), just curious if it's intended.
Hi Badger,
Glad you've enjoyed it. I definitely still have interest in updating the mod and have more ideas for towers, but since I now know the editor a lot better than at the beginning of making this mod, I decided to work on a much harder project.
I will most likely come back to this one and throw in a new tower or feature when my new mod irritates me :)
I really love this map, it's one of my favourites, and by far the my favourite TD. Coincidentally, Bloons is my fav. TD. I'm impressed at how balanced it is. Collosi were a bit strong when they were first implemented at 290 minerals, but at 350 they feel just right
I'm working on hard/expert as well. Lost at Wave 49, broke my heart especially knowing that Wave 50 is basically a free win if I can get past the brutality that is Wave 49.
If possible, can you post the updates that you make each update? I just played 1.5, but don't really notice a change from the last iteration that I played (1.2 I believe?). At this point, is it mainly bug fixes?
Also in a previous version, I noticed some pathing issues on the expert path. Sometimes on the first bend, the enemies get stuck there and just circle around doing nothing. Are you aware of this issue, and has it been fixed in 1.5?
@NoKnuckles: Go
Thanks NoKnuckles, glad you like it.
The updates are posted on the webpage for this mod on this site (http://www.sc2mapster.com/maps/endercraft-td/)
Most creeps getting stuck was fixed in 1.3, while 1.5 fixed a creep-count discrepancy bug that would stop a player from continuing.
Very good map, I really enjoyed. Though, the minerals are too low. Especially the SCVs are pretty pointless cause it takes a full 10 rounds for one to even pay for itself, let alone give you more money. Also, the final upgrades cost far too much. They are so expensive that you would have to save up for them 10 or so rounds and that is quite risky if you don't know how they will work.
Not to mention, towers still have limited range and rate of fire, so it sounds like a bad idea to invest this much into a single tower and not get a second tower with all but the last upgrade that can catch everything that gets past the other one.
If it turns out too easy you can always balance it out by making the final upgrade weaker or something. But this way the player won't get the upgrade.
Also, the rounds vary too much at times. Around round 40-50 (forgot exactly when) I had enough towers to kill everything before it reached the 2nd half of the maze for 5+ rounds and still got more upgrades. Then suddenly 2 waves double as big as all previous ones and I lose. Was really unprepared.