Awesome map Karawasa. I remember when you came out with this on WCIII. There were only two reasons I bought War3 and that was simply to try out the editor(which I hated) and to play YOUR map. Definetly gave me hours of enjoyment. As a matter of fact when I no longer had a computer capable of running WIII I spent many days playing the flash game based off of you ELETD(or I assumed it was).
Now I'm glad to have a Starcraft version of it because SC is where my heart lies, but some constructive critiscism(sp) would be that it just feels like "once you've played one ELETD you've played them all." Now I do play on random mode to change it up a bit and force me to try different tower combos but it's just the same ol' same ol'. No offense of course, this is just my feelings on it.
Our initial goal was to really recapture the magic of the WC3 version. I think it's fair to say we've done that quite successfully.
We're now taking a hard look at the game's various mechanics and trying to re-work things that just don't cut it anymore. An example is that once we acquire a UI maker of sufficient skill, we're likely to drop the "elemental summoning center" building in favor of a much sleeker UI-based approach. The functionality of interest is also under a magnifying glass and many of our "less fun" towers have already been re-designed.
I'd completely agree that there's a lot of room for improvement and we'd love to hear any specific ideas or suggestions you have :)
Firstly, chiquihuite is that how you spell the spanish "boogyman" I believe it's pronounced 'ka-koo-ee?"
And I guess since I complained a little I'll try to give some suggestions. I really like how you guys made it for up to 8 players and made it more of a survival mode. I think expanding on the competitive side of it will really help. But there needs to be a way to add player interaction, so you don't only have to counter what the current and next wave's are but you'd have to keep an eye on the other players as well and see what elements they are focusing on. Tossing around some ideas in reguards to that seems like a good direction. Perhaps when you kill an element boss, it sends miniature's of that boss as the next wave for all players. So if one of the players is focusing on darkness, and based off that you decide to go for light, that way you'r mini boss' will hopefully wreck havoc on his dark towers, or something along those lines.
Maybe instead of making the levels completely set from the start, make them so they are influenced by what elements are purchased. So have a general tree that's used as the underlying back bone but have it so it can branch in direction, and those branches would favor or not favor certain elements based off of what elements were chosen.
P.S. Please take everything I say as just constructive criticism. I really enjoy the game, the work you guys put into is amazing and truely inspireing.
Edit: Oh and one thing, there should be a way to select single player mode. And make that so it's 100 waves instead. I understand wanting to keep it at 50 and keep the game time short for popularity reasons but it'd be nice to have something for those players who don't play with other players.
I love the game, but it just takes too dang long. I've played about 4 games and just from looking at other peoples' techniques, I can get to the end and have 70-100 points from the fruit. It's fun and all, but I don't have an hour to devote to a single game of tower defense.
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