I have been playing this ever since I saw this in the custom games. The new update released for it has made it incredibly easy and would just like to post a few gripes....
-The name should be changed to Crawler Defence as it is ppossibe and easier to just build and upgrade Crawlers to beat the map. No Lurkers needed.
-The creep generation from the crawlers generates an insane amount of lag as I had noticed that each crawler generates it's own layer of creep the creep does not combine. So if you have 55 crawlers in your maze, that is 55 layers of creep the game is having to render.
-Losing units if you move into a teamates area is kinda counterproductive. Sometimes there are leaks from both sides and someone else has to help clean it up before it reaches the end. It would be nice to be able to help and get the spoils and not lose my hero unit. I understand this prevents griefing but as it is a team based game, everyone wins, or everyone loses.
I am enjoying the current updated mobs though. the new abilites on each mob definatly add to the flavor. But some flying units, or units immune to the effects of the creep would be nice. Just something that prevents me from ONLY building lurkers to win.
-The name should be changed to Crawler Defence as it is ppossibe and easier to just build and upgrade Crawlers to beat the map. No Lurkers needed.
I actually made the map with that in mind. People should be able to beat it without using lurkers, without using spine crawlers, without using heroes or without using advanced units. This may have been one of the factors that led to the map being too easy.
-The creep generation from the crawlers generates an insane amount of lag as I had noticed that each crawler generates it's own layer of creep the creep does not combine. So if you have 55 crawlers in your maze, that is 55 layers of creep the game is having to render.
I don't really notice that the creep doesn't combine, looks like it does to me, but I do agree that it lags like crazy with too many spine crawlers.
-Losing units if you move into a teamates area is kinda counterproductive. Sometimes there are leaks from both sides and someone else has to help clean it up before it reaches the end. It would be nice to be able to help and get the spoils and not lose my hero unit. I understand this prevents griefing but as it is a team based game, everyone wins, or everyone loses.
Heroes are immune to that effect, at least according to my triggers. The idea is that if one person's falling behind, the team mates can send them additional units to help. They can always send the units back if necessary.
I am enjoying the current updated mobs though. the new abilites on each mob definatly add to the flavor. But some flying units, or units immune to the effects of the creep would be nice. Just something that prevents me from ONLY building lurkers to win.
I actually had to make the colossus air units in order for them to walk through spine crawlers. Unfortunately that also meant I had to make spine crawlers and lurkers able to hit air units. I'm probably going to buff the base damage of all the advanced units a bit to make them competitive with lurkers and crawlers.
Another problem about balancing the map is that I actually designed it to be beatable solo, but in multiplayer you obviously have 2 players on each lane, so I'd have to double the hit points on all the waves for it to be a challenge in that regard. So it's either too easy for multiplayer or too hard for single player.
"Another problem about balancing the map is that I actually designed it to be beatable solo, but in multiplayer you obviously have 2 players on each lane, so I'd have to double the hit points on all the waves for it to be a challenge in that regard. So it's either too easy for multiplayer or too hard for single player."
Create a behavior to change the units life and shield fraction to 2 (Doubling its health)
Then make a trigger check whether number of players in (active players) is greater than 1, and if yes, apply the buff to the units (You can add this to the trigger that spawns units, or just make an additional trigger with the "unit is created" event, and have a condition make sure the owner of the unit is the player that units spawn for). you can also make it lane specific if you create player groups.
Stumbled upon this topic, havent actually played the map, but thought i'd give you this tip... Hope i helped :)
I would definitely like to see some difficulty added to this. I found it to be a fun map and it has some potential. I'll be checking it out more as you get it updated.
A: There's only one way to win a tower defense, build in labiyrinth.
I always wanted a map to have at least HINTS to help new people makeing long paths... (to not being screwed up in the third wave)
B: Add a hint to also help new people to NOTICE the useful [ready[ button. If the user is not doing anything, "talk" to him.
C: You don't have to use air units, just give them the ability to pass over structures with collision size 0.
D: The Collossus strike it's cool, but them are paralized from the center to the head, I don't know what did you do to make them "cliff off" spikes, but they're not moving ther torso at all. (very ugly)
E: You should add a table of the defeated/income(1or2) waves, also give them special abilities like: fast, single massive hp, long group, immune freeze, immune "spike/lurker", "air", etc... It's fun to think how to defeat the next wave.
F: You should improve the spine's model while the player upgrades it... Likes morphing to spore and changing theyir model, or size, color, light, addons (in the center) of the original spine.
G: I think its funniest to create spikes from an egg toss (like the infected marines from infestor).
H: As already said, improve the difficulty ;)
Of course, if people plays it and users reviews it, you have done a good job. But keep moving! Make your map grows ;)
I have been playing this ever since I saw this in the custom games. The new update released for it has made it incredibly easy and would just like to post a few gripes....
-The name should be changed to Crawler Defence as it is ppossibe and easier to just build and upgrade Crawlers to beat the map. No Lurkers needed.
-The creep generation from the crawlers generates an insane amount of lag as I had noticed that each crawler generates it's own layer of creep the creep does not combine. So if you have 55 crawlers in your maze, that is 55 layers of creep the game is having to render.
-Losing units if you move into a teamates area is kinda counterproductive. Sometimes there are leaks from both sides and someone else has to help clean it up before it reaches the end. It would be nice to be able to help and get the spoils and not lose my hero unit. I understand this prevents griefing but as it is a team based game, everyone wins, or everyone loses.
I am enjoying the current updated mobs though. the new abilites on each mob definatly add to the flavor. But some flying units, or units immune to the effects of the creep would be nice. Just something that prevents me from ONLY building lurkers to win.
The reason that the difficulty is still messed up is because I've actually never tested it in multiplayer. O_o I'll try to rectify that.
I actually made the map with that in mind. People should be able to beat it without using lurkers, without using spine crawlers, without using heroes or without using advanced units. This may have been one of the factors that led to the map being too easy.
I don't really notice that the creep doesn't combine, looks like it does to me, but I do agree that it lags like crazy with too many spine crawlers.
Heroes are immune to that effect, at least according to my triggers. The idea is that if one person's falling behind, the team mates can send them additional units to help. They can always send the units back if necessary.
I actually had to make the colossus air units in order for them to walk through spine crawlers. Unfortunately that also meant I had to make spine crawlers and lurkers able to hit air units. I'm probably going to buff the base damage of all the advanced units a bit to make them competitive with lurkers and crawlers.
Another problem about balancing the map is that I actually designed it to be beatable solo, but in multiplayer you obviously have 2 players on each lane, so I'd have to double the hit points on all the waves for it to be a challenge in that regard. So it's either too easy for multiplayer or too hard for single player.
@ProxyTooMuch: Go
"Another problem about balancing the map is that I actually designed it to be beatable solo, but in multiplayer you obviously have 2 players on each lane, so I'd have to double the hit points on all the waves for it to be a challenge in that regard. So it's either too easy for multiplayer or too hard for single player."
Create a behavior to change the units life and shield fraction to 2 (Doubling its health)
Then make a trigger check whether number of players in (active players) is greater than 1, and if yes, apply the buff to the units (You can add this to the trigger that spawns units, or just make an additional trigger with the "unit is created" event, and have a condition make sure the owner of the unit is the player that units spawn for). you can also make it lane specific if you create player groups.
Stumbled upon this topic, havent actually played the map, but thought i'd give you this tip... Hope i helped :)
@ProxyTooMuch: Go
I would definitely like to see some difficulty added to this. I found it to be a fun map and it has some potential. I'll be checking it out more as you get it updated.
Hey, how do you do so that when a building blocks the pathing it gets destroyed?
A: There's only one way to win a tower defense, build in labiyrinth. I always wanted a map to have at least HINTS to help new people makeing long paths... (to not being screwed up in the third wave)
B: Add a hint to also help new people to NOTICE the useful [ready[ button. If the user is not doing anything, "talk" to him.
C: You don't have to use air units, just give them the ability to pass over structures with collision size 0.
D: The Collossus strike it's cool, but them are paralized from the center to the head, I don't know what did you do to make them "cliff off" spikes, but they're not moving ther torso at all. (very ugly)
E: You should add a table of the defeated/income(1or2) waves, also give them special abilities like: fast, single massive hp, long group, immune freeze, immune "spike/lurker", "air", etc... It's fun to think how to defeat the next wave.
F: You should improve the spine's model while the player upgrades it... Likes morphing to spore and changing theyir model, or size, color, light, addons (in the center) of the original spine.
G: I think its funniest to create spikes from an egg toss (like the infected marines from infestor).
H: As already said, improve the difficulty ;)
Of course, if people plays it and users reviews it, you have done a good job. But keep moving! Make your map grows ;)
I'd have to say this game is way too easy. I've beaten it multiple ways. Only crawlers, only lurkers, only buying mass mutas...
I remember the original X lurker defense, now that was hard...