Finally, there is a map on the first page that actually DESERVES to be on the front page. I really enjoyed playing through on easy to get the hang of it.
All the triggers are very well made, and having a story to the game makes it very interesting and fun to play.
All the towers are unique, which I love. I personally love using the Party Cannon to rake in cash.
All in all, this is a spectacular game that just might be the ONLY map to ever deserve to be on the front page. Great job with it, and I hope to see patches and more from you in the future.
(Not so buggy) - Inspector has dropped minerals for me 3 times.
On the brood lord level; the randomly flying things take away lives; like... a lot of them. I lost 20 lives from them randomly flying backwards into my "exit".
If you build your first upgrade center the second you get the minerals for it; the text will forever stay in the middle of your base; telling you to build an upgrade center.
Increased Burnout Tower kill bonus from 20% to 25% to increase crowd appeal while in normal mode
Lowered Homing-Missile Tower weapon upgrade from +30% to +25%
Homing-Missile Tower's mineral finder kill bonus now only increases mineral drop chance, no longer increases mineral value by +1
Chaosfire Tower lockout cooldown reduced from 3s to 2s
Solar-Powered Laser kill bonus now grants bonus energy at all levels of power, after 20 energy it adds 0.25 energy per kill
Petrol Sprayer support bonus increased from 25% to 40% chance to not be purged
Enhance Damage from Enhancement Crystals now properly boosts damage on Burnout Towers
Changed gift shop to reward a flat amount of money, this puts it in line with other facilities and makes it a good choice for the early game
Final nuke no longer kills towers
You should no longer get a negative score for tower assets at the end of the game when you have too many towers (it broke when you had more than $520,000 in assets)
Splitting tower life percentage changed from 75% to 90% normal, and 60% to 75% upgraded
The Day 11 upgrade "Satisfaction Guarantee" has had a new effect added to it. Now, in addition to the popularity boost, it will give you +1% spectators per day for each 25% popularity you have (rounded down, maximum of +5%)
Hotkey to build support towers has been changed
For Auxiliary Towers, the insta gib threshold has been reduced by -4% at all levels, but the Buff Forwarding upgrade now increases insta gib by +4%
Lowered Blood Towers from 35% > 140% (175% with upgrade) to 30% > 120% (150% with upgrade). A NOTE: I'm not sure about this change, but I have heard a lot from people believing the Blood Towers to be overpowered. Please let me know if you disagree with this nerf.
Maximum number of towers has changed from 60 to 40 + day
The leaderboard now shows each players difficulty next to their name, and displays the current day up top
Boring Fixes:
Crossfire/Chaosfire towers now have the Sell Tower ability properly appearing on the command card
Made improvements to Day 10 to help prevent the event breaking with duplicate spawns
Fixed tooltip for Cryonic Tower weapon upgrade to say 5%
Clarified range on Cherry Picker Cannon tooltip
Known Bugs:
Player's names do not currently turn grey when they lose or quit (fixing that soon)
NEW DIFFICULTY MODE ADDED!
The game now has a new difficulty mode, SECRET DIFFICULTY. This is for you punks who figured out how to dominate the game in just under a week. Secret Difficulty starts at Overkill level, and scales to make the game more difficult with each level. At the starting game settings, you get to pick how much you want the game to scale in difficulty. With each level of scaling, it will increase your final end game buyout by +$50,000. If you've got a killer strategy, you'll now be able to rake in an incredible high score.
But how do you get Secret Difficulty? Well here's the secret, you need to do one of these three things:
Complete the game on Overkill, regardless of whether you have a positive popularity
Complete the game with a high score of over $800,000
Find one of the alternate endings on any difficulty
Also, anyone who has a saved high score of over $800,000 will have Secret Difficulty retroactively unlocked.
Now that you can customize the difficulty and boost your score, please post here with your new high score!
On the brood lord level; the randomly flying things take away lives; like... a lot of them. I lost 20 lives from them randomly flying backwards into my "exit".
This is not a bug, this is how you can leak on that level. Each flying guy make 4 passes across your park, and then proceeds to the exit. There's no way to tell which ones are about to go there, so it can look random. Some tower strats are better at this level than others (crossfire towers are REALLY good).
If you build your first upgrade center the second you get the minerals for it; the text will forever stay in the middle of your base; telling you to build an upgrade center.
Just wondering; did you alter the rate of mineral drops overall? They seem much lower.
Has anyone BEATEN level 30 on 4X Secret Difficulty? I made it up to the point with minimal leaks; then leaked the first 2 bosses and some of their units.
As a comparison; the Protoss Mothership had MORE life than Future Lester does on Overkill mode.
Side note; the terran boss does not have increased HP on various difficulty levels.
Other side note: Can units have over 1 million HP? Based on my off-hand calculations; future Lester will break the 1 million mark on this mode.
No changes made to the mineral drop rate, just the nerf to the Homing-Missile kill bonus.
I'll check the Terran boss. I only spot checked a few levels to make sure the secret difficulty worked. As far as balance testing goes on Secret Difficulty, I have never done a playthrough on this difficulty, I only added it and made sure it worked functionally. The slider goes up to 4x, but that doesn't mean it's mathematically possible. Or maybe it is? I have no idea. The people in the community like you are much better at this tower defense game than I am.
Future Lester has base HP of 150000. On Overkill, he has 150% more HP, so that's 225000. On Secret with 4x scaling, he has 150% + (50x4)% = 350%, which gives him 525000 hit points. What is the maximum? Something like 512000?
Anyways, the units late in the game have hidden damage reduction behaviors so that their health values don't skyrocket. Future Lester may be the only unit that can break the possible health max limit. But is it even possible to get there?
The double click priority on towers are extremely buggy. I try to select all my Spitfire turrets, and it selects my most useless towers: The Concussion Droids equipped with Party Cannons. Can you normalize this?
Lowered Blood Towers from 35% > 140% (175% with upgrade) to 30% > 120% (150% with upgrade). A NOTE: I'm not sure about this change, but I have heard a lot from people believing the Blood Towers to be overpowered. Please let me know if you disagree with this nerf.
I think blood towers are underpowered on the harder difficulties. It's got the worst appeal/cost ratio in the game. This means, I won't ever focus on them early on since it'll be horrible economy wise. But then, I can't get them later on, because though they'd be good damage wise if they had max kills, they obviously won't have any kills (though this can sort of be remedied with aux towers). On top, none of their special abilities have anything that helps economy wise (+admission, +spectator, +mineral). In my opinion, it is THE worst tower in the game. Most people complaining about the blood towers (I feel) are the ones that haven't tried the harder difficulties and are just saying a couple bloods will coast you through easy or normal. I'd like to see a strategy that makes good use of them break 1mil on overkill.
Lowered Blood Towers from 35% > 140% (175% with upgrade) to 30% > 120% (150% with upgrade). A NOTE: I'm not sure about this change, but I have heard a lot from people believing the Blood Towers to be overpowered. Please let me know if you disagree with this nerf.
I think blood towers are underpowered on the harder difficulties. It's got the worst appeal/cost ratio in the game. This means, I won't ever focus on them early on since it'll be horrible economy wise. But then, I can't get them later on, because though they'd be good damage wise if they had max kills, they obviously won't have any kills (though this can sort of be remedied with aux towers). On top, none of their special abilities have anything that helps economy wise (+admission, +spectator, +mineral). In my opinion, it is THE worst tower in the game. Most people complaining about the blood towers (I feel) are the ones that haven't tried the harder difficulties and are just saying a couple bloods will coast you through easy or normal. I'd like to see a strategy that makes good use of them break 1mil on overkill.
I will second this statement. they may have been super strong on lower difficulties; but as you go up, they get arguably weaker; and offer none of the nice side effects other tower types may. I have beaten the game on OVERKILL with maybe; 10 DIFFERENT tower combinations; one of which was based on blood towers. If you use AUX towers to link them; and get their kills up fast; on 4 of them.. they will carry you through the entire game. Sure. On easy and normal, their damage is insane, and they level up fast. However; you can use any tower strat on easy and win. You can use almost any tower strat on overkill and win. Overkill is what will show you the difference in tower types; how they stack up.
Blood and the flying robots are the only 2 tower types i will never use for any reason. Chaos works great on Secret X4 difficulty; but isnt needed on any other. Aux works decently well on overkill and secret X2 (it is iffy on X4, but everything if iffy on X4)
Blood tower suggestion:
Set the values to how they used to be; giving it a 5% base damage boost.
Set the increased damage part to a % chance; say, 50%
Set the increased max energy to 25 higher than its current boost
this will make the tower start out 5% stronger; but take 50% more time to level them up. It will make them more of an all-game strat; without that fast-hax payoff where you can have a tower that 3 shots a boss on round 20; but by round 40; can be your pride-and-joy, and pull you through the tougher levels; if you have a maze based on blood towers.
Flying Tower Suggestion:
Allow them to all attack the same target; but lower their move speed by 40-50%; and include a movement speed bonus in their 3 vespean upgrade that sets it to its current value. Or; make their 3 vespean upgrade allow them to attack the same target; and lower their 2 vespean upgrade to a 10% speed boost.
Also, if anyone manages to get past level 37 on Secret X4; post here, I am interested to see who is beating me.
Hey, I gave your map a try today. Its fun and polished, but there's too much text to read and I miss most messages.
So about the game mechanics: towers are not that balanced. Some of them are much more useful than others. Why are basic towers that weaker than anything else? Why not some in-betweens? $4 for a basic and $100 for an advanced of the same type?
DAMN those civilian bikes are IMPOSSIBLE to kill... they get faster than any missiles so no area damage will affect them, so you need to invest heavily on those auto-turrets to even try to kill them. The levels can be totally uneven too. As you can go easy through some bosses and bonus levels, killing every single unit, just to miss 100% on the next level... WTF? Burrowed roaches heal faster than anything on the multiverse, I didn't have a chance and lost.
As a last note, I build basic turrets when I wanted the advanced ones all the time just because they share the same unit icon lol. I'm not a TD player but congratulations, first impression was awesome, just need to keep working on balance for towers and levels.
First Things First: Does anyone know how the double-click selection is configured? It is buggy in the game and I've been well aware of this, but I was never able to figure it out in the editor. Some towers work as expected and others don't work at all. This is one of those things where the editor's lack of documentation for many of the data fields makes my life extremely difficult.
-
Overall I think the towers are mostly balanced, but you have to figure out how to use each one. Glorn is really picking them apart here, which is what I expected would need to be done for a player to accomplish the highest difficulties. :D
Some towers are good on easier difficulties (powerful and easy to figure out, like Blood and Mobile), and other towers are better on harder difficulties (long term gains, harder to synergize).
Thanks for the feedback on Blood Towers, they're very tricky to balance. I want to have an elegant solution that makes them stronger earlier on and about as strong as they are currently in the late game. The only real advantage to a Blood Tower is that you can use them to get kill credit early in the game when you have not yet unlocked the kill bonus for any other tower. On higher difficulties, you probably don't want a Blood Tower stealing your kills once you get some good kill bonuses unlocked.
As for Mobile Towers, speed wouldn't help much because the 3 vepsene "Combat A.I." gives them the ability to teleport. The target lock feature is a designed draw-back for the tower that I put in very late during balance testing. When they weren't restricted to one-per-target, you could make lots of them and they just beat the game for you because the A.I is really smart. The effect looks good in the game now, but if you could have seen it when they didn't have a target lock feature you'd see that they work really well in groups, they just team up and win the game. In my opinion, Mobile Towers are a really fun tower to have in the game as they are now, but I completely agree that they're not a good choice on harder difficulties because they don't do anything for your income generation. Some changes would be good here, but I don't want to lose the flavor of them being the fun little support buddies that aggressively zip around the map killing things for you.
@SoulFilcher
The game does have a ton of text, and it can be very hard to follow any of it on your first play through. Once you get comfortable with the game mechanics it's not that hard. I was trying to make something new here, and it was unclear how much story a player could absorb (I think you'll find this problem on ANY multiplayer custom game). I'm happy with the story as is, and I certainly don't want to edit out elements of the story, but I've heard this feedback a lot and so I'm working on a story-free version of the game.
On the note of blood towers and mobile towers; I wasnt really thinking about either of them in terms of an economy. In fact; in secret 4X; if you want to make it past the battlecruiser level; you cannot focus on economy at all. you can get maybe 3, tops, party cannons; because they can be turned back into slow towers for boss levels.
Blood towers arent simply "not a good choice" for the secret difficulties; but if you try to use them, you will lose fast. They dont deal enough damage to actually score kills based on more than just luck. Maxed out at 120% damage power or whatever you call it; they are equal to target painters with zero upgrades; they are about the same as chaosfire towers. A fully upgraded spit fire or homing missile is better than a blood tower with max energy and all upgrades. Also; damage upgrades to it (from your upgrade buildings or crystals) do not amplify the amplified damage; so when it comes to synergising, they are lacking compared to other towers. Corruption towers start off better; as do annihilation towers.
On easy difficulties, you can win easily using any tower set up; as long as you have some notion of how the game plays. If people are complaining on easy that blood towers deal too much damage; tell them to play overkill mode.
Mobile towers I am not too-too against; they just are not useful on harder difficulties; and to spend 15 minerals to unlock them is impossible to come up with. The kill bonus is too impracticable; it isnt a tower you could spam; or a tower you could even rely on as your main type of damage. I have tried it on overkill, and on secret X4. Neither of its upgrades are worth their points; and its best possible use is to manually command it to attack bosses; while you spam missile towers for minerals; or crossfire towers for admission upgrades. Because its best use is for honing in on a boss to get that extra damage in; they arent worth having more than 1 of. Compared to the other towers, which work well in groups; the more of these you have, the more DPS you will slowly lose out on as monsters die off.
A "maybe" problem I have encountered on secret X4. the thor dropship level; I have never not leaked that level. and it isn't even close, I only ever get 1-2 kills. I can go up until that point without leaking, then I lose half of my lives there; and dont leak again until the battlecruiser. This has been pretty consistent. The easiest solution, if you want to alter as little as possible; lower them to take away less lives; 7 each hurtsssss. To balance it with the rest of the levels; lower their base HP by 5%. Im sure there would still be leaks; but maybe not all of them; taking away most of my valuable lives.
Just published v1.12 with a few real quick updates. I'm going to take more of these suggestions and integrate them soon, I'm just out of time right now.
v1.12
Fixed errors with night 10, the inspection event, that can break the event when a player quits the game at a specific time
Burnout Towers were not receiving the damage bonus from Kinesis Crystals, Target Painter's weapon bonus, No Tower Left Behind upgrade, and Crowd Rally damage bonuses. This has been fixed, and players counting on Burnout Towers during crowd rallies should have a lot more success.
Player's name now properly turns grey when they leave or quit
Fixed spelling of "Satisfaction" on the daily earnings printout
Blood Towers once again have a damage of 35% > 140%
Mobile Tower kill bonus has changed
Used to be: +15% attack speed to all Mobile Towers for 15 seconds
New: 10% attack speed to all towers for 10 seconds
Is this coming to EU at all? I'm starting to loose hope. Or could someone post the map file so we can at least launch it offline from the editor please
Rollback Post to RevisionRollBack
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Finally, there is a map on the first page that actually DESERVES to be on the front page. I really enjoyed playing through on easy to get the hang of it.
All the triggers are very well made, and having a story to the game makes it very interesting and fun to play.
All the towers are unique, which I love. I personally love using the Party Cannon to rake in cash.
All in all, this is a spectacular game that just might be the ONLY map to ever deserve to be on the front page. Great job with it, and I hope to see patches and more from you in the future.
@yopeasants:
Expect another map to be in a couple years then. ;)
(Pssst...he worked on this for like 2 years)
Man just wanted to let you know that this is one of the best programmed maps I've ever seen. Good work and keep it up
Is that circus music at the end of the game from Pee Wee's big adventure? It almost sounds like it came from there
Wow that sounded weird
Waiting that map at EU realms :)
More bugs:
(Not so buggy) - Inspector has dropped minerals for me 3 times.
On the brood lord level; the randomly flying things take away lives; like... a lot of them. I lost 20 lives from them randomly flying backwards into my "exit".
If you build your first upgrade center the second you get the minerals for it; the text will forever stay in the middle of your base; telling you to build an upgrade center.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
This map looks amazing but I can't play it because I'm from EU !
How long until this is uploaded to EU? Please some of us here are waiting! :)
@GlornII: Go
v1.11 is UP!!
Who likes patch notes? I do!
Balance Changes:
Boring Fixes:
Known Bugs:
NEW DIFFICULTY MODE ADDED! The game now has a new difficulty mode, SECRET DIFFICULTY. This is for you punks who figured out how to dominate the game in just under a week. Secret Difficulty starts at Overkill level, and scales to make the game more difficult with each level. At the starting game settings, you get to pick how much you want the game to scale in difficulty. With each level of scaling, it will increase your final end game buyout by +$50,000. If you've got a killer strategy, you'll now be able to rake in an incredible high score.
But how do you get Secret Difficulty? Well here's the secret, you need to do one of these three things:
Also, anyone who has a saved high score of over $800,000 will have Secret Difficulty retroactively unlocked.
Now that you can customize the difficulty and boost your score, please post here with your new high score!
You're lucky, man
This is not a bug, this is how you can leak on that level. Each flying guy make 4 passes across your park, and then proceeds to the exit. There's no way to tell which ones are about to go there, so it can look random. Some tower strats are better at this level than others (crossfire towers are REALLY good).
I'll take a look!
Just wondering; did you alter the rate of mineral drops overall? They seem much lower.
Has anyone BEATEN level 30 on 4X Secret Difficulty? I made it up to the point with minimal leaks; then leaked the first 2 bosses and some of their units.
As a comparison; the Protoss Mothership had MORE life than Future Lester does on Overkill mode.
Side note; the terran boss does not have increased HP on various difficulty levels.
Other side note: Can units have over 1 million HP? Based on my off-hand calculations; future Lester will break the 1 million mark on this mode.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
@GlornII: Go
No changes made to the mineral drop rate, just the nerf to the Homing-Missile kill bonus.
I'll check the Terran boss. I only spot checked a few levels to make sure the secret difficulty worked. As far as balance testing goes on Secret Difficulty, I have never done a playthrough on this difficulty, I only added it and made sure it worked functionally. The slider goes up to 4x, but that doesn't mean it's mathematically possible. Or maybe it is? I have no idea. The people in the community like you are much better at this tower defense game than I am.
Future Lester has base HP of 150000. On Overkill, he has 150% more HP, so that's 225000. On Secret with 4x scaling, he has 150% + (50x4)% = 350%, which gives him 525000 hit points. What is the maximum? Something like 512000?
Anyways, the units late in the game have hidden damage reduction behaviors so that their health values don't skyrocket. Future Lester may be the only unit that can break the possible health max limit. But is it even possible to get there?
The double click priority on towers are extremely buggy. I try to select all my Spitfire turrets, and it selects my most useless towers: The Concussion Droids equipped with Party Cannons. Can you normalize this?
I think blood towers are underpowered on the harder difficulties. It's got the worst appeal/cost ratio in the game. This means, I won't ever focus on them early on since it'll be horrible economy wise. But then, I can't get them later on, because though they'd be good damage wise if they had max kills, they obviously won't have any kills (though this can sort of be remedied with aux towers). On top, none of their special abilities have anything that helps economy wise (+admission, +spectator, +mineral). In my opinion, it is THE worst tower in the game. Most people complaining about the blood towers (I feel) are the ones that haven't tried the harder difficulties and are just saying a couple bloods will coast you through easy or normal. I'd like to see a strategy that makes good use of them break 1mil on overkill.
Quote from FrostyM288:
Quote from SkrowFunk: Go
Lowered Blood Towers from 35% > 140% (175% with upgrade) to 30% > 120% (150% with upgrade). A NOTE: I'm not sure about this change, but I have heard a lot from people believing the Blood Towers to be overpowered. Please let me know if you disagree with this nerf.
I think blood towers are underpowered on the harder difficulties. It's got the worst appeal/cost ratio in the game. This means, I won't ever focus on them early on since it'll be horrible economy wise. But then, I can't get them later on, because though they'd be good damage wise if they had max kills, they obviously won't have any kills (though this can sort of be remedied with aux towers). On top, none of their special abilities have anything that helps economy wise (+admission, +spectator, +mineral). In my opinion, it is THE worst tower in the game. Most people complaining about the blood towers (I feel) are the ones that haven't tried the harder difficulties and are just saying a couple bloods will coast you through easy or normal. I'd like to see a strategy that makes good use of them break 1mil on overkill.
I will second this statement. they may have been super strong on lower difficulties; but as you go up, they get arguably weaker; and offer none of the nice side effects other tower types may. I have beaten the game on OVERKILL with maybe; 10 DIFFERENT tower combinations; one of which was based on blood towers. If you use AUX towers to link them; and get their kills up fast; on 4 of them.. they will carry you through the entire game. Sure. On easy and normal, their damage is insane, and they level up fast. However; you can use any tower strat on easy and win. You can use almost any tower strat on overkill and win. Overkill is what will show you the difference in tower types; how they stack up.
Blood and the flying robots are the only 2 tower types i will never use for any reason. Chaos works great on Secret X4 difficulty; but isnt needed on any other. Aux works decently well on overkill and secret X2 (it is iffy on X4, but everything if iffy on X4)
Blood tower suggestion:
Set the values to how they used to be; giving it a 5% base damage boost.
Set the increased damage part to a % chance; say, 50%
Set the increased max energy to 25 higher than its current boost
this will make the tower start out 5% stronger; but take 50% more time to level them up. It will make them more of an all-game strat; without that fast-hax payoff where you can have a tower that 3 shots a boss on round 20; but by round 40; can be your pride-and-joy, and pull you through the tougher levels; if you have a maze based on blood towers.
Flying Tower Suggestion:
Allow them to all attack the same target; but lower their move speed by 40-50%; and include a movement speed bonus in their 3 vespean upgrade that sets it to its current value. Or; make their 3 vespean upgrade allow them to attack the same target; and lower their 2 vespean upgrade to a 10% speed boost.
Also, if anyone manages to get past level 37 on Secret X4; post here, I am interested to see who is beating me.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
Hey, I gave your map a try today. Its fun and polished, but there's too much text to read and I miss most messages.
So about the game mechanics: towers are not that balanced. Some of them are much more useful than others. Why are basic towers that weaker than anything else? Why not some in-betweens? $4 for a basic and $100 for an advanced of the same type?
DAMN those civilian bikes are IMPOSSIBLE to kill... they get faster than any missiles so no area damage will affect them, so you need to invest heavily on those auto-turrets to even try to kill them. The levels can be totally uneven too. As you can go easy through some bosses and bonus levels, killing every single unit, just to miss 100% on the next level... WTF? Burrowed roaches heal faster than anything on the multiverse, I didn't have a chance and lost.
As a last note, I build basic turrets when I wanted the advanced ones all the time just because they share the same unit icon lol. I'm not a TD player but congratulations, first impression was awesome, just need to keep working on balance for towers and levels.
First Things First: Does anyone know how the double-click selection is configured? It is buggy in the game and I've been well aware of this, but I was never able to figure it out in the editor. Some towers work as expected and others don't work at all. This is one of those things where the editor's lack of documentation for many of the data fields makes my life extremely difficult.
-Overall I think the towers are mostly balanced, but you have to figure out how to use each one. Glorn is really picking them apart here, which is what I expected would need to be done for a player to accomplish the highest difficulties. :D
Some towers are good on easier difficulties (powerful and easy to figure out, like Blood and Mobile), and other towers are better on harder difficulties (long term gains, harder to synergize).
Thanks for the feedback on Blood Towers, they're very tricky to balance. I want to have an elegant solution that makes them stronger earlier on and about as strong as they are currently in the late game. The only real advantage to a Blood Tower is that you can use them to get kill credit early in the game when you have not yet unlocked the kill bonus for any other tower. On higher difficulties, you probably don't want a Blood Tower stealing your kills once you get some good kill bonuses unlocked.
As for Mobile Towers, speed wouldn't help much because the 3 vepsene "Combat A.I." gives them the ability to teleport. The target lock feature is a designed draw-back for the tower that I put in very late during balance testing. When they weren't restricted to one-per-target, you could make lots of them and they just beat the game for you because the A.I is really smart. The effect looks good in the game now, but if you could have seen it when they didn't have a target lock feature you'd see that they work really well in groups, they just team up and win the game. In my opinion, Mobile Towers are a really fun tower to have in the game as they are now, but I completely agree that they're not a good choice on harder difficulties because they don't do anything for your income generation. Some changes would be good here, but I don't want to lose the flavor of them being the fun little support buddies that aggressively zip around the map killing things for you.
@SoulFilcher
The game does have a ton of text, and it can be very hard to follow any of it on your first play through. Once you get comfortable with the game mechanics it's not that hard. I was trying to make something new here, and it was unclear how much story a player could absorb (I think you'll find this problem on ANY multiplayer custom game). I'm happy with the story as is, and I certainly don't want to edit out elements of the story, but I've heard this feedback a lot and so I'm working on a story-free version of the game.
On the note of blood towers and mobile towers; I wasnt really thinking about either of them in terms of an economy. In fact; in secret 4X; if you want to make it past the battlecruiser level; you cannot focus on economy at all. you can get maybe 3, tops, party cannons; because they can be turned back into slow towers for boss levels.
Blood towers arent simply "not a good choice" for the secret difficulties; but if you try to use them, you will lose fast. They dont deal enough damage to actually score kills based on more than just luck. Maxed out at 120% damage power or whatever you call it; they are equal to target painters with zero upgrades; they are about the same as chaosfire towers. A fully upgraded spit fire or homing missile is better than a blood tower with max energy and all upgrades. Also; damage upgrades to it (from your upgrade buildings or crystals) do not amplify the amplified damage; so when it comes to synergising, they are lacking compared to other towers. Corruption towers start off better; as do annihilation towers.
On easy difficulties, you can win easily using any tower set up; as long as you have some notion of how the game plays. If people are complaining on easy that blood towers deal too much damage; tell them to play overkill mode.
Mobile towers I am not too-too against; they just are not useful on harder difficulties; and to spend 15 minerals to unlock them is impossible to come up with. The kill bonus is too impracticable; it isnt a tower you could spam; or a tower you could even rely on as your main type of damage. I have tried it on overkill, and on secret X4. Neither of its upgrades are worth their points; and its best possible use is to manually command it to attack bosses; while you spam missile towers for minerals; or crossfire towers for admission upgrades. Because its best use is for honing in on a boss to get that extra damage in; they arent worth having more than 1 of. Compared to the other towers, which work well in groups; the more of these you have, the more DPS you will slowly lose out on as monsters die off.
A "maybe" problem I have encountered on secret X4. the thor dropship level; I have never not leaked that level. and it isn't even close, I only ever get 1-2 kills. I can go up until that point without leaking, then I lose half of my lives there; and dont leak again until the battlecruiser. This has been pretty consistent. The easiest solution, if you want to alter as little as possible; lower them to take away less lives; 7 each hurtsssss. To balance it with the rest of the levels; lower their base HP by 5%. Im sure there would still be leaks; but maybe not all of them; taking away most of my valuable lives.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
Just published v1.12 with a few real quick updates. I'm going to take more of these suggestions and integrate them soon, I'm just out of time right now.
v1.12
Just wanted to confirm that Secret Difficulty at x4.0 scaling is possible. Someone sent me a replay of a successful attempt. :)
Is this coming to EU at all? I'm starting to loose hope. Or could someone post the map file so we can at least launch it offline from the editor please