Some monsters got stuck during a wave and that killed the game basically, since no one could reach it, even with "Range 8" towers.
Another thing is about alliances. Everybody seem to be in the same alliance during "Left vs Right" gameplay. So if anyone from the opposite side quits (Like someone in the Left side quits when you're in the Right side), you can sell all its towers since teammates can control the units of previous teammates who left. That's indeed quite low for such a scenario, but still possible and avoidable. Setting two alliances would only allow such things between people of the same team. That or redefining the ownership of the towers but this might require much more work.
1. have you guys read tips? -stuck and -kill might answer some of your Q's. I love how that game fell part because no one read tips (unless -stuck doesn't work, then let me know).
2. I see what you say about bottom... I might do something about that.
3. Size is staying the same because I want you to see most of your maze on screen at once.
4. LVR is tricky. I'll see how I can deal with the selling.... I can't really make you enemies because then your towers would attack eachother etc... maybe neutral.
Hey there, I've played this TD and I found it quite refreshing. It's true Retribution TD is good, but a lil bit too hard and not intuitive.
I've got two points :
- There's actually a trick used in all the recent games I've been playing : creating a sort of dual maze that the player close the end with a tower to make the mobs go all the way back and all the way down. This is repetitive infinitely, and not really challenging. This is especially easy to use against ground bosses.
- The terrain for each player is really frustrating as the path used by the mobs uses only one square, but you always end up with many two squares in your maze. Could be cool to make the terrain a square larger.
1. have you guys read tips? -stuck and -kill might answer some of your
Q's. I love how that game fell part because no one read tips
Well they don't read it because they don't have to. There's rarely any incentive in reading tips in user made scenario. I don't really think about the "Help" button when playing SCII and since a lot of scenario makers put their Changelog in the Tips section, I just forget about them.
Anyway, IMHO, a little remainder about the "-stuck" (and "-kill") triggers if a wave last more than 2 or 3 minutes would resolve those reports/complaints.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
@38dedo: Go
Oh haha.
@OneTwoSC: Go
Deleted posts still show up as last post. Secret bump ftw :)
Just created this account to inform you about a bug I encountered. Here's the replay :
Some monsters got stuck during a wave and that killed the game basically, since no one could reach it, even with "Range 8" towers.
Another thing is about alliances. Everybody seem to be in the same alliance during "Left vs Right" gameplay. So if anyone from the opposite side quits (Like someone in the Left side quits when you're in the Right side), you can sell all its towers since teammates can control the units of previous teammates who left. That's indeed quite low for such a scenario, but still possible and avoidable. Setting two alliances would only allow such things between people of the same team. That or redefining the ownership of the towers but this might require much more work.
2nd most played map on bnet Europe :)
congratulations =)
Bug report:
In left vs right mode, when an enemy leaves, you can sell his towers.
Also, you can build wherever you want, screwing up someones maze.
Comment:
Advanced mazing is impossible (size).
Bottom has major disadvantage at mazing because one wave enters at 1/3 of the maze.
Else solid work and grats.
1. have you guys read tips? -stuck and -kill might answer some of your Q's. I love how that game fell part because no one read tips (unless -stuck doesn't work, then let me know).
2. I see what you say about bottom... I might do something about that.
3. Size is staying the same because I want you to see most of your maze on screen at once.
4. LVR is tricky. I'll see how I can deal with the selling.... I can't really make you enemies because then your towers would attack eachother etc... maybe neutral.
Hey there, I've played this TD and I found it quite refreshing. It's true Retribution TD is good, but a lil bit too hard and not intuitive.
I've got two points :
- There's actually a trick used in all the recent games I've been playing : creating a sort of dual maze that the player close the end with a tower to make the mobs go all the way back and all the way down. This is repetitive infinitely, and not really challenging. This is especially easy to use against ground bosses.
- The terrain for each player is really frustrating as the path used by the mobs uses only one square, but you always end up with many two squares in your maze. Could be cool to make the terrain a square larger.
Update:
- New filler tower (1x1 grid)
- Left Vs Right now makes alliances neutral between sides
- Bottom build areas adjusted
- Fixed some footprint/pathing issues
- Supermarket's cost = higher
- Bank's damage = lower
- Wave 30 (Fred) is now easier
- Wave 31 & 32 added
- Boss kill money is now shared amongst the team
- Bottom players get more end-of-round money
Let me know if there's any issues on EU. US doesn't even play the map haha.
Well they don't read it because they don't have to. There's rarely any incentive in reading tips in user made scenario. I don't really think about the "Help" button when playing SCII and since a lot of scenario makers put their Changelog in the Tips section, I just forget about them.
Anyway, IMHO, a little remainder about the "-stuck" (and "-kill") triggers if a wave last more than 2 or 3 minutes would resolve those reports/complaints.