-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.
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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.