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    posted a message on Battle of Bel'Shir (Towerdefense)

    Cheers, yea forgot to mention i have 2 stun towers, one on the middle highground. Maybe i should put something else there instead. Anyway I'll crack the bastards eventually :)

    Posted in: Map Feedback
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    posted a message on Murder at the graveyard/mansion

    @zeldarules28: Go

    Hey thanks for the welcome and replies. Honestly, I would love to try and make something like this but I know absolutely nothing about coding/editing whatsoever and with exams and stuff round the corner i doubt i'll have time to pull something like this off. However that being said, maybe in the future i'll give it a try :). One way or another though, this map deserves a shot! :D

    Posted in: Map Suggestions/Requests
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    posted a message on Battle of Bel'Shir (Towerdefense)

    Man this map is bloody addictive. Ive managed to get to lvl 45 on pro difficulty but always die there. The way i do my maze is concentrate all my towers in the vertical passage where air travels and maze everywhere else with hedges. its a nice setup and i never have trouble with ground units. at lvl 45 i have 4 anti air towers upgraded to blue colour (3 on high ground). Also have 20 strikers and a decent handful of storm towers upgraded to red all on high ground. Anyway i still leak loads, mitch how did you deal with these bloody overlords?!???

    Posted in: Map Feedback
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    posted a message on Murder at the graveyard/mansion

    Anyone remember these maps from the warcraft 3 custom game days?

    If not, it was basically open landscape with various props and stuff depending on whether it was the graveyard or the mansion scenario. Everyone is given one unit to control (some peasant guy) that cannot attack or do anything apart from move. One random player is given another unit in addition to his normal one. This extra unit was the killer and was permanantly invisible and could one hit kill any of the other players units, including his own unit to fool to you. If your unit is killed 3 times your eliminated.

    The idea is that you move your unit all around the map trying to avoid being wacked (the music subtly changes when the killer is approaching you) and watch the behavior of other units(usually someone who was not moving their unit, or moving it in an obvious pattern was the killer) and talk amongst eachother to find out who the killer is. At the end of a time window, everyone must vote who they think the killer is, if your wrong your out of the game. if your right you get an armed unit to hunt the killer down who is now visible and unarmed and must espace the map. if he suceeds, he wins and all loose, if you can find and kill him, you win.

    i think it would be awesome if someone were to recreate these maps in starcraft 2. the main reason being is that they were hugely popular and soo much fun because of how unique they were. Basically the game wasnt played through gameplay skill but through social interaction and intuition. Please someone resurrect this!

    Posted in: Map Suggestions/Requests
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    posted a message on Battle of Bel'Shir (Towerdefense)

    This is an excellent map and the first one in a while that really emphasizes mazing which is the most fun aspect of TDs imo. I dont agree with ppl saying the balance is a mess, alot of people i play this with never maximize their mazing and thats why they die at rounds 15+. Also love the idea of being able to defend the middle cuz it gives you a second chance if you leak, and makes it possible to save the game from others who leak. i've never seen that idea before and i think it will be the way forward in TDs.

    I am curious though, is it even possible to beat the game at higher difficulties like pro? i only just managed to beat it on noob and thats with my whole base a giant maze and with most towers maxed out. Also is it possible to make the nexus smaller, or is it supposed to be that big?

    EDIT: one other thing, maybe the cooldowns on the nexus units could be reduced a bit? sometimes i find that u have the resources to help the centre but it takes ages to mobilize even a small army there. I wouldnt mind paying more vespene gas for the units if the cooldowns were shorter, especially in the really late rounds when you have tons of vespene and not much to use it on.

    Posted in: Map Feedback
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