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    posted a message on Krash Tower Wars - a competitive TD with mazing

    Great game, intend to play it many more times.

    A few things that came to mind in terms of balancing though:

    Air is to effective. Same HP/Minerals/Income as other unit types (likely same speed to but don't remember), so it has no drawbacks to excessively use rather than other unit types. Since this is a mazing game, and air units remove that out of the equation; IMO they should have a drawback to using (less income, or less HP+Speed).

    Massives... absolutely wreck players without anti-massive towers (and they only 2 are both expensive). Something a little cheaper would be helpful (if you made additional towers, a tier1 for massives would be nice) or something that upgrades to include bonus dmg to them.

    Not sure if all towers have manual targetting issues (anti-air towers switch targets fine manually), but Laser tower absolutely refuses to target anything manually.... (just fires at closest target or closest massive, regardless of which one you select). But maybe thats working as intended?

    Posted in: Map Feedback
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    posted a message on The Map Testers List

    BnetNick: Hathoron Identifier: 456 MapsterNick: Sgat8516 Comment: Love TD games (new/beta/bug testing). Ghostwalker once said I probably played more Retribution TD than he did :P Region: US

    Posted in: Miscellaneous Development
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    posted a message on [Retribution TD] Now on Battle.net

    @VeridianEntropy: Go

    Tried to tell you ingame, but never heard anything from ya.

    The switch thats disabling/enabling turret selling, isn't active in the middle of a wave apparently. If you build a turret like say, just after bosses spawn (in top area), you can sell that turret at anytime during boss wave. Juggling is still possible now, just have to have both potential path's open from the start.... >.<

    Posted in: Project Workplace
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    posted a message on [Retribution TD] Now on Battle.net

    @chaoslux: Go

    Exactly at what point is selling enabled again?

    Kinda hard to sell low dmg mazing turrets, to replace with higher dmg turrets, when you can never sell.....

    Is it possible to just have selling disabled during a wave? Or maybe have like a pause after boss waves to sell off turrets? Mazing is usually done with the el-cheapo machine guns, which only have 1 upgrade, railgun, neither of which do pretty much any dmg to anything even remotely armored....

    Posted in: Project Workplace
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    posted a message on [Retribution TD] Now on Battle.net
    Quote from VeridianEntropy: Go

    this has been fixed in 4.17

    Sad to see it die off, but ehh :( Had to be done :(

    Also, in case you didn't get that email, units flip out after being 'blocked in', go hostile, then stand there... not pathing to exit: http://rapidshare.com/files/415946102/Retribution_TD.SC2Replay

    Posted in: Project Workplace
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    posted a message on [Retribution TD] Now on Battle.net

    @chaoslux: Go

    Juggling is always a problem with maps such as these. If the AI automatically attacked anything new that was put in their way, they'd tear down someone's base everytime they build a turret in mid wave (Like early waves where its close especially). Maybe give incentive for units to be killed early? With a steady decline down to near nothing. Like killed within 15 sec of spawn = 200% minerals, within 30sec = 100%, 45 sec = 50%, 60sec =0%

    Players leaving is definately an issue, I don't think I've ever had a game that ended by natural causes (Temple killed last of their turrets), its always someone leaving. Wouldn't only killing 1/4 of a wave, and the round ending bonus cover any possible leaks? even with nukes...

    Posted in: Project Workplace
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    posted a message on [Retribution TD] Now on Battle.net

    @Sgat8516: Go

    Actually, I can confirm that now..

    Nukes from the West side leaks are hitting East side :( (So far, only seen it hit the bottom player on East..).

    Posted in: Project Workplace
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    posted a message on [Retribution TD] Now on Battle.net
    Quote from chaoslux: Go

    @Sgat8516: Go

    I love West Bottom's Defense.

    Tyty, was covering that side from middle as well :P

    Posted in: Project Workplace
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    posted a message on [Retribution TD] Now on Battle.net
    Quote from IAmBeingRepressed: Go

    Lost the game because of this.

    Question is, did your team leak in that round also? The temple doesn't neccessarily have to nuke on every leak, but it could. You could be at 5, and them at 50, leak 1 and get nuked, while they leak 20, and lose 3 turrets.

    Nice work Veridian :)

    Although, Implosion's are still doing double dmg to what they say...

    Normal ground unit dmg is 1280 / 2 sec attack speed, but it has 2 attacks (IE hits for 1280 2x every 2 sec), so its 1280 dps for ground units (3840 for air, plus splash).

    Posted in: Project Workplace
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    posted a message on [Retribution TD] Now on Battle.net

    http://img638.imageshack.us/i/screenshot2010082915005.jpg/ Pretty sure there's a few to extra minerals floating around by the end of the game :P

    Posted in: Project Workplace
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    posted a message on [Retribution TD] Now on Battle.net

    @VeridianEntropy: Go

    No one ever wants to play anything other than easy..... Besides, 4:5 times, the games end on like wave 4.... or worse, the goalie has no clue what he's doing, and he lets his 4 adds spawn and run directly to the temple.....and kill others turrets...

    Another bug though, on any of the boss waves (from what i've noticed), when the alert goes out for 'the temple is aiding xx team', that team gets retarded amounts of minerals... Not sure if its setup to be like 5x 1 units worth of minerals when that goes out or what (with bosses being worth 200-400?), but getting 2k minerals per player (x5) on the enemy team, on wave 20, because 1 Ultralisk slipped through........... is kinda bad.

    I got that on like wave 20 bosses one time, when other team let the bosses through. Built like 5 high end turrets, and just alt-tabbed for 20 rounds....

    Posted in: Project Workplace
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    posted a message on [Retribution TD] Now on Battle.net

    Also 2 things about the bosses: Wave 40 boss is Immortal (no HP, and kept him running for about 5min, and didn't die). Boss kill rewards shouldn't be only for the person that did the final 5k dmg, when everyone else did the other 50-75k... Needs to be a shared reward.

    Posted in: Project Workplace
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    posted a message on [Retribution TD] Now on Battle.net

    @VeridianEntropy: Go

    I think there is some scaling issues with this map. I've yet to see a player in top position, that could manage all of their waves, while middle seems to have an increasingly easier time (spare leaks). Also, I think the penalties for leaking come a bit early. Basically the game is 'First team to leak 20 units, quits the game, and other side wins' kind of victory... maybe increase the starting value for turret kills, and maybe even add penalty to the player who leaks? (kinda annoying when the back end goalie leaks, and kills middle guys turrets, even though middle guy hasn't leaked anything at all).

    Wave 50, is an incredibly weak Boss... I think it has 12k HP/Shield? Which is less than wave 49 has per monster? (i think). Wave 30 was 100k?, 40 200k?).

    Posted in: Project Workplace
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    posted a message on Ultimate Tank Defense

    @marcxdid: Go

    Well, just the sheer number of particles being used to render each attack, does push even high end cards. But, of course the game is only as fast as the slowest player..... so if you're running with a guy with an old Tandy 2000, its going to be a lag packed ride.... Just to humour myself, I ran this solo with a trainer for minerals, put 10 tanks on each platform with at least 1 of every unit, and didn't start lagging until like wave 27 or so.. Seems to be less of a strain with multiples of same units in tanks (say 4x Zealots, probably only 2x as higher demand on graphics, since animation is slightly increased with more units (see massive phaser beam from a tank with 20 sentry's for details :P)).

    Posted in: Project Workplace
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    posted a message on Ultimate Tank Defense

    @marcxdid: Go

    Lag is reducable by reducing the number of sound channels to a minimum (tech forums ftw). Apparently the game plays the audio for every attack and action all over the map (even if its behind the fog of war, or otherwise not visible on your screen), just sounds from a long ways away are played at near 0 volume (but still require processing). Setting the number of sound channels to 20, helps a lot (went from a 4 sec per frame game, to 2-3 fps when i told the other 3 how to do that).

    And yea, the Collosus gets targetted by several waves, the Overlord, Diamondback's, Brash, and even mini Cyrileo, Herder of the Helpless :P Its damage does seem a bit high though, 1 guy building tanks, and the other building collos, for same mineral/gas amounts, the collos kill 2x as many units...

    Posted in: Project Workplace
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