Icecrusher TD 2
Description
Solo mazing td (tower defense) map for 1 to 4 players. Set in a remote ice world and with nowhere to run you must fight the reckless onslaught of ever more trickier mob waves. Construct a nifty maze with wall pieces, towers, and traps to spell certain doom for your enemies.
Features
- White arrows on the ground will show the anticipated path of the creep waves.
- Custom snow terrain.
- Multiple races with unique towers.
- Account level up system unlocks goodys allowing you to show off your experience and skill.
- Multiple boss waves including special events during these waves which you have never seen before in any other td.
- Dozens of mob waves, sometimes even with special abilities such as hardened shields, ground waves spawning flying enemies, and more.
- Your worker gains skill points to unlock special race independent abilities and upgrades such as mineral interest, bonus lifes, more supply, mobile support units, nukes and many more!
- Different armor types require ellaborate strategies and tower placement.
- Map keeps track of your best records for every difficulty and other stats.
- Four difficulties: Normal, Hard, F''KING Insane Mode, and Asian (higher difficulties award more xp!).
- All towers have placement and selection weapon and special ability range indicators.
- Help systems guide you towards important upgrades or show you if your maze needs improvement.
- Resource distribution on player leave is disabled.
Noteworthy exceptions in mechanics
- Armor: Every point of armor decreases incoming damage by 10%!
- Mazing: Mobs will fit even through the tinyest of holes. Diagonally adjacent buildings will NOT block pathing.
- Leaks: If you leak an enemy it will run through your maze again with increased speed!
- Difficulty: Playing on a higher difficulty will make you start with less lifes, lose more lifes upon leaking, and enemies are more powerful! However, you will also recieve many more experience points to level up significantly faster!
Screenshots
Some of these screenshots may be outdated since the map is still recieving a lot of content every day.
Tutorials, Tips, and Tricks
How to get started?
Build something like the following screenshot. Surround waypoint 1 and build an alley towards waypoint 5. Once you reached waypoint 5 surround it as well and leave an opening somwhere in the middle. Expand your maze from this hole on outwards. Keep spending your minerals on towers with a slight tendency towards Defense Platforms (dont' upgrade them yet!). As soon as you got enough gas research "Focus Fire" and then save for "Air Killer". After you have killed the first boss try to save up for an Immortal and a Storm Cannon. Place both in a way that they may reach air waves.
Advanced Tips or How to get past wave 10
If you are having troubles with the Pink Goliath wave try to incorporate more Soul Projectors and Storm Cannons into your build. At least one each before the wave starts. Research as many general and individual upgrade for Soul Projectors as possible.
If you are working with Traps make sure they hit air waves at least one time. If you manage to place them in a fashion that they hit air waves you might want to research "Burning Skies" and skip "Air Killer". This will make your build very gas efficient and still kill air waves without effort despite not having Air Killer researched.
We want you! Apply as beta tester
Ever wanted to be involved in a project, but you didn't understand much about the editor? Want to provide feedback to help make the map better? Want to see your name on a loading screen of a map that everyone plays? Then have a look at the following requirements:
- Active Starcraft II account on EU-Servers
- Playing more than one day per week (weekdays and weekends)
- You are somewhat fluent in written English and/or German
- You don't only play to win, but you enjoy playing to experiment/abuse/style/try something unorthodox/think out of the box/do sth stupid
- You don't whine if a suggestion of yours is neglected or some of your stats changed/reset
Then you are the man/woman for us! Please send an e-mail including your regular play-times and starcraft2-nickname + identifier to: [email protected]
Credits
Special Thanks: Strawberry5, Asasil, Meepz, Minq
Additional Credits: Booby5589 (icons), SoulFilcher (icons)
Contact
For suggestions and critics please send an e-mail to [email protected] or leave a comment below!
Also join channel "icecrusher" to find fellow players, a chance to chat with the developers, and form parties to rock the higher difficulties.
Old Screenshots
http://www.sc2mapster.com/maps/icecrushertd/pages/old-screenshots/
definetaly raise the time before the 2nd air wave spawns. just had it again that wave 19 was still in the maze while wave 20 came and this lost me 15 life. you are getting punished for building a good maze because the creeps take too long to go around
@minq1: Go
Jeah I am fiddeling with that at the moment. Maybe the nuke stays similarily weak but becomes cheaper to unlock and lesser cooldown. I don't know yet.
As for the positioning of the xp-bar: That was my original plan, but then it overlapped the help items (whose position I cannot alter). Maybe I leave it in the current position but make it slimer.
testing out the new skill point abilities and stuff. will edit the post with further notes:
- a-bomb is way too weak imo. it just deals not enough dmg for the relatively high prize of 10 SP. raise the dmg by a good amount i would say
- the xp-bar shouldnt be 3 kilometres long. just put it above the SP-bar with the same size. i do not always want to know excatly if i need 10k or 10,2k points for the next lvl^^
edit:
- position of xp-bar seems good now
- please decrease the amount of the fucking 2nd air lvl to 50. we still sometimes let some mobs pass and if we only build to kill this wave then the other waves can pass through too easily. it is getting annoying even though i only leaked 1 of them. i had to upgrade one of my immortals to range 7 to make him good in my maze through the position but still be able to shoot the air wave
- a-bomb seems quite okay now for the cost. still nothing special. i would rather like a single target hit to finish off 1 last creep with very little health because sometimes its just unfortunate that one creep passes due to barely out of max range or the kerrigan lvl with the stupid broodlords which is my next post :)
- the new kerrigan lvl is soooo frikking annoying. sorry to say that but its sometimes just not possible to shoot all the broodlords. they arent getting oneshotted by the nexus (dont know if i had airkiller or not). the worst thing you could have in this lvl is a nexus because then a kerrigan could be killed far away and you ccan do nothing about it. leave the mutalisks i would say
EDIT 2:
- the minimum range of the defense platform sometimes sometimes destroys a complete shot. This happens when it attacks a unit which is e.g. 3.1 units away from it and in the middle of the shot its below 3 range and the shot is cancelled with no dmg dealt but autoattackcooldown up. and you cant micro it very well for some reason i didnt see. i dont know if theres a way to fix this problem but it would be helpful :)
Thank you for your extensive feedback. Many issues discussed here have already been adressed or will be fixed during this week. (Amongst these issues are time between/for waves infestor, thor, etc. difficulty of late game waves, potential bugs and balancing for final boss, more unlock skill abilities (hearts))
The infestor slow aura should apply to the Interceptors (however I think it won't be reflected in the tooltip correctly). If you have definite proof that this is not the case, please send it to me. Thx. Master Soulflame Trap now does extremely high initial damage and is thus very handy for multiple hard lategame waves, for example Infestors, Thors, Final Boss.
I'll check if anything is strange with Burning Skies upgrade. I made some changes to it and either the changes were wrong or some tooltips haven't been updated.
Thank you for testplaying so many times, but please keep in mind that every wave past the 2nd boss is still in a tweaking phase and expect balancing changes to these waves regularily. Expect more unlockable Skill Abilities within the next few days.
hm strange, this is pretty similiar to my build. maybe i had the selendis a bit slower. trying next time to get it a bit quicker. was thinking to get rid of the upgraded immortal but its just so good against the mutalisks. nice oneshots :) my friend always rushes selendis after just building one upgraded firetrap with one nexus and maybe an immortal but he is sometimes to lazy to build a bigger maze so he dies when theres a hard wave :D
My end game towers were :
1 of each basic tower upgraded 4 Selendis maxed 2 fire trap (lvl2+lvl1) 2 slow trap Maze of 600-700 length
I tried to keep as much money I can for the income boost. The key tower were : Selendis n°1 wave 18, Selendis n°2 around the ultralisk.
For the wave 29 (varying hp), it was 2 Selendis maxed + 1 new Selendis with as much upgrade I can buy.
I'm not sure but I think the wave 26 which slow our tower didn't work on Selendis. So after wave 14-15 I only buy Selendis and trap instead of the 4 basic tower. This wave is hard because as you said it takes a longgggg time to kill it. The next wave usually spawn there are still creeps from wave 26 in the maze.
reached wave 29. notes:
- bonus waves shouldnt come again after you leaked them. That is the meaing of a bonus wave right? Kill as much you can and gain the money. Now you just get 100% of the gold all the time.
- The interest system seems quite nice to me, definetly a good add. But why is the interest split? e.g. it says interest: 5 and below interest: 4
- When you got a flame trap with burning skies, why is there a sudden massive drop in health of air units when they receive the debuff?
- wave 26 is not op but in combination with the surrounding waves it is. I had the half wave 26, some rests of wave 25 and the coming wave 27 (jacksons revenge) in my maze or in the air. Therefore i only managed to kill half of the wave, though my 2 carriers would have easily cleaned up the whole wave. I think lowering the debuff from 25% of originial atkspeed to 50% or increasing the start time for the next wave should seal the deal
- as my preposter said wave 29 is too hard. I didnt survive it because of 5-6 mobs but i had 25 life after the previous wave. Lowering the number of the mobs would be appropriate.
- carriers should have range indicator aswell because i tried to put them so they could reach both lanes from 1->2 and 5->6 but i didnt manage too. Is the distance intentionally larger than 17 to not make it possible?
- i guess you will adding more stuff to the skill points system as of right now you cant spend it all in the late game even if you just build carriers but for sure a good system. Maybe you could add one of my ideas to this system like unlocking a short and small aoe stun or knockback for your worker :)
@bow0ling0123
- for wave 21 you dont need the carrier. I once had just 7-8 defense nexi and defeated him aswell. But i dropped some life due to the queens. With the Carrier its definetly easier.
- i mentioned the usefullness of the fire trap in the late game before and he said he would deal with it with an addiniontal upgrade
- do you remember what towers you had for the wave with varying hp? i had 2 (later in the wave 3, soon fully upgraded because i just lacked the gas to build it) carrier, 2-3 nexi, maelstrom cannon, upgraded immo, 1 vortex trap and maze with a length about 700
i hope i didnt forget anything. trying to make the clear all levels tomorrow edit: forgot to make screenie, shit, 10 mins before the end i still remembered myself to make one :D
Just beat terratron. Funny last battle :)
4 maxed selendis + better maze did the job !
I didn't see anything different in higher difficulty. Creep has the same hp and same number each wave.
@BlacKcuD: Go
Hi,
A few comments on normal mode : -to beat boss on wave 21 you need the ultimate tower -fire trap are usefull only to remove shield (thor wave is hard without) -There is no use of hearth after wave 18. I have unlock the 2 upgrades (17+10) + the ultimate tower (10). So I ended with 40+ hearth with no use at wave 30.
On balance : -the wave with random life monster (around 80k) is too difficult. I can't remember the number. It's after thor + slowing wave + battecruiser. There is a huge step in difficulty between this one and the previous. Cant' find a way not to leak heavily even with a good maze. -after that, rest of waves are easier.
-Last boss is impossible :) He blinks everywere and doesn't follow the maze I build during the first 30 waves... I only put him down to 420k hp...fighting his flying minion for like 10mn then died.
Gonna try harder difficulty.
Additional waves incl third and final boss are in. They still need a lot of tweaking and balancing. If you can find the time please try to beat the whole game/advance to wave 28+ and send me replay/screenshot to [email protected] or add me ingame: BlacKcuD - 192 cheers,
BlacKcuD
- hm, as i upgraded the soul projector i didnt notice a dmg difference. maybe i should take a closer look on the tower like splash damage etc.
- yea i wasnt speaking of the goodys like you meant because in my eyes there are not even close to the top of "to-do-list" and those things that i mentionend i would love to see. they dont have to be really powerful at all. just a nice little adding to do during a wave.
- love to here that there will be more levels :)
didnt play since the last time coz of rl. will try it again sometimes soon, prob tomorrow
- the soul projector and wave balance has been significantly altered. it's not a bug :)
- creeps that you leak will run through again, but with reduced life. there is indeed a sophisticated system which provides your more time before boss waves, difficult waves, air waves etc. I'll look into the time before the 2nd air wave
- ideas for raynor's raiders are still welcome, but I have gathered multiple promising tower ideas
- that is not a goody that could be an idea for worker abilities, whose development I pushed ahead and starting to implement now. goodys are more of a cosmetic nature and should allow you to show off and not make the game easier.
- there will be a boss level in the end, but not all waves are done at the moment. may be I should do all remaining waves some time soon :)
I'll promise you this: the final boss wave (wave 35ish) will be EPIC WTF OMG ZOMG :D
there is a bug with the soulprojector. i think its cost shouldnt be at 365 but at 165 ;)
- we were so sure that there was a "ignores armor" in the description of the flame trap but there is none :D well okay, maybe you can spread flame traps around the whole maze to make them burn all the time.
- Creeps that run through come again to run oncemore through the level. This is somewhat of a vicious circle sometimes as you have the old creeps in your maze and the new wave already starts and then you are screwed 100%. I had it one time as i tested out a new build and the 2nd air wave appeared while the old wave still ran through the maze. Maybe you can check if there is another possibility like only starting the next wave if there are no more creeps or raising the countdown before difficult waves.
- In our opinion there should always be a bosslvl at the end of a td because there is way more satisfaction to kill that maddafakka finally :)
- Do you have concrete plans on the terrans and their towers or do you need ideas there?
- some ideas for the goodys: if it is possible to make it like c&c generals style so you have buttons on the right hand side of the screen which activate a spell like 1. short stun in a small area 2. knockback effect in a certain area 3. maybe a lightning or something that deals a good amount of dmg with a long cooldown to finish off 1 creep with low health. just some ideas, if you need more let me know ;)
btw my real nickname is minq, not minq1. minq was just not pickable here anymore :)
- uber flame trap upgrade is a possibility. I ll look into it. Most towers have only few upgrades so far. Chances are every tower currently in the game will recieve one more upgrade level or an additonal endgame research
- does it say somewhere that flame traps ignore armor? well they dont and hardned shields even block spells :O traps are still quite effective as they will remove 1 shield per 0.5 seconds for a very reasonable price (soul gems and defens platforms are more effective though)
- 2nd air wave? if you struggle so hard you probably had some of your more expensive towers not firing at the wave (built a maelstrom cannon and it couldnt hit the wave?)
- mutalisks accelerate very slowly, with a little micro you should be able to hit them
- I changed the xp encryption today. This should not happen again any time soon
- if you got any reasonable idea for "goodys" please post them here
- worker spells are on the list (since icecrusher td 1 for wc3 had this one too) but this is not a priority at the moment sry :) more waves, improving performance and 2nd race are top prios atm
Thank you again for your extensive feedback. One more post like this and you can consider yourself in the special thanks on the loading screen.
so we played another round now on hard. we were both not able to beat it completly, i got to lvl 20-21 and my friend to 26 and died there. i have a few more things to note:
- the flame trap should have more upgrades which are way more expensive because e.g. in lvl 23 or 24 they are just completly useless in our opinion. 800 dmg on 20k health unit? even if its on all units its not that great.
- i think the flame trap doesnt ignore the armor properly or the hardened shields work otherwise:
the thors in lvl 25 have 340 shields and the flame trap should do 600 but after one round they only got about 150 dmg to their shields including the tower damage. i thought it would be 1 dmg for 1 shield or is it 1 tick which makes maybe 50 dmg then just takes one shield. ÄIf it is this way i would rather have the way that 1 dmg destroys 1 shield if this is possible. - The releasetime of the Interceptors is waaayy too long. It is just nervwrecking to see one intercepter coming out every 3 seconds or so. Please just make an upgrade so the release is faster or nerf the dmg and let them release quickly.
- How are you supposed to beat the 2nd Air level without losing life? We have built multiple maze layouts, tried several builds (i went for mass soul projectors, my friend for fast carrier. before that we tried "mass" immortal, a mix of all towers (1 immi, 2-3 projectors, a storm cannon and a firetrap), i tried mass defense plattforms and nothing really worked out. There are just so fucking many of them The first air level is a real joke compared to the second one :D
- The mutalisks that spawn from kerrigan shouldnt go directly to point 6 as you have no chance to kill them sometimes. They should go the normal path starting with point 1 just like the firebats from the first boss.
- do you always start at lvl 1 again if you update the map? happened to us this time. this would be more than frustrating
- Maybe add some features like spells, new towers (second hero tower with different purpose?) or maybe a walkable hero if you level up. This fancy stuff is quite funny but nothing really adds to the td itself. Dont know if this might be too much work. Just saying ;)
Okay i think this is it what i wrote down on this run :D Keep going man, loving your map
Yea, i guess your argumentation is fine too me in regards of the life loss. If there are more things to unlock at higher levels its fine for me but higher levels above 20 should definetaly take a while. Its a far better feeling to level up 1-2 levels per playthrough than 8 or so...I just think that i have accomplished nothing when i gain a level every 2 waves :D
Well i guess me and my friend are somewhat experienced TD players as we started playing them about 8 years ago and i think we have played nearly every fucking TD in w3 :D
And your TD is one of the few good ones in SC2 in my opinion. There are so many with a good concept but with a shitty realisation of it. So i hope there will be an update soon with a new race. cant wait for it
@minq1: Go
Thank you for your feedback.
The increased loss of lifes on higher difficulties counteracts the fact that you still will get one extra life per wave (for multiple reasons this will never be removed). It can feel wierd and confusing and thus I will definitely look into this (maybe keep lifes lost at 1 and increase mob health. The purpose of this functionality was to promote leakfree and thus save play which hinders greedy players and makes the higher difficulties even more difficult. The problem is: I cannot limitlessly move up the mob health because at some point there isn't a better maze/more damage.
Level up speed is something we are currently balancing. However, you need level 20 (which equals one playthrough on normal roughly) to unlock the 2nd race so I guess its ok. More level ups means more joy :) On the other hand, if you level up too fast the joy of each level up becomes smaller. I tend to rectify that with a squashy level up animation and even more goodys.
Difficulty is always a problem. I am encountering dozens of people who cannot manage to beat the first boss on normal so I guess normal mode is fine. Just play higher difficulties, which will also increase experience gain :)
Thank you again for your feedback. It is highly appreciated.
so me and a friend played this twice now. i dont have much to complain about it as i think it is very well done. I still got some things on my list:
- you level up way too fast. after 2 games we are already lvl 25?
- i think it is a bit too easy. First try we made it to lvl 21 (lvl 21 of 25 on the first try? :P). second try on fucking insane we made it to 20, then we had to leave because of time issues but we had it under control i guess
- why do you lose 3 life on fucking insane when a mob gets to the end? Thats like double fuck if you choose a higher difficulty. First you only have 5 life and then every mob steals 3 so you basically start with 1
besides that i think you did a great job with unique towers (i love traps :P), very unique mobs and the ranking system seems quite nice if theres a bit more content
@jamcorry: you got mail