To Phtes: Mind your own business kid. I am only trying to help improve his map. I never said it was bad, I only said it can be improved. Troll elsewhere.
Hmm, I was actually looking into redoing the levels, I wanted to make a few hard, a few easy, maybe some bosses. I kind of like the assassin early levels though.
I don't have time now to write a proper review, but when I played your map (and I'm not 100% if it was this version) I had two problems.
1st) I would rarely build my own races' towers. The towers available to all races is simply good enough to be the most built tower.
2nd) With the Night Elf (i think) builder, there was a wisp-model-tower that had a chance to get extra wood per hit. The problem was that with the upgrade this ability didn't improve, witch means is always better to build another tower instead of upgrading, unless you're out of space.
Mecatronic has a good point there, with the Wisp tower. Also, you should make some of the sending units unique. Most of them have the same attack speed. Giving them something like Immolation or Bash would be cool. Also, make more sending monsters for the level 2 monster-sender thingy.
Good point, I need to make sure upgraded ultimates actually improve their abilities or add new abilitites, and as well I still plan to add more custom abilities/differences in the units that are sent, like the bloodelf has high armor, or the priest has ranged and can heal, etc.
I also felt that the cooldown for the first spawners was a bit too long, but I assumed that it was because I was playing single player and couldn't notice the requirement of higher level spawners.
First of all, let me say that I played this map a few times but all of them ALONE, which means that my opinions don't reflect necessarily a multiplayer game.
As soon as the loading ended, I noticed that the default textures for game menus and multiboard were removed, leaving that ugly textureless blue color. If I remember correctly, Shadow_Templar always uses custom textures for menus, which I never understood. Things don't get more beautiful just because they're different, and this is a good example in my opinion.
Right at the difficulty selection something bothered me: why does the normal difficulty has a +5% adjustment? If there's no way to play with +0% adjustment, can't you just call that 5% 0% and adjust the other percentages to reflect on that?
The basic mazing tower (Hedge) has something weird on it. It has some roots as model and a wooden box as icon! It doesn't make sense since there are box models and roots icons available to match each other.
I have already said this before, but this map seriously needs a rework on the unique-race towers. The only difference among the races are these towers, and they are not balanced. The bandits (or humans, can't remember) first tower is way worse than Night Elf's (It might compensate with the last tower, but I died before achieving that). Also, most of the time is simply better to upgrade the tower around the castle than improving your maze.
Continuing... (READ THE POST BELOW BEFORE READING THIS!)
And finally, I felt that the early spawners were lacking a bit. I always had to wait the cooldown for it to be available.
It has some good points too. The castle defense in the middle of the map is very clever, and with more people it can get very interesting. Way better than sending your income-boosters direct to the other player's maze. The monster scaling is very well done and they have a nice set of abilities. Also, the wood to lumber conversion seemed quite balanced for me.
In short, the map is clearly in its beta stages (intendedly or not), but it has a good potential. The unique race towers sure need some love and there are some balance flaws. The monsters are quite challenging and well made, and the player will probably like the map overall. But in my opinion it's not ready for a serious full house yet.
Mecatronic is right. The Human's first tower is outrageously weak. Even though it has massive range, it does very low damage per second. For instance, I think the Orc's first tower can attack 10 times a second, with similar damage. Increasing range and decreasing damage isn't always a good idea.
Excellent points, and omg I literally facepalmed when you pointed out the icon for hedge, omg. Wow that was lame of me. lol.
Anyway yeah, I've always liked removing the borders from my maps, because that yellowish bolded line makes me annoyed =/ but since you dislike the blue background, I bet you're mad at the theme on nibbits lol (since they're almost identical)
I definitely need to work on balance (which game DOESNT stop balancing?) since its a intended to be a competitive experience.
You should try some online play testing, and see how the game plays out to get a real feel oh how the game is played.
And yes, I will be giving the races some serious loving with the next big content update (.40) with at least a new tower for each race, if not more.
It's not that I disliked the blue background, but I don't see the point of making the whole default textures different. It's like those ORPGs that have all buttons (attack, move, patrol..) custom-made. They are not better than the default ones, make the map bigger and in my opinion uglier.
In most cases, it seems that the map itself is not good enough, so the maker had to cover it with useless decoration to make it look cooler.
It's good to know that you're going to add more towers to the existing races, but as somewhat experienced map maker myself, I advise you to make all your existing races as playable, enjoyable and balanced as possible before adding new ones. Pubs may get bored if you release a new version with no new race, but serious players will simply quit your map if you release 2 or 3 versions in a row with races that are not balanced.
Well I try very hard to make sure things are balanced to begin with, and the human race was the first race I made, followed by orc, then night elf. It takes a bit of thorough play-testing (and full house play-testing for competitive play) to get things "just right" so the inconsistencies that can be seen between human's and the newer races would make sense, but I had tweaked the king/hero towers, but I ignored the judge-breakers other than buffing their proc, but I appreciate the concern and the rational about the balance. It's definitely something that is important to me, because I don't want some out-of-wack lame-overpowered stuff going on. I'm striving to make this game as competetive as possible, and huge balance inconsistencies are my worst enemy, (next to burnout)
Instead of making more races, make more towers for each race. Try at least 5 unique towers for each race. Also, the all of the multi-target machine gun towers description only says they attack 1 extra target. This isn't right. You should make another tree hedge tower, something like a Flaming Tree, it could have permanent immolation and decrease armor in an aoe.
I will be adding in a new offensive type tower for the next version, a unique offensive tower that will modify war units (as well as a small amount of dps for your defense)
Check your email ST.
FriendlyHost sucks, this map is great, stop asking to edit it kthx
-Demon[of]Ice
To Phtes: Mind your own business kid. I am only trying to help improve his map. I never said it was bad, I only said it can be improved. Troll elsewhere.
Excellent map ST. I can't wait to see what you add to the next version. Keep up the good work.
Make the beginning of the game a little bit easier, the Assassin levels with evasion are stronger than they should be.
Hmm, I was actually looking into redoing the levels, I wanted to make a few hard, a few easy, maybe some bosses. I kind of like the assassin early levels though.
Redoing the levels is a good idea, and bosses are a MUST for all TD's.
ST, is your email storpg@gmail.com?
yes it is
You rated my WinterMaul as 1? Two can play that game.
What, I rated it a four?
Thanks for the change ST.
I am currently looking for feedback on what to focus on for the next version.
I don't have time now to write a proper review, but when I played your map (and I'm not 100% if it was this version) I had two problems.
1st) I would rarely build my own races' towers. The towers available to all races is simply good enough to be the most built tower.
2nd) With the Night Elf (i think) builder, there was a wisp-model-tower that had a chance to get extra wood per hit. The problem was that with the upgrade this ability didn't improve, witch means is always better to build another tower instead of upgrading, unless you're out of space.
Mecatronic has a good point there, with the Wisp tower. Also, you should make some of the sending units unique. Most of them have the same attack speed. Giving them something like Immolation or Bash would be cool. Also, make more sending monsters for the level 2 monster-sender thingy.
Good point, I need to make sure upgraded ultimates actually improve their abilities or add new abilitites, and as well I still plan to add more custom abilities/differences in the units that are sent, like the bloodelf has high armor, or the priest has ranged and can heal, etc.
So more content to come!
I also felt that the cooldown for the first spawners was a bit too long, but I assumed that it was because I was playing single player and couldn't notice the requirement of higher level spawners.
My thoughts on ST's War TD .30b:
First of all, let me say that I played this map a few times but all of them ALONE, which means that my opinions don't reflect necessarily a multiplayer game.
As soon as the loading ended, I noticed that the default textures for game menus and multiboard were removed, leaving that ugly textureless blue color. If I remember correctly, Shadow_Templar always uses custom textures for menus, which I never understood. Things don't get more beautiful just because they're different, and this is a good example in my opinion.
Right at the difficulty selection something bothered me: why does the normal difficulty has a +5% adjustment? If there's no way to play with +0% adjustment, can't you just call that 5% 0% and adjust the other percentages to reflect on that?
The basic mazing tower (Hedge) has something weird on it. It has some roots as model and a wooden box as icon! It doesn't make sense since there are box models and roots icons available to match each other.
I have already said this before, but this map seriously needs a rework on the unique-race towers. The only difference among the races are these towers, and they are not balanced. The bandits (or humans, can't remember) first tower is way worse than Night Elf's (It might compensate with the last tower, but I died before achieving that). Also, most of the time is simply better to upgrade the tower around the castle than improving your maze.
MORE ON THE SECOND POST...
Continuing... (READ THE POST BELOW BEFORE READING THIS!)
And finally, I felt that the early spawners were lacking a bit. I always had to wait the cooldown for it to be available.
It has some good points too. The castle defense in the middle of the map is very clever, and with more people it can get very interesting. Way better than sending your income-boosters direct to the other player's maze. The monster scaling is very well done and they have a nice set of abilities. Also, the wood to lumber conversion seemed quite balanced for me.
In short, the map is clearly in its beta stages (intendedly or not), but it has a good potential. The unique race towers sure need some love and there are some balance flaws. The monsters are quite challenging and well made, and the player will probably like the map overall. But in my opinion it's not ready for a serious full house yet.
Mecatronic is right. The Human's first tower is outrageously weak. Even though it has massive range, it does very low damage per second. For instance, I think the Orc's first tower can attack 10 times a second, with similar damage. Increasing range and decreasing damage isn't always a good idea.
Excellent points, and omg I literally facepalmed when you pointed out the icon for hedge, omg. Wow that was lame of me. lol.
Anyway yeah, I've always liked removing the borders from my maps, because that yellowish bolded line makes me annoyed =/ but since you dislike the blue background, I bet you're mad at the theme on nibbits lol (since they're almost identical)
I definitely need to work on balance (which game DOESNT stop balancing?) since its a intended to be a competitive experience.
You should try some online play testing, and see how the game plays out to get a real feel oh how the game is played.
And yes, I will be giving the races some serious loving with the next big content update (.40) with at least a new tower for each race, if not more.
It's not that I disliked the blue background, but I don't see the point of making the whole default textures different. It's like those ORPGs that have all buttons (attack, move, patrol..) custom-made. They are not better than the default ones, make the map bigger and in my opinion uglier.
In most cases, it seems that the map itself is not good enough, so the maker had to cover it with useless decoration to make it look cooler.
It's good to know that you're going to add more towers to the existing races, but as somewhat experienced map maker myself, I advise you to make all your existing races as playable, enjoyable and balanced as possible before adding new ones. Pubs may get bored if you release a new version with no new race, but serious players will simply quit your map if you release 2 or 3 versions in a row with races that are not balanced.
Well I try very hard to make sure things are balanced to begin with, and the human race was the first race I made, followed by orc, then night elf. It takes a bit of thorough play-testing (and full house play-testing for competitive play) to get things "just right" so the inconsistencies that can be seen between human's and the newer races would make sense, but I had tweaked the king/hero towers, but I ignored the judge-breakers other than buffing their proc, but I appreciate the concern and the rational about the balance. It's definitely something that is important to me, because I don't want some out-of-wack lame-overpowered stuff going on. I'm striving to make this game as competetive as possible, and huge balance inconsistencies are my worst enemy, (next to burnout)
Instead of making more races, make more towers for each race. Try at least 5 unique towers for each race. Also, the all of the multi-target machine gun towers description only says they attack 1 extra target. This isn't right. You should make another tree hedge tower, something like a Flaming Tree, it could have permanent immolation and decrease armor in an aoe.
I will be adding in a new offensive type tower for the next version, a unique offensive tower that will modify war units (as well as a small amount of dps for your defense)