Lazerus TD 5.0


Rank 658 out of 61,555 in WarCraft 3
This map is part of the Lazerus TD 6.0b project.
A newer version of this map, Lazerus TD 6.0b, is available.

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  • In response to Lazerus TD 5.0

    I accidently posted my comment on 4.0

    Anonymous
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  • Project Contributor In response to Lazerus TD 5.0

    I seen it, it's not like the txt changes the way the game playes, you should know that. Lives aer what you dont want to lose plain and simple.

    Lieutenant
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  • In response to Lazerus TD 5.0

    So any *huge* changes to warrant such a big version change? o.o

    I haz custom title
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    Battle.net
    Name:
    Shadow_Templar
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  • Project Contributor In response to Lazerus TD 5.0

    Not too many, it is basically 4.3 with a long list of minor fixes. The big thing about 4.0 to 5.0 was the feathers and noobinator score keeper.
    I added -auto on/off for every player.
    Changed Forsaken Ranger skill “Black Arrow” to “Frost Arrow”.
    I removed a crud load of group memory leaks and revamped weather as to not be so laggy.
    I revamped Gauntlet mode and it works well now (can't believe I let that go so long).
    Also I didn't submit all my vers from 4.3 to 5.0 because they were all buggy. I really need a break from working on this, and I want to work on my other maps so just getting all the bugs worked out of 4.0 was my only goal. I am sure that I will never find them all but 5.0 is really clean and I just want to leave it that way.

    Lieutenant
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  • Project Contributor In response to Lazerus TD 5.0

    @Jeremy.
    Is there a reason that you think it is a 1? If its something I could change, post it here. Really just looks like hate rating.

    Lieutenant
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  • In response to Lazerus TD 5.0

    Nice it's showing the preview now, got a chance to play yer bot last night, the chaos knights kicked our ass. :(

    I haz custom title
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  • In response to Lazerus TD 5.0

    Prolly one of the best WC3 games i have played, great system outlook, and has very few bugs. its has similarities to a few of my other favorite games and its just a absolute top off of anything i have played. GREAT GAME LAZERUS

    Anonymous
    68.151.37.xxx
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  • In response to Lazerus TD 5.0

    i really liked it it was fun and it is nt too easy to win.

    Anonymous
    70.130.136.xxx
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  • In response to Lazerus TD 5.0

    one of the best Tds i have played so far harder than most but that's what makes it so much fun

    Private
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  • In response to Lazerus TD 5.0

    YES!!!!. . . . I finally beat it. I would love for you to make a number 2 maaybe more people in the game less building space and hmm donet givve the box uogrades?

    Private
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  • In response to Lazerus TD 5.0

    This map is pretty good. One thing I'd like to see is a little more time in the beggining for new players to choose and get building before the enemies start coming.

    Private
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  • In response to Lazerus TD 5.0

    I've suggested the same thing and I agree totally.

    I haz custom title
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    Battle.net
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    Shadow_Templar
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  • Project Contributor In response to Lazerus TD 5.0

    Thanks,
    About the start timer, I already moved it up to 2 mins for this ver, used to be 1. It really sucks for people who already have their maze ready to wait so long for the first round. I usually try to be done mazing before the noob comes but if I am not then I still have another 40 seconds to finish.

    Try it a few more times and see after you now whats happening the timer is not too long and not too short. I have had games where people are typing -go, "when will it start", -start, ect...

    ST I personally thought that in your td the timer ought be lessened, I should have said that in a review. I will get around to that soon.

    Lieutenant
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  • In response to Lazerus TD 5.0

    I'm very glad that you added in -auto for everyone. My only wish is that people would be . . . BETTER =P

    Lieutenant
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    Battle.net
    Name:
    mb53
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  • In response to Lazerus TD 5.0

    Not a bad map Lazerus. Tried it for the first time tonight. I was a little confused my first time playing. Not so much about the "get to mazing part!" but the fact that I didn't even realize my hero was down below ;)

    I also ended up with the secret Lazerus hero (assuming it's secret, since it says so), and he seemed kinda weak. I was hoping for super imba pwnage. Ok, kidding, but all in all decently fun.

    I always enjoy trying out new TDs :)

    Addict
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    Name:
    zeeg99
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  • In response to Lazerus TD 5.0

    Isn't the creeps move kinda strange?

    Private
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  • Project Contributor In response to Lazerus TD 5.0

    Neat. Glad that you liked it D.

    Yes I must admit that there is a medium learn curve but easily adaptable the second time through. If you notice that the map starts out cinematic mode in the hero area as you watch 6 heroes run to the spawn zone and fight minion, with text that explains this method. If there is net lagg or if a person isn't staring directly at the screen on start then a player might then miss, as I made it very short to keep people from freaking out trying to get the game to start.

    Ahhh Lazerus the hero. No op. Infact he is harder to use then other heroes (much Macro).

    He is stronger, particularly the manipulation spell. When Coupled with the -auto on Lazerus can amass an ARMY(of one).

    Being as that air and bosses are focus points I made triggered spells for each. Dante's Demise does extra damage to air and the Neck Clamp is very nice to kill bosses.

    Now the Ulti (Uber Monsoon) for Laz isn't anything special. Just an AOE with some trigger effects for looks.

    @bukan: I am not quite sure of your meaning? They (the creeps) path straight through the maze area and then tele to the hero area thus to path straight (with attack order) to The One Box.
    Then Air paths to the edge and then to the opposite edge then to the port, that is just balanced to the AA tower and difficulty of the air round.

    Lieutenant
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  • In response to Lazerus TD 5.0

    My review for Lazerus TD 5.0:

    It's nice to have a chance to review an innovative td during its early stages, and to have a chance to see it improving over time. Anyway, let's begin...

    Let's start with the basics, shall we? If you're going to make a screen with a fancy background containing only the map name, don't make it the loading screen, that's what the preview picture is for. Loading screens should be either a nice piece of art which players like to look at during the few seconds of loading time, or a nice information text teaching the basics of the game or telling what has changed since the last version (you can always include everything on the same loading screen). Also, loading and preview screens are the first thing that the player will see before playing the map, and can make a big impact on the expectation, ranging from "meh, another kid's map" to "seems promising".

    If you're going to make an introduction scene (they're risky), make sure they explain almost everything the player needs to learn to play the game, and MAKE SURE PLAYERS CAN SKIP IT!

    Another thing that shows if the game is "professional" or not, is the quality of the information. A game in which a player has to take guesses is incomplete, no matter what. This game has two big problems with tooltips:

    • First, you don't have any information about the heroes during the hero selection, except the skill names. I don't know if they're damage dealers, supports, if they have high HP, or even what the custom skills do!
    • Second, when I'm playing a TD, THE LEAST I expect is tower information. There are two things I NEED to know about a tower BEFORE i build it: DPS and range. There are many other important information that could (or even must) be present, but these are the essentials. As if the lack of information were not enough, the tooltips don't follow a pattern, just compare the frost tower and one of the damage dealing ones.

    Continues...

    MT Team member
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  • In response to Lazerus TD 5.0

    Continuing...

    Talking about standards, this map has a serious problem regarding hero skills. Although the map is a TD, one can't deny that the heroes have a very important role in it, I even spend more time microing my hero than building my maze some times. Heroes have almost random skills that don't match the hero's role, neither his others skills. And worse, the skills have random levels and tooltips. Some heroes have skills with 10 levels, others with 6, others with 3.. a total mess.

    The worst thing about this map (everything until now had work-arounds) is the lack of good towers. Come on, it's a TOWER defense! This map has only a few different types of towers, and doesn't take advantage of the HUGE variety of abilities that World Editor can fit into a tower. Lazerus TD only has slow poison and cold from the classic towers, and ALL THE REST are the same tower basically, differing only in damage type. This is BORING. Since the towers don't have abilities, most of the time you don't bother with them, because you can build only the "good" ones if you want.

    Now the good side. Although I may have sounded like a devil's advocate, pointing the weaknesses of a map are more important than pointing its strengths, so the map maker can work on what's wrong.

    continues...

    MT Team member
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  • In response to Lazerus TD 5.0

    Continuing...

    Even with so many mistakes, this map managed to make me play it a few times in a row (which is not something easy). It has so many new concepts built around a simple tower defense that somehow give it a very enjoying gaming experience. To name a few:

    • Heroes in a tower defense. This is not a new concept, but it's the first time I see it used right. Usually it all ends up in a hero survival with a few towers around, but this time it is used ONLY to get leaks.
    • Skulls and Feathers. Although the Skulls are not expressive enough, the concept of a permanent bonus for your hero is very good. Skulls are like a bat-belt of utilities, that always come in handy.
    • EXP zone for hero. This is what binds the two sides of the map together. Without this, it would be just another of those TDs where you have to leak intendedly just to feed your hero.
    • Multiboard. As I stated before, one of the most important things on a map is information. This multiboard has lots of it. Congratulations on this field.

    continues...

    MT Team member
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  • In response to Lazerus TD 5.0

    Continuing...

    In short, this map has lots of flaws, but it's built around some very nice concepts. It's a hybrid of TD and Hero Defense (with much more focus on the TD, for the matter) that has problems with both heroes and towers. Even with this, the map is pretty fun and innovative. I recommend playing it a few times with friends to enjoy a good game experience, and then come back in a few versions to see the improvement.

    My badges for Lazerus TD 5.0:
    imageimageimageimageimageimage

    PS: I'm testing a new format of review this time, tell me if you think it needs more modifications.

    MT Team member
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  • In response to Lazerus TD 5.0

    Excellent review meta, I'd say the one thing your reviews could use are per-post bolded information, IE: for every picture you attach have a section (or maybe 2-3 per section) as to why it is that. Like you explained why you thought it was innovative, why the balance was boring, and the tooltips were off, but you didn't quite say why its improving, demo, or potential -- the demo almost seems out of place since the map is pretty much content-rich.

    Also-- have you ever played Zoator (Solo) TD? I always thought that was a clever use for heroes.

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  • In response to Lazerus TD 5.0

    You're right ST, I'll try to improve that on next review. Ty for the tip.

    And I played Zoator a long long time ago. Don't even remember it properly.

    EDIT: Oh yeah, it's improving because I've been playing the map for some versions and it's clearly getting better. It's demo because even if it's improving, I'd not say it's a version "ready" for serious gaming. Potential is pretty obvious in my review.

    MT Team member
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  • Project Contributor In response to Lazerus TD 5.0

    Hmm. A review! Kinda brutal but very... detailed.

    I like that your doing reviews mec but I don't think I will heed any of your suggestions and I can tell you why. Briefly I have heard them before but don't think that they are changes for "my" map. Nor do I agree with your rating.

    1. Yes there was a time when there was more info for the heroes, but I reduced this for the fact that people were having info overload. Most of the names for spells are wc spells so its not hard to see what does what, (-repick as many as you want before your hero dies). If anything I could add a All Heroes tab in the F9. Also there is an icon I named all heroes on the builder that at one point had all the info but the field wasn't big enough, so now it only showing the lvl 6 spells.

    2. I really like my tower tooltips and think there is just enough info? All towers have 700 range and the same attack speed unless noted in the tip. The Ice Cube/Poison towers needs to show the spell info for each upgrade. The other towers show next lvl damage.

    Examples:
    TRENT: A fast splash with a small Aoe. Seige attack. |n40 damage. 800 range. Also has the Tree Sap abillity that stops |c0000ffffair|r units.|n|c0000ff00150% Fortified|n150% Unarmored|r|n|c00ffcc00100%Light|n100% Heavy|r|n|c00df010150% Medium|n50% Hero|r |n|n|cffffcc00Attacks land and air units.|r

    ICE CUBE: |cffffcc00WARNING: Purchace this only if you already own other towers. Do not mass!|r|n|c00088A85Slowing|r Tower with Normal damage. 600 range.|nLevel 1: |c00FF00009|r-|c00FF000012|r damage, 25% slowing affect for 1 second. Very Small Splash.|nLevel 2: 21-34 damage, 25% slow for 2.5 seconds, Small Splash.|nLevel 3: 71-74 damage, 25% slow for 4 seconds, Good Sized Splash.|nLevel 4: 141-144 damage 25% slow for 5 seconds, Very Large Splash.|n|c0000ff00150% Hero|r|n|c00ffcc00100% Light|n100% Medium|n100% Heavy|n100% Unarmored|r|n|c00df010170% Fortified|r |n|n|cffffcc00Attacks land and air units.|r

    Lieutenant
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  • Project Contributor In response to Lazerus TD 5.0

    CONTINUED

    *Also Damage type vs Armor is the backbone of the map. All tower tooltips show their affect on all armor types.

    3. Hero spells that mach is simply a judgment call, pure opinion. I have made 5 hero maps and I keep basically the same heroes and kind of mix the spells around a little for flavor but they have all been awesome heroes in my opinion. Sorry you don't agree. I made certain abilities have less levels on purpose. Auras all have 3 levels, same with level 6 spells. AOE have the most as they are ks spells and everything else is either balanced to its type or keeping it to where you can still pick a spell for every skill point you get because the heroes lvl cap is 30. (If you played Lazerus Hero D you would remember a lil problem not being to spend skill points because the lvl cap for the spells were too high)

    4. I like the simpleness of the towers. This is an important thing to me. In my opinion you don't need all "weird" kinds of towers to make a good map. What is important to me is having solid towers that people recognize. Also the challenge is still present with the towers I use. I am in a band too, and when creating music it's not how fast and flashy you play, its how good you sound. Simple can really rock!

    5. Oh, the load screen. I don't think any map needs a load screen in my opinion. They take up too much memory, (hence the lowqual of mine(still looks neat)) and really can throw a person off for what they are going to encounter in game. I only made that loader to have a thumbnail on this site. Thought that the auto gen for the preview was the loader. Still for the size I think it is original, simple, and does its job well. I use alot of imports and can't afford space for a nice picture for people to look at for 18.7 seconds of load time. Go to deviantart.com if you like to look at cool pics, again back to simple being important.

    Thanx a million for the review, please get back to me on this. Also what is that DEMO badge?

    Lieutenant
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