![]() ![]() ![]() The ranged techtree feels very bad compared to the other 2, it scales bad to lategame and the last unit of this tree (that at least has some dps) requires chrystals as well. subdolak feels inferior to both oil and chrystals, it happens enough in games that you only get 1 special resource and that you choose the techtree of the resources that you have. However, there are some things i'd like to see: #10 Still having much fun with this game! I haven't played enough to comment on balance yet, but the game is pretty fun and I hope to see more refinements. Maybe the price of melee should be 30 instead of 35? I don't think this would break anything since they quickly become outclassed as tanks and you really want the upgraded version, so you can add 5 to the price there if you want. Depending on the sends you get, the archer isn't any better than the melee and there's no way you can guarantee passing the first wave with that builder. One last small thing, I think it's weird that you can only start with 1 melee or 1 archer when playing the "mixed" (newbie) builder. Some grass with dirt paths, trees and shrubs and whatnot. To that end, some more intricate texturing around the resource areas would be nice. Like some bridges that go over the lanes from one cliff to the other, that obviously won't interfere in a fight because of their placement but visually show that you can "pass" to the other side with a properly placed yard. And while we're on the topic, I think some doodads that show connections between the center and outer areas would be nice, to indicate to players that you can build over the lanes. It'd also be great if there were "tier 2" resources that you never start next to that you can only reach by expanding. I think there should be more incentive to build multiple new construction yards, like a small discount on tower prices for each yard you have. The "race to the middle" with new construction yards is kind of weird. I guess this is not bad, it is expected I suppose. Pretty quickly though it seems like you will always go towards the same things. I like that the randomly generated resources can really change how you start off. #9 Game is pretty fun, I think you succeeded in doing "Squad TD + more". I would realy appreciate some feedback from this community. Come, try it, and maybe leave a review or post here in this thread. Map's name is " Mines and Magic", it's available on EU server. There are also some thing planned that I'm working on.īut, as I said, I need to balane the map (though, it has some grade of balance yet, that makes the playing enjoyable). 4 builders are completed, and also 16 towers are available for research battle areas made the way that creeps that you haven't killed will fight your neibhoring player, and the creeps that survived this battle will meet the towers of other part of your team (it's 4v4 as usual) you can invest in towers and get income from kills, or in mines, or in sends builders have only 3 base towers, but you can research more towers, depending on what resources you possess ![]() you have to build mines on resources, expand to reach more resources eco system is different, there are 7 different resources, and they randomly spread along the map Some features are not implemented, but most of the thing is done and working. I released it at EU server in alpha state for balance testing, and realy need some feedback concerning balance and resource systems. Also, had builders ideas, and just desired something like the good old Squad TD, but fresh in details.Īnd finally, the map has reached the publishable stage. Because, you know, new builders appear in Squad TD not so frequently, also, I wanted to change lots of things to make the game feel different. I created these arcade maps for sc2: Heroes of Might and Magic, Sid Meier's Civilization, Rise of Legends, Zed, Glass Castle TD.ħ month ago I decided to create a map that would work based on Squadron TD mechanics. #1 Hello, you could probably remember me.
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