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Dragon Nest TD v1.80

Submitted by GamerSmurf
This bundle is marked as approved. It works and satisfies the submission rules.
♦ Dragon Nest TD v1.80 ♦

By GamerSmurf

Gameplay
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- Select one of the Dragon eggs and defend it at a chosen location by building towers and maze
- 35 waves are spawning from one of 8 caves chosen at random and are ordered to attack your egg

Nature egg:
- Regenerate hit points
Fire egg:
- Increased damage to nearby towers
Earth egg:
- Increased hit points
Water egg:
- Decrease armor of nearby creeps
Ice egg:
- Decrease movement speed of nearby creeps
Wind egg:
- Resource reduction
Lightning egg:
- Increased attack speed to a nearby tower
Shadow egg:
- Explosion
Gold egg:
- Golden Shell

Each egg has advantages and disadvantages and some are better at early game or late game. Use the feature from your egg to exploit its advantages

Invite link to discord server for the map: Discord - Free voice and text chat for gamers

Screenshots
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Features
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Minigame after wave 10 and 20
Bonus wave after wave 15 and 25
More than 25 great locations to defend your egg

Lumber can be used to research upgrades to help you survive or upgrading your opponents creeps(PvP mode)
In single player your creeps will automatically be upgraded during the waves
In multiplayer you can select the Last Man Standing mode where creeps are upgraded automatic for all players
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Credits
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Missile bouncing system created by Madhatters
Nature, Ice, Fire, Earth, Wind, Lightning and Water egg are created by Vortigon
Shadow egg created by alfredx_sotn
Gold egg created by Blizzard Entertainment
Demon Tower created by HappyTauren
Amethyst Tower created by Pyramidhe@d
Dragonmaw Rider created by Sellenisko
Shadow Elemental Tower created by icewolf055
Water strike icon created by Golden-Drake
Gust of Wind icon created by Sin'dorei300
Immolation icon created by siegkaworu
Slippery Terrain icon created by The Panda
Scratching icon created by Kimbo
Golden Shell icon created by Darkfang
GUI-Friendly Damage Detection v1.2.1 by Weep
Troll created by HappyTauren
Ignite breath icon created by 4eNNightmare
Summon Wolf icon created by Kimbo
Goblin Hovercraft created by Freddyk
Necromancer created by Sin'dorei300
Necromancer icon created by D.ee
Lightning Totem icon created by Raging Ent
Berserker Tower created by Skipper
Berserker Tower icon created by NFWar
Mo'arg Overlord by FerSZ, Murlocologist
BTNNaturesWrath icon created by -Berz-
Ancient Warrior created by Darkholme
Enhanced egg upgrade by Darky29
Witch Doctor created by ironmaiden
Firelord created by Tarrasque
Firelord icon created by kola
Voidwalker attack effect created by Mythic
Gul'dan created by Tauer

Loading screen picture found at Dragon nest - Desktop Nexus Wallpapers
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Changelog
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Dragon Nest TD v1.80
- Unit/tower sizes have been adjusted to Reforge graphics.
- Added Gul'dan tower
- Witch Doctor now gains mana for creeps from War Mill too but requires 60 mana
- The chosen mode is now visible in the multitable
- Skeletal mage summons wards close to attack point rather them at attacked unit

Dragon Nest TD v1.79
- Added Champion waves
- Possible to add specific creeps to opponents in PvP
- Added starting bonus and removed random starting bonus chance
- Added Voidwalker Tower
- Changed terrain a bit
- Creep walk speed 340 --> 400
- Increased cost and damage of Aqua Tower
- Small buff to Ancient Tower
- Building close to creeps(Range of 400) is now activated after wave 1

Dragon Nest TD v1.78
- Added 5 more waves
- Fixed Witch Doctor tower mana trigger
- Buffet Shaman tower and Wyrm tower
- Changed Firelord tower
- Added ability to Arrow tower
- Changed Life regen and Unholy upgrades(now requires wave 20)
- Minor terrain updates
- Balanced egg upgrade prizes

Dragon Nest TD v1.76
- Each egg can now be upgraded
- Added a Minimap image(Created by TDSrock)
- Added Witch Doctor Tower
- Added Firelord Tower
- Peon size reduced and will not get stuck behind trees
- Balancing to several towers and a few waves
- Light armor creeps takes 15% less damage from spell damage
- Renamed modes to PvP(Normal) and Last Man Standing(Survival)

Dragon Nest TD v1.75
- Added Ancient Warrior Tower
- Added a new mode in multiplayer(Survival mode where creeps get upgraded automatic for all players) - Possible to vote Yes/No for the minigame
- Minor terrain changes and a few bug fixes
- Range Tech now increase the range for more towers
- Nerfed the Druid towers dps a bit

Dragon Nest TD v1.74
- Income per lumber is increased to 2 gold per 100 lumber
- Improved the antiblock system to avoid juggling
- Improved the Egg Drop ability
- Buffed wave 21-30(10 hp to 100hp)
- Reduced creeps attack by 50%
- Reduced minigame prizes
- Increased the number of upgrades for Reinforcement and End Round Gold

Dragon Nest TD v1.73
- Lumber used on creep upgrades now increase end round gold
- New income upgrade for single player
- Creep hit points increased for wave 11(5 hp) to 30(100 hp)
- Added Necromancer Tower
- Added Berserker Tower
- Fixed a few minor bugs

Dragon Nest TD v1.72
- Updated Shadow Elemental Tower lvl 7(forgot to increase dps with the last upgrade)
- Faster missile speed for the Tube Wyrm Tower
- Updated description for the creep upgrades

Dragon Nest TD v1.71
- Antiblock unit is now visible
- New trigger preventing construction of a tower next to another players tower and very close to a creep
- Updated terrain
- Balancing, updated tooltips and minor changes
- Separated lumber and minigame area with shallow water
- Number of upgrades shown for each tower

Dragon Nest TD v1.70
- Fixed a bug causing the bonus wave to disappear when walking on the center of the map

Dragon Nest TD v1.69
- Added Tube Wyrm Tower
- Added Wolf Caller Tower
- Added bonus wave after lvl 15 and 25
- Created Discord server for the map. Invite link: Discord - Free voice and text chat for gamers

Dragon Nest TD v1.68
- Introduced a chance to receive an upgrade when dropping the egg
- Added Strength Tower
- Added Shadow egg
- Added Gold egg
- Changed Wind egg
- Added Tower value to multiboard
- You can now observe the game when you lose
- Balancing and fixing a few minor bugs

Dragon Nest TD v1.67
- Removed fog of war
- Increased movement speed for creeps until they get near the egg(Range of 4000)
- Few balances to towers, creeps and upgrades
- Replaced War drums upgrade with Howl of Terror upgrade
- Replaced "Kills" in multiboard with "Creeps left"
- Reinforcement upgrade added(increase number of creeps)
- Fixed bug with Lightning egg causing a player to lose if another player didn't drop the egg

Dragon Nest TD v1.65
- Creeps will now attack towers when blocking
- Display range ability added to all towers
- Improved some leaking triggers
- Improved passive icons

Dragon Nest TD v1.64
- Added Lightning egg
- Improved terrain
- Reduced the movement speed of peons by 5 per player
- Removed creep upgrades in single player
- Improved Maze Tower description and several upgrade descriptions
- Adjusted Amethyst Tower size with upgrades
- Changed icon for Research Food and Research Income

Dragon Nest TD v1.63
- Added a new model for the Fire egg
- Added credits in Quest log

Dragon Nest TD v1.62
- Uploaded to HIVE
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► Map Description Generator 「By Vengeancekael」
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Previews
Contents

Dragon Nest TD v1.80 (Map)

Reviews
deepstrasz
1. Where did you take the loading screen from? 2. Terrain has 95% no tile and height variation. 3. Research Food has no DISBTN (icon looks like a green square on F10/pause). Also, the icon looks like that of a passive ability. Use these to make a...
Paillan
Critical bugs were fixed as asked in last moderation. I see no reason to not put this back to approved state. Set to Approved ====================================================================== Always check/recheck the Map Submission Rules! (Map...
  1. SlumberTurtle

    SlumberTurtle

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    Today I was playing this map online, and found some player exploiting some mechanics. He needs only 1 tower to do damage and he uses maze tower to alter the path constantly during a round ..... so in theory, he can even kill everything during the bonus wave....
     
  2. GamerSmurf

    GamerSmurf

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    This is called juggling and I'm starting to see it more often in my map if a player has played it some times. In version 1.73 players can't build towers near creeps(range 175). This is increased to 600 in the next version and a bug with the antiblock system has been fixed.

    So far it works great and the selling time for maze towers might be reduced(The 8 seconds selling time was meant to prevent juggling but failed to do so in some cases)
     
  3. SlumberTurtle

    SlumberTurtle

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    Hi, so it is called juggling, huh. I think one easy way to prevent players from doing this is to not allow players to build anything during a wave.
    Along with this, I have a few more suggestions related to this:
    1. The timer between 2 waves could be longer. Currently it is 3 seconds, but I think 30 seconds would be better (and players can click "Ready" in their builder to start the wave earlier if all players have clicked; also, the maze tower could be sold instantly, since "juggling" is already prevented by not allowing players to build anything during a wave.
    2. Gold reward per kill. This may be removed and the gold reward may be added to the end of round bonuses, but it is not doubled by the Income research.

    Also, I have a few more suggestions, after I have played this game for a while:
    1. Different modes: currently, most players who have played this map for at least a few times would pick just a few favorite locations to place their egg every time they play. I suggest that the red player should select from the following modes:
    AP (all placement)mode: players can place their eggs at any place they want, just like right now;
    AR (all ramdom) mode: each player is randomly given a 20x20 grid at the beginning of the game, where they are allowed to place their eggs there, but they will be allowed to build towers anywhere after placement of the eggs; each player is given a different 20x20 grids;
    RD (random draft) mode: all players are give a set of the same random (2*number of players) 20x20 grids, where they are allowed to place their eggs there, but once one player has placed his egg at one location, the other players won't be allowed to place their eggs there.

    After having played this map for a while, I have realized that no matter where I place my egg, I can probably beat wave 30 solo (with 12 peons). I think this is true for most players who have played this game enough of times. The AR and RD modes make the game more challenging and fun for experienced players.



    2. Peons gain gold while chopping wood. This one might be against your design philosophy. I am not sure whether you intend to have a cap on the total value of towers a player can have. Currently players have no way to gain more gold (except gold egg and perhaps also wind egg) and naturally this puts an obvious limit on how much total value of towers one player can have.
    While I was playing yesterday, 2 players complained that there weren't many variations in strategies: if you want to play aggressively, build peons to destroy other players; if you intend to defend, then buy only 1 or 2 peons.
    So I suggest the following:
    Each time when a peon brings back lumber to the Great Hall, there is a small chance that the lumber is :
    A. completely lost and the player gains nothing;
    B. lost but the player gains 1 gold instead;
    C. gained as normal
    And also, a research choice could be made in the Great Hall to increase either the chance of B or C but not both.
     
  4. GamerSmurf

    GamerSmurf

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    Thank you for the respond and ideas. I have alot of comments :)

    I think most players will complain and be frustrated if they can't build during rounds and the number of starting strategies will be reduced. The timer was about 25 seconds when I started and most players didn't like the waiting time. 30 seconds will make the game 15 minutes longer.
    Removing the gold per kill will also reduce some strategies or the number of choices during the waves and this give less variation in TDs.

    I like the idea of different modes. Before I uploaded the map on the Hive it had two modes. Survival and Co-op, but the last one was very difficult to balance and players wasn't good at building together. I like your ideas and will look in to it in a later version.

    This is quite a statement :) Do you mean beating wave 30 with all creep abilities and about 8 extra creeps? Normally players join my map several times and it's less than 5% that survive all 30 waves. It's not only the number of peons that matters but also how fast you can get them. This will increase you income and more lumber to upgrade opponents creeps.

    You get more gold by getting a high income early on, researching the increased income early or by selecting Gold/Wind egg. For a TD this is fine I think.

    I disagree(surprice). Do you agree with the two variations? I can mention a lot of strategies to give you an advantage based on the location, egg and/or towers you select. Some of them might seem like small advantages, but through a whole game they add up.
    I can give you some examples if you like.

    I really like the idea. I might disagree with most of them, but maybe some players agree with you on some of the ideas
     
  5. SlumberTurtle

    SlumberTurtle

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    I play solo most of the time. So yes they are fully upgraded
    . And when I played online with other players, there were sometimes fully upgraded 35 creeps (15 extra) and we beat them easily, but only if we have good egg drop locations.

    At random locations when playing solo, I can beat fully upgraded waves with 8 extra; at 3 (for now I have tried this 3) specific locations, I can beat fully upgraded wave +15 extra.
    The 3 good locations are:
    1. bottom left. (easily >40 k damage during the first bonus wave)
    2.center of the map ( actually, it is the starting location of the 6 dragons); (35k -40 k damage during the first bonus wave)
    3. the huge plateau near the bottom right. (35k-40k damage during the first bonus wave)
    4. (note: the "spiral mountain" is not as good as the above 3, even though it is the first location where I beat 30 waves solo; therefore, I am not including it in the list of "good locations")

    Example video link : fully upgraded creeps +15 extra (fully upgraded 35 creeps)

    Two players in this video both beat fully upgraded creeps + 15 extra creeps (35 creeps in total). He beat it because I told him what to build......

    Also, peons don't increase the income. It roughly takes over 20-25 waves to get back the gold spent on peon, according to my calculation/estimation; so in general, only peons bought before wave 5 can generate income. I thought this was your intention.


    I always do the income research before the end of wave 5 (I use wind egg). But it makes no difference at all: at wave 30, I can have 4 maxed expensive towers or 6 maxed cheap towers; Gold egg is the only way to bypass this limit.

    My general strategy has no variation at all:

    1.1 maxed Demon tower;
    2-4 maxed druid tower;
    0-1 maxed Animal cage;
    0-1 maxed Shadow elemental tower;

    2.only 4 peons before the first bonus wave; even though the towers are completely overly built, I only buy 4 peons. (40k -60 k damage during this first bonus wave; 100k-150k damage during the second).
    12 peons immediately after the first bonus wave (as soon as possible)

    3.
    Egg:
    a.wind (starting ability)
    b.ice (first bonus wave)
    c.water (second bonus wave)

    4.the entrance of my maze is physically close to the exit (egg).

    5. a very important maze strategy that is hard to explain here.

    Edit:

    There is another good location that I identified, besides the bottom left, the center map, the near bottom right. Solo beating wave 30 is also easy here. This location is by no means random. I chose it very carefully. The egg drop here is very meticulous. Most players who try to replicate this video will drop the egg wrong on their first try, I think.

     
    Last edited: Feb 22, 2018
  6. GamerSmurf

    GamerSmurf

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    Well..there is no doubt you are very good at this map. It's very rare that I see players defeating wave 30 with just a few extra creeps. Maybe I will introduce a final impossible wave to see who can kill most of them(mostly for experienced players)
    My intention is to make it a TD with a original gameplay where you try to defeat your opponents. I had to include income for people to buy more than 1-3 peons. Maybe I should increase the income per lumber a bit? What do you think about that?
    Your stategy works well. I like to buy 8-9 peons before the end of wave 11 to get alot of lumber to upgrade opponents creeps.
    I'm am very close at finishing a new and better way to drop the egg(mostly for new players)
    I'm always looking for new locations so it's great to see builds from other players
     
  7. SlumberTurtle

    SlumberTurtle

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    I think this is a good idea.
    If the income per lumber is changed to 2 gold per 100 lumber, I think the change may be significant enough.

    Also, I have one other idea:
    1.Besides the creep upgrades, it would be great if players can send some specific creeps of their choice, just like in Legion TD, or even in Hero Line Wars.
    2.These creeps cost lumber and only last for 1 wave.
    3. During the wave when there are these extra creeps, if one opponent player's egg takes damage, then the income increase from these creeps is doubled; if 2 opponent players' eggs take damage, the income increase is tripled and so on; for example, I send a creep that costs 100 lumber and 2 of my opponent players's eggs take damage during this wave, then my income increase would be as if I spent 300 lumber on this creep.
     
    Last edited: Feb 23, 2018
  8. GamerSmurf

    GamerSmurf

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    I have doubled the income in the new version and buffet creeps HP from wave 21 to 30.

    The other idea can give the game even more variation but it only works well when its team vs team. The creeps should be stronger(per lumber used) than the Reinforcement upgrade as they only spawn for one wave. This will be a problem when its free-for-all. If player 1 and 2 agree to save and send at the same wave then the rest of the players will get alot of creeps while player 1 and 2 will get half of that.

    So players can take advantage of the extra sends if they work together and thats not the game design(Should be a whole new mode)
     
  9. SlumberTurtle

    SlumberTurtle

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    Dropped the egg at the troll location. This place is pretty bad, but it is still possible to win.

     
  10. GamerSmurf

    GamerSmurf

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    Well played and a good combination of towers, location and egg. That's a difficult place to defend
     
  11. TDSrock

    TDSrock

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    I think this is an excellent tower defense in the basis.

    Recently in a game I was playing with a friend I managed to get a peon to warp behind the trees making it unusable. I would advice to fix this issue by providing each player with a small area that no one else can acces, providing that area with a series of trees(lets say provide them with 30 trees each to give someone who wants to spam peons allot, that they can) and then finally use wisps instead of peons. This may require you to re-evaluate all wood costs as the wisps will be far more consistent then the peons and don't require to move back. Of the top of my head I think increase all wood with a 1.3 multiplier or so?

    Also I would LOVE the follow two things.
    The map to be further expanded upon in terms of terrain, if size is a concern maybe have an option menu for red to select the map to be played on and package the map with 4 maps?

    I also had a question on the "lucky spots" mechanic. How the heck do these work? Did you predefine volumes? Did you predefine specific locations? What is the entire pool of possible advantages these may provide? So far I've seen:
    90 lumber
    Food auto maxed
    and 50 gold.

    Are they operated on complete random? Or maybe weighted random? Haven't tested enough to confirm this.

    And lastly I have some feedback on the mini-game.
    I would love a setting that lets red turn off the mini-game and instead let all players choose a small reward at the end of each 10th wave. The values I would then see for myself is either the same as they are now or smaller scaled with amount of players in game, not sure tbh.
    Otherwise the mini-game to me seems okay, but sometimes the mini-game behaves in what seems to be random behavior. I've seen the fireballs go through the barrels. I don't understand why and when my fireball collides with my friends how the game chooses who's fireball doesn't get destroyed.


    I hope my post doesn't come off as one with too much "negative" feedback! The only reason I bring up my gripes(and made this account!) is because I love the concept you went with here and hope to see this map improve!
    Well done on making this quality and interesting map!
     
  12. Kaijyuu

    Kaijyuu

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    I played this map a bunch and and fun with it, but I found myself repeatedly frustrated by apparently good looking spots being ruined by trees. I understand the desire for natural looking terrain and to not have completely perfect mazing spots, but there's just too many 3 square passages for my taste. The very bottom right and very bottom left are particularly egregious in their tree positioning, preventing the passageways from being anything other than one-way.
     
  13. GamerSmurf

    GamerSmurf

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    Thank you for your replies TDrock and Kaijyuu.
    I have never seen a peon warp behind the trees. I will fix this either by giving the peons an ability to "teleport" to the base or by changing the lumber area to cotain more trees and wisp. Not sure what I will choose yet.

    This is a very big task and I believe I can improve the game more by using my time on other tasks :)

    A few spots on the map gives a drop bonus every time(none of the easy spots). If you haven't dropped the egg on one of these spots, when you have 10% chance to get a bonus. There is 6 types:
    +15 gold, +90 lumber, Food tech upgraded, Mana shield upgraded, lvl 1 range tech upgraded or Train peons faster while costing 3 gold less.

    I'm working on a voting system where players can vote for a normal gameplay where you upgrade your opponents creeps or a survivor gameplay where creeps get upgraded automatic for all players at the same time. This vote will be followed by a "Yes" or "No" vote to the minigame.

    I didn't write the code for the fireball bounce, so I'm not sure how it is decided which fireball that gets destroyed. It seems to me that the fireball spawned last is the one that survive.

    With 3 square passages I'm guessing you mean passages where you have to block with "1.5" tower. Do you prefer that some of the 3 square passages are changed to 2 or 4 squares?
     
  14. Kaijyuu

    Kaijyuu

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    As a player, 4. That makes it easier to maze.

    As a dev, either. Having a path that cannot be bisected is fine; no spot should be perfect, after all. But 2 squares (or one tower length) is more obvious to the player that the path is 1-way.
     
  15. TDSrock

    TDSrock

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    Hmm i think the balance is fine. The real unintuitive things in the map I really see are in some locations there are small gaps through the forests that are a bit odd. I don't mean all of them though. Plenty are obviouse enough on how they are laid out.
     
  16. GamerSmurf

    GamerSmurf

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    For the next version I'm thinking of adding:
    - A tower that gets a benefit(sort of rage) when more than x number of creeps are nearby
    - A tower that lose some functionality/lose dps if towers are nearby
    - Possible to upgrade the egg ability(double effect) for about 400 lumber
    - Add a new minigame(This one has been difficult since I want it to be as fun as the first one).
    - If any of you got some minor changes I'll consider every one of them
     
  17. micca

    micca

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    Hey, I'm the guy from the video you post a comment on. :)

    I've written you under your comment, but I will post it here too.

    Thank you, I appreatiate your work, you have done a great job doing your map. We're looking forward to the next version. I thought you've already abandoned the project. :D

    These things I have on my mind now:
    - You should make more waves, so that the fun will last longer. :D
    - Peons are quite buggy in large numbers (more than 12 according to tests), I suggest maybe limit the max number of peons to 12 or something like that. :)
    - The only egg, that pays off to build right now is the regeneration egg. Others are simply not wortch it, at least according to what I've seen. Everyone who picks other eggs loses before the ones with regen egg.

    That is all for now. :)
     
  18. GamerSmurf

    GamerSmurf

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    Thank you for the comment. To follow the project more closely you can join the discord to get more details about upcoming changes and balancing.

    So far I have not noticed a need for more waves as good players tend to upgrade the creeps enough to kill opponents before wave 30 is reached(or kill themself by to many peons). But it is easy to add a few more so why not :) Maybe 5 more?

    The "peon size" is reduced in the next version. This will also solve a bug where peons can get stuck behind the trees. It's important to note that training peons after a certain wave will harm your economy more than helping it.

    There is a lot of strategies with the other eggs so I do not agree(surprise :D). SlumberTurtle has some great videos of other eggs. But I can give you two new strategies that work well:

    - Choose the gold egg and let wave one damage your egg to around 20 HP. This will give your enough gold to build 3 peons during wave 1-2 and increase your income quickly and put some early pressure on your opponents.

    - Choose the wind egg and build a big maze with Arrow towers lvl 1. The upgrade from guard tower to arrow tower cost 2 gold but this will be free for you since the wind egg gives 2 gold and 5 lumber per tower you build or upgrade.

    I have more strategies but lets start with these two :)
     
  19. GamerSmurf

    GamerSmurf

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    A new version is now uploaded. I have much more to add or change and it will come in the next version.
     
  20. AMarkoff

    AMarkoff

    Joined:
    Aug 9, 2014
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    My replay for GamerSmurf. 27/30. A game from classic towers and multishot-tower. Maybe this will help you. (WC3 - 1.26)
     

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