(8 ratings)
Who would've thought this newb-TD could've ended up so big?
I really like the map and I'm glad you didn't give up after my first rating (4/10, though it deserved a 3/10 and rejection back then ).
First of all: congratulations on this map, it's certainly a great maul, it contains some really good ideas and I can see your triggering has been improved greatly since you started making this.
The quality of this map (in almost every aspect) is above avarage, though the terrain might still need some work.
I'm not going to review this now, because I usualy only review maps that haven't been approved, but I will give this map a 4/5.
General
General:
- There could be more info in the description (level types, game modes).
- The multiboard was too short, increase the player name size (my name didn't fit )
- Set a maximum amount of characters to the name-command.
- Change the loading screen, you can get the map at the hive now (and epicwar isn't really a good map-site anyway).
- I really like how the in-game description looks, by the way (but I think I've made that partially... xD)
Gameplay:
- Create custom armor/attack-types.
- You can create awards or something... (+XP if the award is completed, e.g.: get to level 10/15/... without losing a life).
- Change the gold/lumber/food tooltips.
- Maybe make some invis-towers? It's useful from time to time
- The bank-system is actually just free gold, if you want to keep it like that, no problem, but you can make it possible to get negative interest.
Terrain/Objects
Terrain:
- As said before: the terrain could really use some improvements
- In general, I didn't like the tileset
- The flowers on the edge aren't looking really good (in my opinion).
- I like the idea of the terrain at red, blue and teal's spawn, try basing the rest of that (but change the tilesets a little bit :s)
Objects:
- Towers and descriptions are all right.
- Not a lot of custom spells...
- Races are good
- Most towers can't upgrade (if that was ment to be, it's no problem).
Overall
This certainly is a good maul, I've already made my point in the previous post, so I won't waste too much time on this.
Just make sure you improve the terrain, increase the multiboard and some other things I've mentionned.
If you like the award-thing, I can give you some ideas for awards, but make sure it doesn't get imba because of them.
Rating: 4/5
Vote for Approval
There could be more info in the description (level types, game modes).
The multiboard was too short, increase the player name size (my name didn't fit )
Set a maximum amount of characters to the name-command.
Change the loading screen, you can get the map at the hive now (and epicwar isn't really a good map-site anyway).
The map is Approved.
I noticed that one of my peon towers stopped attacking when I upgraded it. I never found out why cause attack range and attack speed where quite fine.
I'd like to point out the ending where the treehouse died. You might wanna cut down on the duration of that cause I almost fell asleep. 10-15 seconds would be fine imo.
While upgrading the tower is not able to attack. I guess this is what you noticed.
The duration is as long as it is because players should be given enough time to save their XP codes. How could you not see the explanation shown at that time?!
I might not be a TD pro but I'm not stupid. The tower had finished upgrading. It attacked like every 15th second. For some reason I don't belive that you set the attack cooldown to 15 seconds.
Writing -save wouldn't take longer than 3 seconds. I say this cause there where a few complains about that when I played it.
A tower defense translated in two languages. There is little else to distinguish it from other maps of the same type. Approved with a 2,5 out of 5 rating, 3 (Useful) approximately.
I for one am insulted by the moderator's description and rating of the map. It's as if the map weren't even played to determine the rating. The bilingual option is not even a highlight of the map.
Compared to other mauls, Kiga has superior pathing, a simple change that alleviates popular player concerns that mauls are too easy. Armor type and special abilities like divine shield keep players on their toes when choosing which tower to build and when. Along with that, wise spending and saving play an important role in determining how much money you'll have available throughout the course of the game. Fans of waypoint mazing as in Gem/Sprout/Eeve/Artifact will appreciate the added waypoints to all but three areas. Finally, the major reason I continue playing KigaTD is that it boasts an XP system with perks at various increments.
How did the moderator miss all that? Not even one of those was mentioned...
Well, aside from the innovations added to the maul infrastructure, the map has its share of bugs of course--namely crashes... that have happened to me in the players/game creation screen haha
I for one am insulted by the moderator's description and rating of the map. It's as if the map weren't even played to determine the rating. The bilingual option is not even a highlight of the map.
Compared to other mauls, Kiga has superior pathing, a simple change that alleviates popular player concerns that mauls are too easy. Armor type and special abilities like divine shield keep players on their toes when choosing which tower to build and when. Along with that, wise spending and saving play an important role in determining how much money you'll have available throughout the course of the game. Fans of waypoint mazing as in Gem/Sprout/Eeve/Artifact will appreciate the added waypoints to all but three areas. Finally, the major reason I continue playing KigaTD is that it boasts an XP system with perks at various increments.
How did the moderator miss all that? Not even one of those was mentioned...
Well, aside from the innovations added to the maul infrastructure, the map has its share of bugs of course--namely crashes... that have happened to me in the players/game creation screen haha
Woah thanks for that
Unfortunately Rui wont care much about what you said I guess :/
I'm proud to say 3.0 will be out soon
Here an insight into the Changelog so far:
Added new Game Mode "Perfektion" (only 1 Secret; 125% XP). Wait ... Kinna is 140 xp this should be a 160xp% value for the difficulty of it. to be in sequence with the 20% additional xp% per difficulty level.
Added new tower for Anime (Yu-Gi-Oh).
Added new upgrade for Electric Carusel (Murderous Carusel). good
Added Waypoints to the positions of Red, Blue and Teal.
Added upgrade for Random Tower for 600 XP.
Added "-host x" command for Host to determine a new Host.
Rebalanced Bedwetting ability (Increased damage and AOE).- hopefully 50%
Rebalanced "Stuffed Mythological Creature's" anti air upgrade.
Replaced some tips.
Reduced cooldown of "Catch" ability. - well done for users under 600XP
Fixed Caster levels from sometimes not casting their spells.
Fixed Caster levels from not appearing in lvl 10 and 25.
Fixed Whirlwind ability, wich could slow mechanically levels. - so I assume it won't slow them now?
Fixed Whirlwind ability from Cyclone Bonus rounds.
Fixed "Stuffed Alpine Bear"-Upgrade and "Detective Conan" from not slowing as shown in tooltip. - good cause I never built conan for that reason lol
Fixed bug showing up the wrong level in defeat dialog.
Fixed "-nameall" command.
Fixed wrong sell values on upgraded towers.
Minor Changes.
Minor Bugfixes.
Added new Game Mode "Perfektion" (only 1 Secret; 125% XP). Wait ... Kinna is 140 xp this should be a 160xp% value for the difficulty of it. to be in sequence with the 20% additional xp% per difficulty level.
[COLOR=DarkOrange]XP gained[/COLOR] * [COLOR=Red]Difficulty modifier[/COLOR] * [COLOR=Lime]Extra modifier[/COLOR] = [COLOR=Yellow]Total XP[/COLOR] [COLOR=Yellow]gained[/COLOR]
[COLOR=DarkOrange]0.300[/COLOR] * [COLOR=Red]1.40[/COLOR] * [COLOR=Lime]1.25[/COLOR] = [COLOR=Yellow]0.525[/COLOR]
Rebalanced Bedwetting ability (Increased damage and AOE).- hopefully 50%
Fixed Whirlwind ability, wich could slow mechanically levels. - so I assume it won't slow them now?
This game crashes very often. It is very difficult to get a full game in this way - maze and I almost beat it again last night but it died on lvl 29... I am not sure why this happens.
IDea - since gang memeber and the siege tower of it have so many upgrades that cost a ton. - add one more for the rifle line - from killer to ASSASIN tower! with a even shorter cool down and mild damage increase! what an idea - since you have 4 upgrades on the other tower and onle 2 on the rifle
At the moment, the melee, seige towers cost much more.
I suggested for a 3rd upgrade titled Assasin which would cost 200 more gold and naturally have stats increased to say a .2 cool down and 100 more damage. and here's the beauty idea of it all: Headshot. Naturally an assasin can snipe it's enemies! a 2% chance to instantly kill ay creep would be a great addition to this game. I'd say 1% but you want it to occur enough to make people interested, and it's low enough not to be abused
The stats are calculated based on the gold cost when I add a tower.
Hmm, the headshot thing is an interesting idea but this is not easy to balance because a high amount of this assassin-tower would kill every wave regardless of hp, armor and specials so it's either overpowered or useless. A high damage e.g. 1000 on 1% of the attacks would be ok.
Not right. The meele total cost is cheaper than the killers.
Originally Posted by RichardSharpe
Added new Game Mode "Perfektion" (only 1 Secret; 125% XP). Wait ... Kinna is 140 xp this should be a 160xp% value for the difficulty of it. to be in sequence with the 20% additional xp% per difficulty level.
No its calculated this way:
Code:
XP gained * Difficulty modifier * Extra modifier = Total XP gainedExample for a 0 XP Player on lvl 1 on Kinna and Perfection:
Code:
0.300 * 1.40 * 1.25 = 0.525
Ohh, yeah... that really matters... (no, it doesn't).BTW i don't really care about how many times I post. possibly it is to different users? hmm! really if you're that anal , apoc get a life.
Sandbox and unterwasser station has deutch description in english game and I saw more towers but I dont remember them. Lego knight costs 17 but you can sell it for 75.
the pinging @ 10% mobs left: this is both annoying and does not seem to work consistently (doesnt work some rounds). also, the last 10% of mobs are usually in one person's area so the pinging is very condensed=eyesore. if the concept behind it is to help reveal stuck mobs, then 5% remaining is okay
mobs from red and teal do not path properly towards orange and purple. instead, they walk towards yellow and get stuck in the waterway (no players in my game were blocking). we temporarily solved this by sticking a tower near the mobs to lure them away--it worked as they teleported right away to green/pink. however, they would destroy the luring tower or even ALL towers in oj/purple's area. very inconvenient. this may be related to the addition of the new waypoints at the top.
overall, once you can fix all the memory leaks, it might be possible to beat the game with more than 3 players. dropping players is what makes round 27 and 28 so hard--we're just fighting against crashes xD keep up the good work though, there's a noticeable difference in how often/many crashes happen now
Buggy still - lego knight exploit sells for 75/100 gold- turns out you just got the sell values backwards for officer and knight. officer sells for 12 lol
. and creeps often get stuck between red/orange and teal/purp. I'll assume you input the wrong way point past the top players spot and thus you have no pathing towards yellow; naturally, they will get stuck.
Random 600 was good idea. although I think you should just have the original randoms just upgrade into that final "random ii" tower. I think that would better serve because 75 gold is fine to waste on random towers but 300 is a bit much for something you may not want at all.
I'm still playing; hoping you made some changes to the gamer shed.
Host designation seems to work even worse than last version. over all a good update .
i'll assume the last spell is 1200 xp idk i'm well over it but looked pretty cool though tornado still is your best on massive leaks of air--Unless the aoe on that air net spell was enormous then it might prove more effective than tornado.
I think the damage aura upgrade doesn't upgrade the radius like it says. In fact I know it doesn't. Maxed upgrade is still 300 radius after adding "300" suposedly.
Does random race choice option include unlocked races?
Another caper idea. *L* "bouncing on the bed" Annoy the adults to the extent that they race up the stairs to stop you. the spell would relocate targeted adults in aoe to their spawn point.
I may have to rescind my previous comment about how the map has improved its reputation for crashes. My initial impression was from playing multiple games without crashing MYSELF, however, I could not say the same for other players. It was only after playing a few more games that I became the victim (I mostly played as grey).
I recommend rebuilding the code from the ground up. It's a lot of work, though I've seen it vastly improve other maps. Monopoly TD mapmakers recently rebuilt their game code in full for version 1.1. That map had no problems to begin with, but after the fix, it seems much faster in the loadup screen and much faster between rounds as well. It has become not only more efficient in game, but the filesize has been reduced as well, helping to distribute the map more easily.
Maul structured maps have a history of crashing/splitting and it's a pity that a well made map like Kiga does too--so perhaps reworking everything away from that origin may solve everything.
I guess it's clear to you how much code Kiga consists of!
Additionally rewriting all the code does not mean that it will be much better afterwards. I don't think that the crashes have their roots in the maul code Kiga bases on because actually I had replaced or deleted these old codes. Nevertheless, I'm sure there are some inefficient triggers and leaks. In my opinion the best way would be to detect those triggers and optimize them instead of rewriting everything.
The filesize of Kiga increased, yes. This is mainly because of the custom loading screen and some UI changes. Of course it is disputable if that is realy needed. At the momment the filesize is nothing we really have to worry about, I think.
Due to so many people asking me to remove these fatal crashes I descided to have a close look at every trigger to optimize them. This is one of my main aims for 3.1. Firstly I gonna release 3.0b soon in order to fix the very annoying bug at orange and purple's position.
I'd also like to recommend fixing the point value of the Lego knight and the Lego Officer. It's and exploit every Lego player at some point during the game takes advantage of. I also want to offer some more fixes
I am not certain but take a look to see if yu-gi-ho tower slows mechanicals.
Pirate ship on the playground. I think a 50 gold price reduction is in order to pair up with other ultimate DPS . ALSO - pls remove the burning oil affect on the mechanicals - they are suppose to be immune to fire and slow and all magics.
I still believe gamer shed needs a lower cost for upgrades. I know your debate against it, however, the ability gained doesn't warrant the high cost.
I am glad you installed the assasin tower on gang. I was wondering if you'd add another upgrade/tower to it. I have enjoyed a movie series: the Bourne trilogy. In those movies the hitmen are called Assets. Perhapes you could include such a tower in the game. The assest could either be a sniper type tower with a 1% chance to 1000k additional damage or it could be a upgrade to the melee tower for an extensive speed upgrade on the attack emulating the Asset's fighting ability- or it could be a melee tower/140 range and not an upgrade.
I agree the game still crashes - BUT i crash less. 3 people typically endure the game. but I am sure some leave on their own.. I am in full support of this game as I look for fixes to send to you.
Hi
Great work on this TD, one of the best ones out there for sure!
But I got a question - may be a bug?
Playing with the Library, where it states it requires manual casting, and they're default on Auto Cast: On (don't know what's right here?), they autocast fine for a while. But after like 20 levels, they stop autocasting, leaving me having to click the towers, click spell, and then click a mob. Autocasting works up to around lvl20 - gonna try some more to see exactly where it stops.
Is this known?
goodYeah in upcoming version, just very busy at the moment because of school
Hmm is doesn't slow them exactly as it should.
Ah fixed the oil effect on mechanicals. Immunity to magics is not correct since Car Workshop and Library race are based on magical damage.
I still don't see a real reason for this. Let me explain:
The grafic cards upgrade gives you a 5x 20% Critical wich effectively is equal to 100% damage increase. Now you have the option to build 2 towers or upgrade one of them. The damage of both towers would be the same BUT upgrading it only needs 83% of the Gold you would have to afford for a second tower.
The New Memory upgrade gives 3x multiple attack, same as 200% damage increase (ok eg. in bosslevels it's not that effective). Now you have to pay 141% of the towers price for this upgrade. Again in comparison to build 3 towers you save 29.5% of the money.
Still think the upgrades don't worth their price?
I still don't believe it is. Compared to other races you don't get the same results. Example, your black windows costs 680 and does almost 1k damage a second. compared to a cheater with a tri attack upgrade you pay i'm sure arounud 1300. so do you think that's good? Two hannas cost 1400 but also she delivers a lot more dps . I feel it's way over priced regardless of your math you used to justify the cost. Maybe you could increase the speed by 10-15% or someting. It's just too expensive for the mediocre damage you get from it. i'd be happier with a attack speed upgrade on all the towers that might offset the pricetags, atm it's one of my least favorites to play - only other thing I can think of - maybe... is adding more to your current abilities, like - more crit , one more multi shot , a lil more dps on the fire upgrade, and maybe have the poison tower do a disease rather than a poison. the cold could use a small aoe. i'm just offering ideas. ATM it's too slow to be effective even wtih mixing up all the abilities.
Yes good idea it was planned that the tower gets an upgrade but till now I left it out. My translator doesn't give me a translation of 'Assets' that has any association with hitmen
Need a good name and a model (only ingame) for that tower.
Very good
As I said: Tryin' to improve that.
Dinah