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Thread post for any comments, additions, etc, to be made to the Defend your Castle map.
This map was my first attempt at creating a SC 2 map. I thought I'd start out basic and recreate a popular map of mine from vanilla starcraft. Not bad, it's sitting at #1 right now (I'm guessing it's there since it's new and since everyone is slightly tired of the exsiting top maps).
Right now, I'm balancing the map, and pushing out an update every day or two (hence still beta due to rapid changes).
Thank you all for playing, and I'd enjoy to have some constructive comments (yeah, good luck with those on the internetz, I know).
Thanks, and have fun playing.
Edited by Jehoel on 11/2/2010 9:40 PM PDT
I played it last night
What i liked
1. I can play it alone ( more maps need this)
2. it is face paced (not wating around for spwans)
what i did not like
1. the game goes from super easy to imposible very fast (makes it hard for a good compeitive match)
2. not enough units make it more about a smart mix of units then just about massing archers.
Indeed it has a quite fast difficulty jump that you may not even be able to keep up with at all.
Perhaps add a bit more units as well, it ends up spamming catapults/archers or battle mages and spamming damage upgrades and spamming units to enemies. Not much else really.
needs some more units to use. adding more upgrades would help lategame, as well as maybe something more to the castle itself.. like a makeshift gate to replace when the other ones break (cheap but weak.)
the most i could do when playing it was a wall of tanks up top with a massive ghost ball at the gate.. which held until the other players died and i won. the 'archimedes deathray' boss was a great idea to mix things up, it was unique compared to the usual "here's a single ridiculously powerful unit" boss setup.
very nice though, but more can certainly be added to it.
Thank you for the feedback so far.
I do plan to add more units on both offense and defense (mostly offense on stuff you can send against your opponents to keep things fresh).
Right now, I'm toying with the idea of increasing the population requirement for each ally unit, and mixing them up. When I add more defensive units, I'll probably increase the population req for each.
My current goal is to try and mix up the strategy a bit. I'm adding "spells" you can cast wich will modify the battlefield with the hope that it'll add some more strategy. This weekend I'll have a fair amount of time to dedicate to creating new ally units, and balacing them as needed. I'll also probably take this off beta after that update.
Has anybody made it to boss 3, or boss 4? Seems like most of the newbies die at boss 2, and not many make it to 3 or 4, or even the last boss (wave 81).
Edited by Jehoel on 11/3/2010 2:49 PM PDT
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