Guest mrchak Posted August 1, 2007 So I just had this idea, this might not be the right idea for this TD, but it would definitely be an extreme mode. Consider the path that the spawns walk through. Let's say there are checkpoints along the way; 1/3 the way through and 2/3. These are LINES that they cross. Let's say your spawn count is 30. The challenge is you have to kill 10 of them before they cross checkpoint 1 or else they leak (20 spawns may cross the first checkpoint with no penalty, any others cost 1 life) The second checkpoint allows 10 to cross with no penalty. This would be much more extreme... what do you think? The checkpoints could be at the half-way point and the 3/4 point instead, but the concept, too hard? It would require a different strategy I would think. Go to top Share this post Link to post
Guest Sancdar Posted August 1, 2007 It makes most 2-pass builds useless, but doesn't do much to most of the mega-slow builds. An interesting concept, but I don't think it would be that fun. Go to top Share this post Link to post
holepercent Posted August 1, 2007 agree. mass-aoe slow at the entrance. it'll just force players to build at the start. something like a forced speedrun.... Go to top Share this post Link to post
Cisz Posted August 1, 2007 I think this could be ballanced to make 2-pass still viable, but the one pass builds (slow/slpash) can be played at 7. Go to top Share this post Link to post
Guest Sancdar Posted August 1, 2007 Only 2-pass that kills half the units on the first pass...some of us prefer doing lots of slow damage with Immolation towers! Go to top Share this post Link to post
Guest mrchak Posted August 1, 2007 the concept could be modified to balance it. Maybe just 1 checkpoint near area 2, on the bottom path where they go right... or the corner at 3, where only 2/3 of your spawns will pass without penalty. This would be an extreme mode applied to all players, so it would be more of a sudden-death elimination mode. Go to top Share this post Link to post
Cisz Posted August 1, 2007 Now thats a concept I like more. Like shortening the path for a bit at the end. foring the players to play two pass at 4 more, which is harder than at 3, but still quite possible. A checkpoint at 2 - I like that. Go to top Share this post Link to post
Guest hyperprimate Posted August 1, 2007 I like the idea of shortening the path to increase difficulty. But, as others pointed out, it has to be long enough to make 2-pass viable. Checkpoints that allow a certain amount of creeps to pass? I don't like that, better that you lose a life for all creeps that pass. Or, what I'm trying to say, move the exit-cave to numpad2 (or place some kind of teleporter stuff there, changing the terrain might look odd). Go to top Share this post Link to post
Guest Sancdar Posted August 1, 2007 How about an exit-portal that creeps forward a little bit constantly but gets pushed back every time you kill a creep? Elemental spawn time would lose you some ground for sure. Go to top Share this post Link to post
Guest mrchak Posted August 1, 2007 A moving exit portal - that is HOT! I like it a lot! Each kill would send it back a little bit (proportiaonal to difficulty I think, because harder difficulties have more potential kills). Go to top Share this post Link to post
Karawasa Posted August 1, 2007 Very interesting idea, but it certainly doesn't sound easy to make. I think the tweaked extreme mode should provide more than enough challenge once you try it in Beta2 . Go to top Share this post Link to post
Guest Sancdar Posted August 2, 2007 I think there are a couple ways to do it, but yeah, a little tricky. One way would be to have the gate be a unit slowly moving backwards along the checkpoints, with a trigger to teleport it backwards (forwards?) when creeps are killed. It could have an autocast with extremely short range and cooldown that triggers the leak script on the target. Go to top Share this post Link to post
holepercent Posted August 3, 2007 i like the last idea... it's better than the original while retaining the concept... Go to top Share this post Link to post