by Supa » Thu Dec 31, 2009 11:13 pm
I don't normally play TD maps as I generally prefer DOTA/teamplay lane control maps, but since it's the end of the year I thought I'd help out. :)
I didn't like the randomised waves - one of the fundamental strengths of the TD genre is the satisfaction of improving your build order over multiple playthroughs, not knowing what's coming next basically invalidates that. I played through it twice and both times it felt like I could only react to whatever just happened a minute ago. Attempting to change up my tower mixture between waves to address a specific threat would just result in a creep wave appearing that I had no real way of dealing with, aside from resorting to my hero and scarab micro. You could say I found out that nukes will break down your back door the hard way. :P
I did like the lack of mazing as it makes it easier to change up tower mixture since it's all in one place. If you're dead set on keeping the waves randomised, I'd recommend providing vision over each base and playing a minimap beacon alert every time a creep wave spawns though.
I did like how the victory condition is more proactive than surviving for an amount of waves, it's a nice touch.
One suggestion, It'd be nice if the fire tower flame wave ability was an active ability (ala spider cages) and not a random passive. Give us something to burn APM on, please. :P