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Hope to play more of your maps someday :)!
The idea of pulling back at dusk to defend the base and the loss of vision at night makes you rethink your steps a bit, making it one of the more unique scenarios I've played so far!
The map is too easy, the waves too small in number, too low quality and the only unique unit I saw as spitters all easily defeated by a few HMG turrets placed on the corners.
You can find too many supplies around the map.
Compared to part 1 the scenery was a bit bland, just construction cranes and desert.
Clearing hives should trigger hive growth
Wave difficulty should build up a bit quicker, perhaps one step of difficult per night, with every second night unlocking a new threat
Reducing supplies found around the map
Having the attack waves spawn closer to the fortress and/or perhaps via the ambush function, to give more of an idea of an actual night-time swarm approaching.
waves need to be much much bigger with more enemies types so the def get a challange where oyu need to use skills and not only spam a wall of towers as well reduce the units far too much too early
as well as too much tech pts
increase diff alot and your good as well as for death sand 1
but nice maps
and since oyur so good with the editor make the death sand real
like much more enemys popping constant out of the sand or sand whirel that suck up units
:)