Tower Unite

Tower Unite

Tempest
9 条留言
Walroose 11 月 18 日 下午 5:44 
I was a bit harsh last night, sorry about that. My gf, who was hosting the game, said she had a good time with the map and she didn't view it as unfair. So likely my bad experience was because I was a client player. And that's largely TU's fault. Though I didn't have this issue with any other custom maps.

Also my gf and I both experienced worsened framerates while any filters were active. And I know it's the filters because after losing, our next attempt didn't have a filter - so I was able to directly compare the performance of the same day with and without the filter. I was getting 20-30 fps with it on, and 140+ with it off. It is definitely 100% the filter causing lag
worms  [作者] 11 月 18 日 上午 3:31 
I'm really sorry that happened. I know the map is often frustratingly difficult. I think the biggest issue is just how quickly zombies spawn, and I've tried toning it down before, but the map making tools don't have a "spawn frequency" slider or anything like that so I don't know if it's possible for me to do that.

Not sure why the random instakills were happening. I have an idea for a fix but I don't know if it'll work. Multiplayer-specific issues in this game are a nightmare for me to troubleshoot and the way this map's events are set up is a mess.

I can tweak alligators' visibility and tone down the shaders, too. I wanted each shader to be distinct, but yeah some of them do kinda look like ass. But, I don't know if they would've been causing lag? I know TU has a multiplayer-specific bug where hiding items can cause lag, and this map's events rely heavily on hiding items to work, so that could be it. In that case, I can't do anything about it, though.
Walroose 11 月 17 日 下午 9:52 
I don't know if there's some kind of bug for people who aren't hosting the game, but I just randomly get instakilled for no reason. The filters look like ass, they lag the hell out of my game, and they make it so I cannot see a damn thing. Zombies spawn on top of you and corner you all the time and there's nothing you can do about it. The alligator sucks and is impossible to see with a legion of zombies around you. And something in the map must be causing me to get constantly instakilled.

Got to Day 5 and it was completely impassable. Constantly getting instakilled 3 seconds after getting res'd. There's like 10 billion zombies everywhere and you take damage just for existing. This map is the very definition of "♥♥♥♥♥♥♥♥ difficulty" and it pissed me off for wasting half an hour of my life

I gotta say the map looks beautiful and really could be fun if it was toned WAAY down, but as it is, this was genuinely the worst experience I have ever had in zombie massacre
Bloodsucking Girlthing 5 月 27 日 下午 10:53 
Also, final note: very based removing an asset when you realized it was AI-generated :ss13ok:
Bloodsucking Girlthing 5 月 27 日 下午 10:51 
- The darkness really affects navigation on hills, and on the lighthouse hill I felt like you couldn't see the small ledge near the top.

- I felt the mandatory generator objective was the single most punishing consequence in the whole map. At the very least it should be reduced to 1 or 2 instead of a whopping 3. Also, while it was too difficult for me to do so, you could abuse that to destroy the point economy and potentially max out in a single day.

Positives:

- I LOVED the messages in the bottle, both because they were fun little references and also because YOU CAN FIND FUEL AND SKIP A GENERATOR OBJECTIVE.

- The pumpkin spawns felt fair. I never felt overwhelmed by them.

- The map is beautiful and has so much attention to detail in it.

- The objectives that did complete quickly were much appreciated. Maps that have objectives requiring you to hunker down for nearly half the timer feel boring.

Hopefully my feedback helps! I'm looking forward to more from you in the future!
Bloodsucking Girlthing 5 月 27 日 下午 10:49 
- The nameless heart ritual objective could progress faster. I couldn't manage it a single time in my previous attempt, and it was hours long.

- The rainy weather on top of the high amount of zombies caused a ton of performance issues.

- The nightvision goggles from the Find Supplies objective actually made it *more* difficult to see. The skeletons were completely washed out!

- There are a lot of spots you can find yourself cornered and not realize it, namely around the steps down to the pier. I was expecting to fall down off the ledge and watched myself get pulverized instead.

- The tokens were unique, but I felt I couldn't find the time to go out of my way to redeem them while also doing the objectives. Also, I never got any other result but nothing and enemy spawns so I ended up feeling it wasn't worth engaging with.

- The custom "enemy" of the exploding skeleton could have a slightly longer telegraph. I also felt like it teleported too fast to fight.
Bloodsucking Girlthing 5 月 27 日 下午 10:48 
So, I played it again and got through it fairly easily--only had to retry twice. The main difference here was that I didn't get hit with the mandatory generator objectives. Failing an objective, as far as I understand, affects you even on restarts. If you're already struggling, that can compound into an unwinnable situation and I think that's what happened to me. Overall, I enjoyed it much more my second attempt, mainly because I knew what to expect and had a better adapted build in mind.

That said, I think there are still some problems with the map:

- Difficulty scaling: werewolves on day 2 and the amount of ghost spawns aren't insurmountable, but definitely felt like a rough spike. If anything I'd swap when the vampire and the werewolf spawns because the werewolf has more health.

- I felt the uneven terrain made targeting difficult (but that's more TU's fault). This made defending certain objectives like the generator on the hill more difficult than they needed to be.
worms  [作者] 5 月 27 日 下午 7:18 
Yeah it is very tough, mostly by design; I personally enjoy the challenge but I can see how it'd be way too much. I've thought about releasing an easier version with the events/extra zombies spawns toned way down, but I hadn't heard any negative feedback about the difficulty (or any feedback at all lol) so I just never got around to it. It probably wouldn't take more than a few hours though, so maybe I'll do that soon.
Bloodsucking Girlthing 5 月 27 日 上午 12:27 
This map is insanely difficult, and not in a fun way. There are so many different things that stack up that would be fine on their own, but altogether is way too much to manage.

I adore the amount of detail in this map, the unique mechanics, and the design itself. That's why it hurts so much to leave a review like this.