They Are Billions

They Are Billions

Tower Defense 70 day
DayBreak  [developer] 12 Dec, 2018 @ 8:10am
Suggestions and ideas
Any ideas or suggestions are more than welcome, please post them here.
< >
Showing 1-15 of 20 comments
FullTilTBoogie 16 Dec, 2018 @ 6:48am 
hey, thx for the nc map! was a lot of fun to play :)
the only thing you could improve in my opinion is not to allow walls!
keep up the good work...
Forthaxe 17 Dec, 2018 @ 5:20am 
Hi, just finished this map and found it very enjoyable. Wish it was longer.
I like the map design and early game was a decent challenge.
However, once my economy starting to get going you kind of fell into the motion of adding a new turret/sniper tower every so often until nothing would reach the center of the map.

As for suggestions:
1. The paths the zombies take could be covered in resources stone/metal/gold to stop building on them ( The section of pathway in the Command Centers build zone is enough to put 2 double walls which is plenty for a last defense line).

2. Lack of spitter zombies. I can see how spitters might negatively impact a TD map if they can destroy towers from range. If there's a way to put a few (dozens not hundreds) in later waves, just to keep things interesting and make you more wary of whats coming, that would be good.

3. Lack of slow zombies. You could try adding a constant stream of slow zombies after a certain amount of time (towards end game) that way you would have to manage/upgrade your defenses more as they deal with sheer numbers as well as the waves of special zombies.

Thats all i got for now. Again, great map.
Keep it up.
DayBreak  [developer] 17 Dec, 2018 @ 6:43am 
Thank you for all the imput! I wil make sure to keep these in mind for the next update :)
Jodarek 23 Dec, 2018 @ 6:33am 
Man didnt see this at first and was using the comment section for my ideas.

First of all the map so far is great there dont need to be any changes for the first 50 days in my opinion.
After that though...hmm. Please make it till day 100. Also please make the waves more difficult, not by adding in more behemoths (im personaly not a huge fan of them, they get stuck often, their weird way of hitting things often bugs out things and since you cant choose which target you wanna shoot with your turrets it will sometimes be a single behemoth between a bunch of fatties. while the turret shoots the fatties the behemoth destroys everything, then maybe one turret focuses him, then the turret goes down, then the behemoth advances and restores HP and so on and youc ant do anything about it) but by adding in bigger waves of fatties/walkers and give them 2-3 pathing options so they dont just all clump up in the middle of one path and actually use the entire landmass to move forward. I have seen a couple of comments which were suggesting of unlocking more land/area. Now im all for that but only in little masses to give enough space to build some worl wonders and stuff like that. I think the normal missions in this game always give you a struggle of landmass/area you can build on so you have to chose carefully and wisely where and what you want to build on the given space. I found the same struggle on your map and i think it is a good addition to your map and adds an extra layer of difficulty on there.

Anyways im sure you know what to do :) given that the map is verry fun to play so far ^^
DayBreak  [developer] 23 Dec, 2018 @ 7:33am 
Thank you so much for the feedback! I try to do my best when I test the maps to make sure there isn't too much clutter, I have some plans on what I want to do with the waves and how to make it harder and much less clutter as the days go by, I wanted to keep the building limits small since the map itself was small when I originally created it and didn't want a overload of building and creating to make the map too easy. I don't plan on expanding the building area but I may extend the paths for the zombies a bit just to help with spacing the waves and giving more time for them to spread out for a consistant flow and increase in constant wave sizes.
gilmar71 24 Dec, 2018 @ 2:49am 
Hi, i played your map yesterday and i lost 2 games before win, it was a great challenging.
First of all, the time and the size of the waves was good!
The space to build the town was good too, maybe a little larger on next update.
The distribution and organization of the hall of the zombies until Command Center was very nice and clean, this is good!
I agree with the comment above that will be nice to have a constant slow wave comming before some level.
I fell myself safe (safe but not out of danger!) just after day 22 that i had built a good part of the resourses of the town.
Anyway, i liked your map, and i hope that have more versions with different factor and number of days.
When the day 50th was comming i was waiting a huge wave to destroy everything and lost the game and the game just finished... i want more waves, it will be nice 75 days or more to put more and more executioners and snipers .
Ty.
dudu47 27 Dec, 2018 @ 8:47am 
I wanted to know what the initial build order was, and I couldn't resist it when the giants came out.
DayBreak  [developer] 27 Dec, 2018 @ 10:37am 
I'm not sure if I understand what you're asking. please elaborate?

dudu47 28 Dec, 2018 @ 8:48am 
I am a new player in this game. At first, I like to build warehouses and then build wood technology.The first wave of giants came and I died.I'm building wood tech now and then a warehouse, a barracks building snipers all the time, can kill giants in time but is being leveled by a small zombie in the middle.(at that time, 6 defense towers next to the base camp were not enough for small zombies.)
DayBreak  [developer] 28 Dec, 2018 @ 10:21am 
Try to take time and build up your resources and get the executioners, they make a huge difference :)
MeMEME 31 Dec, 2018 @ 4:01pm 
I enjoy the map. Sadly, the game was basically over at day 10. Here are my qualms.

You probably want to reduce amount of avaible oil, wood and farmland. As currently, I am spamming snipers into thanos far too early. Had so much of all recourses that I started building in the lanes and over the zombie spawns. Filling them with walls and zapie towers. Why? Because I had nothing better to spend things on. My warehouses were filled up to the brim, I could not empty them fast enough. Some of this might be negated by having some Giants guard the spawns (to stop towerpush), or fill lanes with recourses so players cant build on these lanes and bug the spawns.

Perhaps you could make pockets where a player could build outposts, with weaker spawns crashing into them. That way you can still expand, yet not get the win for free.

Don't know what more you can do currently, perhaps you might want to not give the player snipers as early tech. Once you got 18 towers with snipers, the giant spawns are of no threath rest of the game. Perhaps increase the starting army with 2-4 soldiers and 3-6 rangers rangers to compensate. That or you could try pushing iron even futher back by reducing the amount close to your base.

- And, Happy New Year everyone :spiffo:
alpaca 6 Jan, 2019 @ 12:46pm 
I liked the map a lot. The one thing that bugged me a bit was that it was just 'over' like that. I hadn't realized that it was already day 70. I think adding some 'lore' every 20 waves or so, and a few more at the end, would give some 'meaning' and 'progression' to the thing. Try to find a simple story/reason why we are defending that point. Give the player a 'oh noes the big wave is coming' or 'hold on tight the cavalry is nearly there' message before the few waves. And put an infected village behind the mountains where the waves 'go trough tunnels' to come into play. And end the map by giving the player control of the cavalry (a decent group of soldiers or so) to burn down the village behind the mountains and end the waves.
Last edited by alpaca; 6 Jan, 2019 @ 12:47pm
Jodarek 6 Jan, 2019 @ 2:24pm 
Played the new update, pretty fun, middle lane spawns too manny fatties though they respawn faster then you can kill them also in the end the waves get pretty boring with just harpies giants and fatties mix some normal zeds in the too maybe
FrankTheTank 10 Jan, 2019 @ 8:50pm 
Enjoyed the map. Played it twice, the first time to day 40 and then had to start over because I could not load the game. The second playthrough I found was a bit to easy (similar experience to MeMEME) and I made it to day 75. I would suggest spawning more giants in the side lanes for the later rounds. Reduce the amount of resources available in the SW section of the map. I like alpaca's idea to have a bit of a side mission. Finally, I would make the last 5 days 1 continuous spawn.
DayBreak  [developer] 11 Jan, 2019 @ 8:54am 
Noted, Thanks for all the feed back!
< >
Showing 1-15 of 20 comments
Per page: 1530 50