Dungeon Defenders
147 ratings
Mystywind Falls
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File Size:
Posted:
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74.540 MB
Sep 26, 2012 @ 1:05pm
Dec 29, 2012 @ 3:10pm
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Description
Contest Map : Mystywind Falls
Crystals : 2
Defense Units : 100
Total Chest Mana : 240 (420 with 3 extra 1 time use chests, two of them are secret. ; ) )
Highest enemy Count : 1018
Starting Wave : 2
Number of Waves : 6
Reccomended Min Level : 30


I appreciate any helpful feedback about how the map plays. For those that do give me good feedback, you will be mentioned in the credits.

Map Discussion Thread is here : http://forums.trendyent.com/showthread.php?80159-Contest-Map-Mystywind-Falls
Leave your feed back and if you want, screenshots of your favorite spot of the map or whatever else. Just keep it friendly!


I could use some more feedback about how the map plays. Is it:

too hard, too easy?
too much starting mana? too little mana?
Are the loot drops decent or are they too good?
Is one crystal or another too easy to defend or to hard?
Depending on above answer, is there too many defense units or too few?
Lastly does it play well? Are your frames per second (FPS) decent? Or does it lag too much?
46 Comments
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Nexus  [author] Dec 3, 2012 @ 2:04pm 
Indeed.
♪AugustWolves♪ Nov 28, 2012 @ 7:11pm 
Better luck next time?
Nexus  [author] Nov 28, 2012 @ 1:11pm 
Thank you PrettyWolves! I wish I would have won too, and I might have if I had gotten a bit more time to polish the map, and maybe if I hadn't been busy, taken advantage of the extra month before the contest ended.
♪AugustWolves♪ Nov 27, 2012 @ 7:38pm 
I love this map it was my favorite I wish you would have won the contest
Cr4zy Nov 13, 2012 @ 4:12am 
I've written feedback for all of the contest entries, thought you might want to check it out, you can find yours at http://forums.trendyent.com/showthread.php?84980-Cr4zy-s-contest-map-feedback-thread
Macc the Cheesemage Oct 28, 2012 @ 11:28am 
Also, you may want to consider adding some more stuff to your level that suggests the idea of ghosts. As cool looking as the ghost ogre at the end was I never considered such a thing to happen. Maybe you could matinee the ghost mesh guy to come out of the skeleton in the center fountain. It doesn't have collision naturally *As ghosts shouldn't* and you could really make it move any way you like and no one would question it because it's a frigin ghost!

Just a few ghost things would really be all you would need to sell it imo. Just a little something so players with good observation skills could latch onto.That way when the final wave comes it would be like foreshadowing. Hell you could even make a cutscene where an ogre spawns and dies leaving a ghost ogre in his place, but now we're starting to get outside of the scope this project should have consider the time you have left.

Anyway, good luck to you polishing this up!
Macc the Cheesemage Oct 28, 2012 @ 11:20am 
lol The boss was really cool being a ghost ogre and all, but I kill every boss in a single hit. >.> So there's that. I would say you should consider giving him more health because of the absense of extra mobs, but I can't guarantee my OP wizard guy won't instant kill him regardless... :( And I also cannot guarantee it will fit an actual player non OP player base properly.

One of the best boss fights in the game *IMO* is the Dragon fight on the Summit. He lasted a long time when I fought him and I had to move around the level a lot. Perhaps instead of focusing on having 1 central ghost ogre you could instead have an ogre for each entrance in the level. I've seen ghosts multiply themselves before so I think thematically it's a logical enough situation. Give them a butt load of health and you will get players to respond.

It would be really awesome if you scripted a kismet event where when 1 ogre died he split into two orcs which each split into two goblins or something like that.
Nexus  [author] Oct 28, 2012 @ 10:56am 
@Mac the Cheesemage

But will be giving the map a good polish before final submission. Is the boss hard enough? I left out the infinite wave mobs because I feel there aren't enough boss-only fights. So if I need to give him more health or make him hit harders I'd love to know.
Nexus  [author] Oct 28, 2012 @ 10:50am 
@Mac the Cheesemage

Thank you for the good feed back agin! I appreciate it.

That lighting glitch is due in part from a corrupted game file. If you get your game cache integrity checked it should help resolve the problem. I did that on my end when I last updated the map and it no longer occurs. (I also did a lighting cook with the refreshed file.) Trendy hasn't caught this bug yet I don't think.
Macc the Cheesemage Oct 27, 2012 @ 11:32pm 
I think there is a few things you can do to perfect it, because some of the mesh work is sloppy and there's a strange glitch with lighting, but that mostly the lighting glitch feels like feature. *AKA you may not want to bother with it because it's cool*

Perhaps you didn't put in a skylight to accompany your dominant directional light?

Anyway, I took a few screenshots of things that bugged me. Check 'em out!

http://steamcommunity.com/sharedfiles/filedetails/?id=105165415