Orcs Must Die! Deathtrap

Orcs Must Die! Deathtrap

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Huge detailed maps but…
I never explore them bc the barricades force me to stay in one area for every wave. I’d love it if I could setup shop in others areas of the maps, just to experience them and have a change of scenery but the limited barricade makes it very difficult to do this. Once I’ve found an optimal kill box location, every subsequent play-through utilizes it.

Threads, skills, traps etc may change up my combos and tactics, but they’re always happening in the same location.

I’m confused why the maps are so big with so many potential pathways if we don’t even get to explore them.
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Showing 1-5 of 5 comments
Valid criticism. The limited barricades do essentially force you use them in certain places - basically the only places where you have enough to create a full cut-off. And yes, there's entire maps wanting to be explored but the action is only contained to specific areas. I do like the idea that subsequent barricades are made available but you gotta pay for them (and they take a trap loadout slot) - this gives the option for those who want to experiment with other areas and of course experience different scenery.
MeGa Jan 30 @ 1:12am 
Same, for solo theres usually just one way to effectively barricade to funnel enemies.

In omd3 I was often surprised by coop mates effectively barricading a level in a totally different way than I used.

Here, I doubt it. If anything only in coop you can change it a little, as you can cover more areas.
Zouls Jan 30 @ 1:43am 
But have you considered setting up traps in places without barricades and actually utilizing the natural paths they run on?

because my friend and i thought the same to start with in the hedge map but the pathing is pretty interesting in that the orcs will take ANY path that leads to the objective, so you can massively damage and split up the traps to mow down orcs before they run to your central area for very few coins, of which you get a metric f ton.

Like i will always put brimstone and briar patches down the places enemies spawns from to take out as many small ones and hurt as many bigger as possible, which still requires a thought of pathing and where they are running.

Im talking there is often huge bridges of 2 or 3 wide, with banisters that will bounce sawblades, or roofs you can put items on, there is a reason that the base duration of poison is 20 seconds because you arent meant to use it at the end but rather at the start.

which is going to alleviate alot of the massive cooldowns that people seems to almost forget exists, like a lot of the traps has 10+ seconds of reset time meaning if you try to box everything in a single area the traps will fire then just all go offline and now you suddenly have a pretty big problem.

Likewise if you kill everything small leading up to the area you are defending things like crossbows and spike traps can focus on damaging the bigger enemies that cant be killed by briar.
The lack of maps is a huge regression. I'm thinking they released this too early, it's way less content than OMD3 and after 10 hours I Feel like I've seen everything the game has to offer. Sad
Grisu Jan 30 @ 6:58pm 
OMD 1 and 2 had lots of clever map designs. OMD 3 made the maps larger, but there were far less. Even the OMD 3 DLCs didn't offer much contents. Looks like OMD DT continues this trend.

I know this is a smaller team. But bigger is not always better. From the reviews some players getting bored quickly.

It's the same with enemy types. In the past there were introduced step by step. This was great for new players. It had a nice learning curve and feeling of progression.

Don't know why these aspects were changed. Honest playtests should have shown that feedback long before the release.
Last edited by Grisu; Jan 30 @ 7:00pm
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Date Posted: Jan 29 @ 10:39pm
Posts: 5