Starship Troopers: Terran Command

Starship Troopers: Terran Command

Death Sand - Part 2
16 Comments
Accordion_dude 17 Mar @ 9:30pm 
sand part 3 please
DEV  [author] 29 Oct, 2024 @ 6:10am 
I'm working on new maps =) also learned more about the editor map tool.
Leviathan 29 Oct, 2024 @ 5:30am 
I also got a bit disappointed that I built this big army and fortress up, cleared all the hives and there was no final attack, no epic finisher.

Hope to play more of your maps someday :)!
Leviathan 29 Oct, 2024 @ 5:30am 
The day-night cycle is really cool
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.
affenbrottbaum 9 Aug, 2024 @ 1:59am 
jeah its cool map but far too easy
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
:)
Himsl Games YT 22 Mar, 2024 @ 4:46am 
Laggy, not much of an interesting challenge. Nothing from stopping you to clear a lot of hives at once and you get way too powerful tech while the bugs hardly even get spitters.
DEV  [author] 22 Nov, 2023 @ 4:46am 
Yes, no worries, good to know any feedback. The one you want is more like Part 1. For this map, you would have to manage more late game (like, having more troops to defend the base while exploring would be something you can achieve later).
MacondoHondo 21 Nov, 2023 @ 8:21pm 
Sorry, but I loved the map but disliked the restrictions you imposed on me. I am a believer in dual task forces. Your stringent design mandates for a one size fits all approach, plus the annoying clock feature that forces you to interrupt everything and take your entire army back to the fort on time. This map has enormous potential to test your skills of having two efficient platoons: one to defend the fort an another to attack the hives. So I played for a few minutes and abandoned it. Thanks anyways.
Wings 28 May, 2023 @ 4:32am 
The back gate, as in the one on the rear of the base
DEV  [author] 26 May, 2023 @ 5:14am 
Oh @Wings, which one? Gates should have a collision by default (we don't need to manually add a collision to it), so maybe it is a game bug... I will check, thanks for reporting.
Wings 26 May, 2023 @ 5:10am 
I'm not complaining but the collision on the back gate is non-existant.
DEV  [author] 25 May, 2023 @ 3:41am 
I think there should be a way to do this (transition), maybe they did not do because of performance. But a true endless or challenging map must have such systems :)
Kobama 24 May, 2023 @ 4:31pm 
This should be a model on how to make maps in this game with day/night cycle
DEV  [author] 21 May, 2023 @ 3:31pm 
Thanks :)
dennis.larsen 21 May, 2023 @ 5:55am 
great map
Cwhyh 20 May, 2023 @ 10:25am 
very good map and design!