Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
D_W
Nov 12, 2013


Overview:
The Orcs Must Die! series are 3rd person tower defense games by Robot Entertainment. There are currently three games in the series. The first one is completely single player while the second was mainly designed with co-op in mind and all stages/modes can be played alone or co-op. Third is a free-to-play competitive multiplayer game currently in semi-public alpha.

So these games are tower defense games, right? So that means you make paths and mazes for enemies then watch it unfold, right?
Well yes, these games are TDs, but building paths and watching your towers defeat enemies while you do nothing but sit there with a grin on your face aren't what these games are about. The OMD series is very active and the stages are often tense and hectic. There is some path building (particularly in the second game), but for the most part the series focuses on creating “killboxes” at choke points and blocking off paths to channel the enemies into these killboxes. You do this by placing traps and guardians instead of towers. Traps generally come in three flavors; floor, wall, and ceiling. There are also guardians and these are basically the most tower-like thing in the game. We’ll be making a lot of use of the archer guardians since they’re pretty drat powerful in both games. Finally we have weapons to directly attack enemies when our traps aren't enough. The more powerful weapons tend to use MP. There are some miscellaneous items like the boom barrels and the second game adds another class of items called trinkets but we’ll cover those when we get to them.

On completion of each level the player is given a rating of 1 to 5. Instead of stars like most games the rating is in skulls! These skulls can be used to upgrade your traps and other equipment. The upgrade systems vary from game to game so we’ll go into more detail for the specific games.

The LP:
This thread will be a 5 skull playthrough of the first and second game. Including the main campaigns, DLC, and other modes (except Nightmare mode and maybe OMD2’s endless mode.) The first game has much less content than the second and to be honest is inferior in almost every way. We’ll still play through it though as it does a better job introducing the concepts and has some really fun stages. Since the 3rd is both still in development and a competitive multiplayer game we won’t be covering it. (maybe I'll do a stream or video and mention/link that in the thread but it won't be an official part of the LP.)

These games are about experimentation and there’s a ton of different ways to get 5 Skulls on each stage. So occasionally I’ll be doing alternative takes. For the first video of each stage we’ll be doing them with the equipment that is at hand as any player would first encounter them. Then maybe I’ll go back and use different loadouts or do challenges you fine folks post. (Like "beat Finale using only brimstone," or "Beat a drat level without using the Alchemist's Satchel," etc.)

Since I have all the DLC items we’ll be using them from the start. I promise that they’re not too overpowered and they don’t make the games much easier. This only really applies to the first game which has a much more limited item pool than the second. Ok OK! The Alchemist's Satchel is stupidly powerful in the first game and I'll abuse it to no end, but it's too much fun not to use.

As of right now the commentary will be just be me. If people like this LP and want to jump in to do co-op for the second game or something I’d be fine with that.

When it comes to spoilers. These games are not heavy on the narrative. There’s not much story to spoil, but generally let’s keep the spoilers to a minimum. When it comes to traps, other equipment, and stage names feel free to talk about that stuff. While the first game hides future traps, OMD2 shows everything in the spellbook from the get go even if the equipment is locked.

4 Most Current Videos: (Most recent on top.)

D_W fucked around with this message at 16:28 on Oct 16, 2014

Adbot
ADBOT LOVES YOU

D_W
Nov 12, 2013

Table of Contents:


Playlist
Misc. Videos:
Game Overview - A short overview of the game's mechanics.

Main Campaign:
1: The Hallway - Main - No Traps
2: The Fork - Main
3: The Corner - Main
4: The Baths - Main
5: Runner's Alley - Main
6: Overpass - Main
7: Twin Halls - Main
8: Lunch Break - Main
9: The Stream - Main
10: Sludge Hole - Main
11: Chaos Chamber - Main
12: Chokepoint - Main - No Archers
13: The Arena - Main
14: The Balcony - Main - Alternative
15: The Tower - Main
16: The Library - Main - Glitched
17: The Bridge - Main
18: Killing Fields - Main
19: Rebirth - Main
20: Gateway - Main
21: Hard Climb - Main
22: The Squeeze - Main
23: Stairs of Doom - Main
24: Finale Main

DLC - Lost Adventures:
1: Double Trouble - Main
2: Reverse Tower - Main
3: The Pit - Main
4: Triple Down
5: Great Gorge

D_W fucked around with this message at 16:16 on Oct 16, 2014

D_W
Nov 12, 2013

OMD Combo info:
There's been some discussion about the scoring mechanics of these games. As far as I'm aware they both handle scoring in the exact same way. While the final score is effect by things like highest Kill Streak, time relative to the Par Time, and other things, the main way points are generated is by combos. Rogotin from the OMD community wrote up a fantastic guide to combos and explains it way better than I ever could. So if you're looking for a detailed explanation then let me refer you to the link below. But the basics of combos are simple. The more traps and weapons you hit with an orc before it dies then the higher the combo you'll get on that orc and your score from it will increase exponentially. Traps of the same type do not count multiple times and some statuses cancel others out (Frozen cancels out burning and stunned for example.) Unfortunately the leaderboards are full of hackers so you can't trust them.

Rogotin's Combo Bible - This info generally applies to both games, but was written for OMD2.

OMD1 High Scoring 101 by HowdyDoody - An old video explaining some of the methodology of high scores for the first game.

Fan Art: ...?!

"All around me I see Swinging Maces" by Legendsuper

D_W fucked around with this message at 21:18 on Jul 21, 2014

D_W
Nov 12, 2013

Oh don't worry I use the Alchemist's Satchel much less once larger enemies are common as its completely useless against anything that can't be dealt with a single head shot. I've already noticed that should really switch up the weapons I use move often especially since I don't have worry about upgrading them like I do the traps, so after episode 5 (what I have recorded so far) I'll be making an effort to do so. The first 6 or so levels of the first game are really pretty pathetic even with the tools they give you. They really ease you into it. Which I suppose is understandable considering it doesn't have a large variety of enemies.

D_W
Nov 12, 2013

Ah, Sorry about the banner. It is absolutely your fault and you should feel bad, but since I'm a nice guy I shrunk the image a bit. (Honestly it was actually too big. Thanks for pointing that out.)

JamieTheD posted:

It's kind of amusing that you don't think the points count, because the points are your gauge, not just for completing the level, but how stylishly you do it. And you're actually missing a few tricks as a result of this thinking.

For example, yes, tar traps aren't necessary. But they're a great way to get orcs to bunch together, which makes the arrow traps lots of other traps so much more effective. Also, there's the little thing called Combo. Combo is a bit weird, because it calculates how many different effects are hitting the orc at roughly the same time (so Freezed+Burned doesn't give combo, but Bleeding+Burned does, and, as you might expect, Bleeding+Burned+HEADSHAWT is better than both). It's a fairly small window, though, so you really have to plan. Remember, while the Orcs Must Die, it's coolest if you kill them in a way that leaves no doubt to the next group of Orcs that they're hosed.

I'll talk a bit about the bladestaff when it becomes important to do so though, but suffice to say, without the DLC, it's one of your only early game options.

Points really don't matter for getting 5-skulls. Your score and rating are completely separate. You can be on the top of the leader board and only get 1 skull on the level. As of right we can't really go for a decent score. I'll probably do some score focused stuff for the alternate take videos. I'll be doing a video about how scores, chains, and combos work in this game eventually. The basics of it are getting more streaks and combos generates you more coins to spend on traps. I assume that's the tricks you're mentioning.

Yes, Tar traps are amazing. Probably the most useful trap in the game. Especially upgraded! Just not needed for the first two levels. I think the Tar trap is the only piece of equipment that will appear in every video besides the crossbow. At least for the first game.

D_W fucked around with this message at 09:13 on May 4, 2014

D_W
Nov 12, 2013

Haha. Sure.

Since my last post I've been reminding myself of the exact mechanics and noticed how some high score masters use the bladestaff to great effect. It's still pretty awful compared in general play to other weapons, but it is good for adding extra combo points.

D_W
Nov 12, 2013

Here's two newly uploaded episodes for the main play through.

The Corner - Main - Where I show off unprecedented skill at using chandeliers.
In this level the game introduces two things. One is environmental traps such as the Acid Vats and Chandeliers. The other is a new enemy type, the Orc Crossbowmen. These guys are one of the most annoying enemies in the game since their AI is a bit bizarre.

The Baths - Main - Where I blow some orcs really hard.
This level introduces one of the best weapons in the game, the Wind Belt. It'll be a very common companion through the rest of the game. I actually re-recorded this video a couple of times to get the strategy right. The one I ended up using is really solid. The arrow placement really destroys the default pathing of the orcs.

D_W
Nov 12, 2013

The Shock Zappers are great in a lot of ways. Ceiling Traps are sort of the ugly duckling of traps in this series. Most of them are meant for very specific low ceilings. The shock zappers are the only ones with any sort of range. At least in the first game. Because of this you can put them in a lot of bizarre places and make some really interesting killboxes that just couldn't be done in any other way. Just wait til I get to The Balcony. I have a pretty non-standard way of 5 Skulling that stage using mostly Shock Zappers.

I never really used Boom Barrels until I realized something about them. Instead of "setting and forgetting," placing them right before a trap is going to go off so the barrel explodes with the trigger of the trap. It really changes the way I see them. There's some really cool things you can do with a related trap in the second game that I wish I could figure out how to use more reliably.

D_W
Nov 12, 2013

DeliciousCookie posted:

Its been a while since I played, but if I recall right, most of the places you need ceiling traps have a FAR better one than the shock zapper. Though I can only remember two? ceiling traps at all in the first game.

I can't recall though, is the Dispenser in this game or was that only added in 2?

The low ceilings are for the Pounders and Swinging Mace. They both do so much damage especially when combined with tar traps. The shock zapper's strength is really the range.

Yeah, Dispensers are only in 2. They're an interesting trap, but I've never really been able to use the effectively. I'll mess around with them more when I get to that game.


Section Z posted:

Yeesh, I thought Crossbow guys were mildly annoying in the sequel. The damage and range on them in the first game makes them look like pro snipers by comparison. As for pulling off your own headshot chains, is there an upgrade in the first game to make headshots give you mana like in the second? Because a lot of tougher sequel enemies I dealt with or softened up using liberal Stun-Headshots refiill mana-stun loops.

My personal most hated enemy type has not shown up yet. I will be making rude gestures at the screen when they do.

EDIT: Though a quick peek at some wikis, while the base variety shows up soon, the version of them I hate most will not show up until quite a while down the line, outside of Nightmare.

You can get that upgrade for the crossbow temporarily with the Knowledge Weaver I believe. We don't have access to the weavers yet in the main playthrough, and won't be able to use that one until the stage called Rebirth. Unfortunately the temporary weapon upgrades just aren't as useful as the trap/guardian upgrades. In the second game Weavers were replaced by a more robust spellbook upgrading mechanic. Though there is a lore reason as well.

D_W
Nov 12, 2013

... Oh gently caress. A typo I didn't notice. Well that's embarrassing! How can I fix that?

D_W
Nov 12, 2013

You're right. It's actually a joke of such high wit and absurdity that any sort of explanation would make me appear as such a comedy snob that the mere notion that it was a mistake instead of a joke would be as inconceivable as the stellar wit which crafted it. So I had to make up that it was an accident as to not give away the joke. Unfortunately I am exposed.

(No, I have no idea what the hell I just typed, but we might as well make a running gag of the typo.)

D_W
Nov 12, 2013

Here's the main series video of stage 5, Runner's Alley. I wanted to get the video of stage 6 up as well, but I didn't have time to record the commentary yet and will be pretty busy over the next couple of days.
https://www.youtube.com/watch?v=9bJzNf22azE

D_W
Nov 12, 2013

Yes. It's better to line up in the middle of a lane like that for two reasons. They shoot a lot more and provide a sort of shield/plug. When they're up on a ledge like that they don't tend to be very effective since they're vision is eventually blocked. They don't really have good vertical sight. Enemies will stop in front of them to attack you can use this to set up killboxes right in front of your archers, then any orcs that get through will stop usually for long enough that traps will reset. This isn't really shown well in this video. I could have done a better job setting things up honestly.

D_W
Nov 12, 2013

After having a very busy weekend showing my mother all around Seattle I've finally had some time to work on this LP.
https://www.youtube.com/watch?v=SArkosMxWKI

Neige posted:

Hey, I remember writing some strategies for the wikia of this game, going through various other Let's Plays and jotting down which mobs came out so I could write a detailled report: http://orcsmustdie.wikia.com/wiki/Runner%27s_Alley I never knew how to hack games or read game files so I literally wrote down what mobs came out from which door on pen & paper, which might explain any mistakes you'll find in the listings. All strategies were my own as well.

At the risk of backseat LPing, I would suggest putting spike traps near the start whenever you come across Crossbow Orcs, especially if you expect them to trade fire with your Guardians. Also, I literally cringed when I saw you put Arrow Walls to hit enemy mobs from the side... Oh, and when you put them face-to-face, even asynchronously in a previous video.

Hey, thanks for doing that. It's actually been pretty helpful for this LP. Shame no one did that for the second game. Also you'll probably do a lot of cringing then. But you're right about arrow placement. Generally you want them facing the line like in the Baths video. It's just not always possible/practical.

D_W
Nov 12, 2013

Level 7 - Twin Halls
https://www.youtube.com/watch?v=AYGGgDyMYds

This level gives us a look at how a lot of the future levels are going to be designed. It's still very much a tutorial-esque level like most of Act 1, but it's relatively large with a lot of places where we can set up kill boxes. We're introduced to the Spring trap here. The spring trap is a lot of fun but is unfortunately not all that useful unless there is lava or acid. In the second game this changes as we have things like the void wall and some other tools to make them more generally useful.

We're also introduced the Ogres. These guys aren't to hard to deal with in this stage, but can be very dangerous to tackle alone and extremely dangerous when they appear in groups.

D_W
Nov 12, 2013

Hehe. Thanks to all of you showing interest! I really appreciate it!

I'm not sure really what to do with the co-op videos for OMD2. We could do the whole campaign, just endless mode, or everything. Then do we do live commentary or post? Do we do edited dual POV or just one person's POV? Should I only have one guest or rotate out between multiple guest choosing whoever is available to record?

It'll probably be live commentary and much more casual with who ever is available since that would be the easiest. Then I could have the solo videos to talk about the strategies for each piece of equipment and each new enemy.

Then there's the matter of character selection. There are two characters to choose from in OMD2. They're mostly the same but vary slightly in some important ways. (example: The Warmage has tar traps and arrow walls where the Sorceress has ice vents and acid sprayers.) I was thinking of allowing the thread to vote on which character is used for each main play through attempt at a level. We also need names for these characters. Well not really, but the profile for each needs a name. Suggestions are open!

Anyway I have recorded up to level 10 of OMD1. That's about a 3rd of the way through the game. I may go and do some alt attempt videos for a couple levels. Are there any that you guys would like to see? These would probably be with my max level character.

D_W
Nov 12, 2013

D_W posted:

Hehe. Thanks to all of you showing interest! I really appreciate it!

I'm not sure really what to do with the co-op videos for OMD2. We could do the whole campaign, just endless mode, or everything. Then do we do live commentary or post? Do we do edited dual POV or just one person's POV? Should I only have one guest or rotate out between multiple guest choosing whoever is available to record?

It'll probably be live commentary and much more casual with who ever is available since that would be the easiest. Then I could have the solo videos to talk about the strategies for each piece of equipment and each new enemy.

Then there's the matter of character selection. There are two characters to choose from in OMD2. They're mostly the same but vary slightly in some important ways. (example: The Warmage has tar traps and arrow walls where the Sorceress has ice vents and acid sprayers.) I was thinking of allowing the thread to vote on which character is used for each main play through attempt at a level. We also need names for these characters. Well not really, but the profile for each needs a name. Suggestions are open!

Anyway I have recorded up to level 10 of OMD1. That's about a 3rd of the way through the game. I may go and do some alt attempt videos for a couple levels. Are there any that you guys would like to see? These would probably be with my max level character.

Quoting this so it doesn't get lost on the bottom of the first page.

Keep names coming. It'll be awhile til their used, but I keep an eye on ones I like/plan on using.


Neige posted:

You're taking requests as to what toys to show off? Here's a hard mode for you: Steam Traps

Oh we'll get to that little treat. I messed around with it a bit in test/planning levels and it's pretty useless in the first game. I think I have some ideas of how I could use it well though. Just have to find the right stage.

D_W
Nov 12, 2013

Major_JF posted:

I too would be willing to step in for OMD 2. Steam Major_JF

Side note: It has been awhile since I played OMD 1 but I thought you could explode the alchemist satchels with a right click. Sorry, if this has been stated already I am catching up on the videos.

I'm pretty sure I mentioned that in at least one video. Regardless any time you see that the satchel is equipped and the war mage's right hand goes up its me pressing the right mouse to trigger the explosion.

D_W
Nov 12, 2013

There's no separate co-op story fortunately. So that's not a concern. The stories for both games are just still screens with dialogue and the short bits of dialogue at the start of most levels.

D_W
Nov 12, 2013

Sorry for the delay.

Level 8 - Lunch Break
https://www.youtube.com/watch?v=6sdukuC9jzs
In this level we're introduced to the Wall Blades. These are one of the most highly damaging traps in the game, but have longish cooldown. I really like them and use them occasionally, but once we have access to the Grinders the Wall Blades just aren't as useful. As for the level itself. It's pretty classic. Usually I set up barricades and draw enemies through to a single killbox. I didn't do that this time and instead used a variation on the killbox I used in Twin Halls.

One other thing I like about this level is the story intro. These games are pretty light and sort of happy-go-lucky most of the time, but this stage paints the consequence of letting Orcs through the Rifts. The Rifts, if you don't know, are what gives the world of the humans/elves/dwarves/giants/etc magic. I don't think the magic comes from the Orc world, but rather from the tear made by the rifts. At least that's how the devs explain it for the third game. The lore is pretty light and loose.

D_W
Nov 12, 2013

No, it's not a MOBA but has MOBA-like elements too it in the way that certain FPS modes or the competitive mode from Future Cop: LAPD have MOBA-like elements. OMDU will be free to play though. The term "MOBA" or "MOBA-like" gets thrown around too much on things that are common competitive game mechanics or common free-to-play elements usually as an insult or negative point to a game by folks that haven't played it.

I would describe it more like two concurrent but opposite games of OMD. Each team has an offensive lane and a defensive lane. The other teams defensive lane is your teams offensive lane. The amount of lanes varies from map to map, but so far they've only publicly tested a 2 lane and 3 lane map (meaning each team has 2 or 3 offensive lanes.) Waves have regular countdowns and minions spawn from war camps at the end of a lane. You decide what minions you personally want to spawn. War camps have levels that need to be upgraded so more powerful minions can be spawned. Minions from opposing teams never meet.
There are concepts like pushing a lane and there are different characters with unique abilities bound to buttons like "Q" and "E," but the game feels like playing an OMD game. Your load out is still very customizable and you can use a lot of the same skills for setting up killboxes. Just now you have to deal with enemy players.
As for the free-to-play model, everything will be on a card (which you may have noticed has been that way since OMD1.) You build a deck of your loadout (traps, weapons, trinkets, and glyphs), weavers, and minions. Then at the start of a match when you're choosing your character you also pick which of your decks you want to bring along. Weavers are basically your shop equivalent if you want to think of OMDU as a MOBA. Right now they just have a list of upgrades you can spend your coins on. You can bring three into a match, but can only buy from one just like how they behave in OMD1 (we'll get to weavers pretty soon in the LP!)

Single player and co-op challenges are planned according to the lead designer. I don't know what those modes will be like as they're not in the alpha.

EDIT: MOBA is also more of a gametype (like CTF or deathmatch or prop hunt) than a genre. It's held on a specific map and has specific rules. Things like having a shop, heroes with specific abilities, multiplayer with AI minions, etc, are such generic mechanics they really shouldn't be considered only part of one game mode and all other games that have them are thus that game mode. You could have a 64/128 player FPS with the MOBA diamond map, turrents, no minions, and it would be more MOBA-like than OMDU. Point is that it's a dumb topic and off-topic so let's go back to discussing various ways to slaughter cartoonish orcs please.

Poil posted:

I'm very disappointed you haven't reached the guardian limit yet. :colbert:

I know. I bring shame and dishonor to my friends, family, and ancestors. These levels haven't really called for the need to do that yet.

D_W fucked around with this message at 20:03 on May 19, 2014

D_W
Nov 12, 2013

Momplestiltskin posted:

I'm enjoying the LP. I played the first Orc Must Die around the time it first came out, and this LP is making me consider buying the second.

:D Thanks a lot! I really appreciate that. The second game is worth it. If you want I believe I have a steam code for it and the first game laying around. I think the code is for both games though. Also I'll have a beta code for OMDU (the third game) in a couple weeks when it goes into beta. I'll post it here when I have it if anyone is interested.

Level 9 - The Stream
https://www.youtube.com/watch?v=lZuM6wdlxo8
In this stage we're given the Steam Traps. I was challenged to use them for a video, this is not that video, but I will use them later on. They're not great in this game at all, but I'll find a use for them. This is also the first stage where flyers appear. These guys aren't so bad. The shoot fire balls if you get to close which are only really a probably if you get swarmed by them. We don't see that in this video. The best way to deal with them is with a weapon we don't have yet. The second best is to headshot them which can be a little tricky. Flyers are uncommon in this game appearing in only about 8 of the 29 levels.

D_W
Nov 12, 2013

There is a trap limit and it depends on the map. 13 for the 2 lane map and 20 for the 3 lane. It's enough when you have 3 to 5 people all laying traps. They may remove it in favor of a team limit. But the game is still super early. They're really figuring things out. Right now the game is pretty unbalanced. Ogres are really powerful. There's an anti-player trap that is really powerful. Physics traps and weapons aren't in. But the base game feels just like classic OMD. I would say give the game a shot when it comes. It'll probably surprise you how different it is from other multiplayer games.

D_W
Nov 12, 2013

Zedd posted:

The Decoy trap (this isn't a spoiler is it?) with upgrades in the second game is pretty much perfect.

There are no spoilers for traps or levels just story. While the story is pretty light I do like the way it's told and don't want people who haven't played the game to spoiled on it.

Level 10 - Sludge Hole
https://www.youtube.com/watch?v=_ilsrUYJN6Q

I like this level because we get to really utilize a classic TD method of pathing. The "S" path as I call it. Basically if you've ever played a TD game with path building you probably figure out that making a curvy path is the best way to deal with enemies. We can do that in OMD as well but it's generally not necessary or cost effective since barricades cost so much and coin is better spent on damage dealing traps. Still there are the rare levels were it is a great way to deal with enemies and extending a kill box. This is one of those levels.

We were also given the Push Trap. This is an alright but situational trap. I really like it, but don't use it too often. It becomes way better if you upgrade it since it'll stun enemies including Ogres.

This level is also the last one in act 1, so expect a cutscene at the start of the next video.

Lastly, on a mostly unrelated note, my landlady has decided that she wants to rent the whole house instead of individual rooms and has ask me and my roommates to move out. So there may not be many or any videos updates until I'm resettled. Hopefully that won't be too hard, but who the gently caress knows and I wish she gave me 3 months instead of 1 month to find a new place. But I apologize for any delay this causes. (Also if anyone needs a roommate in Seattle or knows someone, hit me up!)

D_W
Nov 12, 2013

Gothsheep posted:

Yeah, I'd actually like to see you use less of it. It's basically just a reusable boom barrel that costs a paltry amount of mana to use, and it just trivializes the crap out of these early maps.

It won't be used in the next level and after that we get the Flame Bracers which I tend to use more. It's also completely outshined by other weapons in the second game so I'll probably won't ever be using it there.

D_W
Nov 12, 2013

Yeah the timer ticks on during the break waves. The timer doesn't start until you press G to start the first wave. So you can take as long as you want at the beginning of the map. As far as I'm aware you can only show the timer on in the second game. There may be a mod or some other way to get it displayed in the first game, but it's not available in the options menu.


Anyway,
Sorry for the lack of updates. I'm still dealing with personal poo poo. The other night I messed around a bit on the next level. So I have a question for you guys. Would you rather see an unusual but risky strategy or one that is more effective but sort of common? Because I've been messing around with steam traps and boom barrels a bit but it's sort of risky (though I've never failed it in my practice runs.) However there is a lot of new stuff introduced in the next level. A new enemy type, a completely new mechanic, and a cutscene so talking about all that and the steam traps/boom barrels might be a bit much for one video. Perhaps better for an Alt take and just do two videos. I thinking out loud now.

D_W
Nov 12, 2013

Unique solution it is. I recorded it. It wasn't my best run at the level at all, but it's fun. Personally I'm more excited for the next level. It's one of my favorites from this first game. I wish it was in the 2nd as an Endless level, but alas it only appears in the first game.

D_W
Nov 12, 2013

Level 11 - Chaos Chamber:
https://www.youtube.com/watch?v=s6KW0wTr9qY
More Coins, More Traps! This level we're introduced to the weavers which are basically just temporary passive skill trees. Their upgrades have to be bought each level. As of now we have two available to us. The steel and elemental weavers. Personally I almost always go with the steel weaver. She upgrades traps and guardians. The elemental weaver upgrades the warmage's abilities. We don't really have all the equipment for her to really shine yet. She has it's uses though, but will probably only make an appearance on a handful of levels. We're also introduced to the gnoll hunters. These enemies will attack the player and guardians until it's dead. They apply a slowing debuff when they attack. Fortunately they are susceptible to physics traps and the wind belt making them much easier to deal with.

The strategy I went for with this level is dumb. Real dumb. Don't use this strategy. I wanted to use the steam traps and wanted to avoid using a similar killbox involving wall blades and barricades.

D_W
Nov 12, 2013

Gnolls are assholes. Especially in the later levels where there's like 6 of them at once. Also I forgot to mention in the video, but gnolls run through barricades like they're nothing. This can sometimes be used to your advantage though.

On this stage you can actually trick gnolls into walking into push traps by placing an archer near the far wall. The gnolls will path near the wall and get hit by the push traps. Hrmm I may have to experiment with that.

D_W
Nov 12, 2013

Neige posted:

Errr... watching that video, I don't think that the "arrow trap pushes floating orcs into lava" trick worked even once! I've had problems where Archers couldn't shoot orcs floating in the air or after they dropped prone on the ground; it's just a terrible non-synergistic trap.

On another subject, Elemental Weaver deserves a try (at least, after you've gained all your rings and trinkets). Going full BuffMage is a lot easier and rewarding now than it is in the sequel: the sequel allows you to restart your trap specs but there's just SO MUCH SKULLS involved that it becomes a genuine chore. And you really need many upgrades before traps and especially trinkets become effective. So enjoy it now and go Elemental Weaver sometimes if you can.

Naw it happens a few times, but mostly it just doesn't work out all that well. This is not a good strategy and the steam trap is not a good trap. This strategy probably works fine in the second game though I haven't tested it out. The Steam trap is actually a lot better in the game and is a staple trap for the high score folks. I'll probably show of why when we get to that game.

I'll be using the elemental weaver every now and again so she won't be left out. Basically I choose her for any level that I don't bring archer's along. You can expect to her on these stages most likely: The Tower, Killing Fields, Reverse Tower, The Pit, and Triple Down. But I'll look into other stages as well.

D_W
Nov 12, 2013

Well don't worry we won't be seeing the Alchemist's satchel for a while now because...

Level 12 - Chokepoint
https://www.youtube.com/watch?v=IyQBH66qer0
We now have the Flame Bracers. These are great for dealing with most enemies. Their alt-fire is probably my favorite in the game. Unfortunately they don't work on fire-immune enemies, but it'll be awhile before we encounter any of them and they are quite rare. No new enemies or other mechanics. This level is just simple dumb fun. Especially with the strategy I use. You could play most of the rest of the game using a variant of the solution I used for this level and get by just fine. We won't be doing that of course.

D_W
Nov 12, 2013

Chokepoint is a lot of fun. It's a shame it doesn't appear in OMD2's classic mode as it's certainly one that I consider a classic.

I got a lot of recording done today. Videos up to the Tower (15) are recorded. Plus an extra variant of chokepoint that doesn't use any guardians. I just need to do commentary for them. So they'll trickle in over the next week or so. I'm still getting some life stuff sorted out and don't know when I'll find the time. Hopefully that'll all be taken care of shortly.

D_W
Nov 12, 2013

It doesn't take long to respec. Only about a minute. You only need about 450 skulls for a fully upgraded ten pieces of equipment. There's no reason to upgrade something if you're not going to be using it. It's actually not that bad. You can five skull every single main campaign stage without grinding.

D_W
Nov 12, 2013

In 2? There are infinite skulls as you get skulls from completing a level every time you complete it. Endless mode is the best way to get skulls though.

In the first game, you're right. You can't upgrade everything without going through nightmare mode. We're not going to do that. Nightmare mode isn't really all that fun to me past the first couple of levels. The upgrades in the first game are mostly boring though. Many of them just make the traps cheaper or more damage or something. In 2 most of the equipment gets at least something that changes the way it works to some extent.

D_W
Nov 12, 2013

Ah yes! I forgot about that trick. Before they patched it you could exploit the first stage of endless mode to get even more skulls (like 20 or something) by just letting the first wave walk through the gate. That was patched out pretty quickly though.

D_W
Nov 12, 2013

Sorry for the lack of updates. I've just moved and haven't had time to record any commentary. I should be all settled in and unpacked by the end of the week. So I'm going to try to get multiple updates then.

Anyway:

Glazius posted:

What is the guardian limit, anyway? About twenty? Does it increase with later maps or is it static?

This is a good question. It's a static 25. Which is a bit odd since you often want to put guardians in equal mirrored configurations. I"m pretty sure that it's the same amount for the second game.

D_W
Nov 12, 2013

OK! This is probably too late for an update but I want to make it before I forget. Two videos this time since I've been so bad about updates.

Level 13 - The Arena
https://www.youtube.com/watch?v=G4NXgsPJvqc
In this video we are given the Pounder. This would be the first ceiling trap if we didn't have the DLC. The Pounder is pretty great but is largely outshined by another trap we'll be getting fairly shortly. Personally I never really used it much. Still it's pretty effective and fairly cheap. It's upgrade adds a 3 second stun effect which is really great. We're also introduced to new enemy type. The Shielded Orcs. These guys are just regular orcs that carry shields. They take two headshots and can be a bit annoying, but are generally dealt with just like normal orcs.

Level 14 - The Balcony
https://www.youtube.com/watch?v=Zh3ses6f_64
This is one of my favorite levels of the first game. It's basically just a long straight hallway. In it we are given one of the best weapons of the game, the Ice Amulet. Predictable it freezes enemies. Which is a great way to deal with Gnolls and Ogres. Especially in this first game. There are a handful of enemies that are immune to freezing, but they're pretty uncommon. In the video I came across a way to use the Ice Amulet's alt against a new flying enemy type, the fire baby. These guys are swarming flying guys. They're killed in one shot by every weapon, but can pack quite a punch if you let them gang up on you.

Also, as a side note. I have a single code for the Orcs Must Die! Unchained Beta. I don't know what to do with it. If anyone wants it just PM me. The Code is taken.

D_W fucked around with this message at 20:10 on Jun 22, 2014

D_W
Nov 12, 2013

D_W posted:

OK! This is probably too late for an update but I want to make it before I forget. Two videos this time since I've been so bad about updates.

Level 13 - The Arena
https://www.youtube.com/watch?v=G4NXgsPJvqc
In this video we are given the Pounder. This would be the first ceiling trap if we didn't have the DLC. The Pounder is pretty great but is largely outshined by another trap we'll be getting fairly shortly. Personally I never really used it much. Still it's pretty effective and fairly cheap. It's upgrade adds a 3 second stun effect which is really great. We're also introduced to new enemy type. The Shielded Orcs. These guys are just regular orcs that carry shields. They take two headshots and can be a bit annoying, but are generally dealt with just like normal orcs.

Level 14 - The Balcony
https://www.youtube.com/watch?v=Zh3ses6f_64
This is one of my favorite levels of the first game. It's basically just a long straight hallway. In it we are given one of the best weapons of the game, the Ice Amulet. Predictable it freezes enemies. Which is a great way to deal with Gnolls and Ogres. Especially in this first game. There are a handful of enemies that are immune to freezing, but they're pretty uncommon. In the video I came across a way to use the Ice Amulet's alt against a new flying enemy type, the fire baby. These guys are swarming flying guys. They're killed in one shot by every weapon, but can pack quite a punch if you let them gang up on you.

Quoting this so it's not hidden on the other page.

D_W
Nov 12, 2013

I don't know what's up with the dialogue for those in between bits being so quiet. It might be a result of using Fraps. This game doesn't like video recording software at all. I'll be lowering the music volume for the next batch of videos. Hopefully that'll help as the banter is usually at least charming.

Adbot
ADBOT LOVES YOU

D_W
Nov 12, 2013

legendsuper posted:

You could also add subtitles, it's always helpful.

Perhaps. Though the game doesn't have a subtitle option and I can't actually make out some of the dialogue either. If lowering the music doesn't work I'll poke around and see if anyone has noted it down then make my own subtitles.

  • Locked thread