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Hey, some friends of mine and i have just gotten into playing tower defense on wc3. We suck. Bad. Anyone have any tips? We can stay alive during boss waves, attack waves and most anything else thrown at us but we're getting wtfpwned by air. Everytime we try to adjust for more air defense we get killed by something we were previously beating.
Please help some noobs.
And through it all i gamed.
Rogue_K on
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BlackDragon480Bluster KerfuffleMaster of Windy ImportRegistered Userregular
edited December 2007
Damn, here I thought this was about Wing Commander 3 (what I normally associate with WC).
Sadly, I can't help, I haven't played any Warcraft game since the original Orcs & Humans, oh so many years ago.
BlackDragon480 on
No matter where you go...there you are. ~ Buckaroo Banzai
There's dozens, if not hundreds of Tower defenses, and each one plays differently. Pretty much the only way to get good at them (literally) is to watch other players and copy their strategy. Think of them less as aspects of WC3 and more as puzzle games and you'll do better, that being said, MOST TDs will reward you for using tactics that slow down enemies (ice, poison, etc) and I'd say many others highly reward splash damage, and or rapid fire. None of that is cut and dry, however.
Stonecutter has it right on. I'd guesstimate that 80% of tower defense maps come down to building the most efficient maze combined with poison and ice effects (which, bar custom effects, will make units slower than anything else).
I'm sure there is some mathematical formula to find the most efficient maze, but if I had to guess what it is, it would be this design:
Of course, thats an incredibly vague generalization, because not all tower defense games are simple lanes, not all tower defense maps make you win by building lots of towers (some of them want you to just have 1 super-upgraded tower of each type, for instance), etc.
The only kind of tower defense game I'd say I'm an "expert" at and could give advice on is Line Tower Wars. Winning usually comes down to getting the last player slot (so you're right behind the host, who is probably good because he is the one who is making the game), and hoping whoevere is immediately behind you isn't that good. Then just spam the lowest cost creeps (forever, pretty much) because they give the best investment to return ratio, while gradually building up consecutive shapes like that above (starting at the top, because later in the game there will be too many enemies to build up, you can only go down). You will get the highest income and it will snowball.
There's really two kinds, ones where you build on the same area where the enemies travel, and ones where you can only build off to the sides and snipe the enemies as they pass. I can't remember off the top of my head which kind Skibi's is.
Edit: Ah, attack waves, so it's probably a maze-builder. In either case, slowing is usually good, especially if you can work in splash attacks that hit air, since air units easily bunch up.
What's the name of the one where you play mini games between each round to earn extra gold, that one's really cool? (hell there's probably a dozen of THOSE, but there's a specific one I'm referring to, Im sure someone knows the one I'm talking about, I think it's anime themed.)
The only kind of tower defense game I'd say I'm an "expert" at and could give advice on is Line Tower Wars. Winning usually comes down to getting the last player slot (so you're right behind the host, who is probably good because he is the one who is making the game), and hoping whoevere is immediately behind you isn't that good. Then just spam the lowest cost creeps (forever, pretty much) because they give the best investment to return ratio, while gradually building up consecutive shapes like that above (starting at the top, because later in the game there will be too many enemies to build up, you can only go down). You will get the highest income and it will snowball.
OMFG I SAID NO AIR OLOLOL
God BNet makes xbox live look like a bastion of intellectualism.
Just my 2 cents, but if you like Tower Defense, try a "Maul." I think they are a lot more fun and usually have more going on. They are more team oriented. Little bit different ruleset, but still basically the same idea.
As far as TD's go, what I usually try to do is space out any "slowing" towers so you don't get big clumps. Put splash damage towers near any natural bottlenecks or where the creeps turn. Save burst DPS towers for a straight away or near the exit. It really really depends on the map though. Most of the maps are designed so you can't go all out one tower type, so build a variety. And more towers USUALLY is better than upgrading at the beginning. If you are finding yourself getting bogged down early on, go for more towers initially. Later on as creep HP goes up, you have to get on the upgrading.
For my money, Element TD is the best out there. It's a solo one though. Skibi's is decent but can get annoying and doesn't have enough tower flavor for my taste. Demon Circle has a good twist, but one bad player can ruin it. Gem TD is good, but really complicated at first for beginners. There's a ton more out there.
What's the name of the one where you play mini games between each round to earn extra gold, that one's really cool? (hell there's probably a dozen of THOSE, but there's a specific one I'm referring to, Im sure someone knows the one I'm talking about, I think it's anime themed.)
Skibi's TD was actually the first map that I remember doing mini-games like that, but I'm sure you're right and there are tons by now.
If you're looking for a fun mazing (so much mazing) tower defense, try to find Blixel's TD.
Well from my experience, the more the mobs turn the slower they move through your maze. So as long as the mobs only take up 1 square to move, and the towers are 2x2 (as they usually are), I use this as my maze:
XXYYXXYYXXYYXXYYXXYY
XXYYXXYYXXYYXXYYXXYY
XX XX XX
XX XX YY XX YY XX
XX YY YY
YYXXYYXXYYXXYYXXYYXXYY
YYXXYYXXYYXXYYXXYYXXYY
Or something like that. You'll have to accommodate for the width of the lane and stuff though. I generally build my weakest tower in this fashion for around 3 layers, so the mobs will have to go twice the width. Then I start selling towers around the corners and replace them with slowing or AoE towers. This sucks against air though, so you'll have to build anti-air towers further down the lane.
Element is really solid. So is this one.... shit now I can't remember the name of it, I wanna say it's "multi tower defense" but I could be wrong, all the version names are "silver" "gold" "platinium" etc, and there's 6 spawns at the top of the map, another two in the middle and two at the bottom with red being the bottom player to whom all (or most, depending on the version) of the spanws will eventually filter down to. You can build bushes really cheaply to fortify your maze and eventually you can build shrines to increase speed/damage of towers in range.
Burbonog or whatever is my absolute favorite though. 4 players, each in a corner, and the bad guys will pass through each base before going toward the center of the map. that's one of the ones where you build off to the side of lanes.
Posts
Sadly, I can't help, I haven't played any Warcraft game since the original Orcs & Humans, oh so many years ago.
~ Buckaroo Banzai
I'm sure there is some mathematical formula to find the most efficient maze, but if I had to guess what it is, it would be this design:
Of course, thats an incredibly vague generalization, because not all tower defense games are simple lanes, not all tower defense maps make you win by building lots of towers (some of them want you to just have 1 super-upgraded tower of each type, for instance), etc.
The only kind of tower defense game I'd say I'm an "expert" at and could give advice on is Line Tower Wars. Winning usually comes down to getting the last player slot (so you're right behind the host, who is probably good because he is the one who is making the game), and hoping whoevere is immediately behind you isn't that good. Then just spam the lowest cost creeps (forever, pretty much) because they give the best investment to return ratio, while gradually building up consecutive shapes like that above (starting at the top, because later in the game there will be too many enemies to build up, you can only go down). You will get the highest income and it will snowball.
Edit: Ah, attack waves, so it's probably a maze-builder. In either case, slowing is usually good, especially if you can work in splash attacks that hit air, since air units easily bunch up.
OMFG I SAID NO AIR OLOLOL
God BNet makes xbox live look like a bastion of intellectualism.
As far as TD's go, what I usually try to do is space out any "slowing" towers so you don't get big clumps. Put splash damage towers near any natural bottlenecks or where the creeps turn. Save burst DPS towers for a straight away or near the exit. It really really depends on the map though. Most of the maps are designed so you can't go all out one tower type, so build a variety. And more towers USUALLY is better than upgrading at the beginning. If you are finding yourself getting bogged down early on, go for more towers initially. Later on as creep HP goes up, you have to get on the upgrading.
For my money, Element TD is the best out there. It's a solo one though. Skibi's is decent but can get annoying and doesn't have enough tower flavor for my taste. Demon Circle has a good twist, but one bad player can ruin it. Gem TD is good, but really complicated at first for beginners. There's a ton more out there.
If you're looking for a fun mazing (so much mazing) tower defense, try to find Blixel's TD.
Or something like that. You'll have to accommodate for the width of the lane and stuff though. I generally build my weakest tower in this fashion for around 3 layers, so the mobs will have to go twice the width. Then I start selling towers around the corners and replace them with slowing or AoE towers. This sucks against air though, so you'll have to build anti-air towers further down the lane.
Burbonog or whatever is my absolute favorite though. 4 players, each in a corner, and the bad guys will pass through each base before going toward the center of the map. that's one of the ones where you build off to the side of lanes.