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BugWave Tower Defense BugWave Tower Defense

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Old November 21st, 2008, 01:48 AM   #1
Arbiter27
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Default beating it

So I know I'm not the best at these games, but has anyone beat it yet? Even on easy? I got to the last level, but had like 3 too many creeps, BAAH!

How do you beat it? I made a maze full of bricks, then in the centre loaded up with specials, made them frozen almost the whole time, and tossed back and forth by wind to hit all towers again.

I thought I had a pretty solid setup, but I still lost.... on easy.....
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Old November 21st, 2008, 07:21 AM   #2
masikgmx
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I tried on easy and normal. You dont need to lay maze on the whole map. Just one loop around the middle where you put one fire tower in the beginning. One antiair tower is also needed later and maybe 2-3 other towers, later. Use a layout where you can raise damage by boosters. Placing 3-4 fully upgraded boosters next to the fire tower makes it very strong. I had a 240% damage boost on it. Maybe this works on harder levels as well. Oh and plenty of freezers of course.
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Old November 21st, 2008, 01:03 PM   #3
bb70
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Default Beating easy and normal

Hard, easy and normal can all be done by using the diagonal setup (as is used in desktop tower defence). Use great wall towers for that, they are cheap and upgrade well.

The diagonal setup means making a diagonal from the left entrance upwards and from the top entrance down, making the bugs walk between these walls.

Upgrade the left diagonal to the max.

After a while change the other diagonal (starting in the centre) to vulcano towers and add freezer towers close to both entrances to slow down flying stuff. Use only towers that are both ground and air, they are good enough and keep it simple.

Later on add boost towers to the middle and build more towers around that, making a true DTD-like cluster.

I managed to do easy and normal mode the first time I tried using this strategy. I have finished hard too, 14 lives left on the first try. I missed some bosses, especially the fly and fast ones are difficult. Use vulcanos, they have area damage and are especially effective against the spawning creeps. There are two bosses I need to juggle (the scorpion things), otherwise no problems.

It's a nice clone of DTD, even though I think the towers aren't as nicely balanced as with DTD. The tornado tower is fun, although I think it will get annoying after a while.

Last edited by bb70; November 22nd, 2008 at 04:30 PM.
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Old November 22nd, 2008, 06:00 PM   #4
ftg314
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Here's how I beat Hard, without juggling.

I lost 1 life early when a spawn spawned through a wall.

Does it show that I like boosters? I also like symmetry.


Last edited by ftg314; November 22nd, 2008 at 06:04 PM.
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Old November 26th, 2008, 12:51 PM   #5
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Default Beating hard with juggling

I posted 10 screenshots of how I got a third in the rankings. Look under screenshot -> Bugwave.

Direct link to screenshots.
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Old November 27th, 2008, 05:27 PM   #6
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I've noticed that this game is extremely sensitive to lag. I had real problems getting past the first flyers without leaking, until I set the quality to low. Then those same flyers suddenly started dying as soon as they entered the map!

So if you have problems, turn down the quality.
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Old December 2nd, 2008, 04:31 PM   #7
thejustin6
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Default your map

i tryed making your map but couldnt lay down any more stuff i dont know why
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Old December 2nd, 2008, 10:50 PM   #8
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Quote:
Originally Posted by thejustin6 View Post
i tryed making your map but couldnt lay down any more stuff i dont know why
You have to have enough coins to buy all the towers seen on the screenshot. Each bug you master makes you a bit richer. Saving coins and spending them on upgrades or new towers improves your setup and strategy.

Quote:
Originally Posted by The Noid View Post
I've noticed that this game is extremely sensitive to lag. I had real problems getting past the first flyers without leaking, until I set the quality to low. Then those same flyers suddenly started dying as soon as they entered the map!

So if you have problems, turn down the quality.
Hi The Noid,

That's weired! Actually I couldn't reproduce this bug(?). This game is deterministic, so this should be impossible. But you never know... . Could you describe a little bit more precisely what happened? Was it on hard mode?

Last edited by halex; December 2nd, 2008 at 10:56 PM. Reason: Automerged Doublepost
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Old December 3rd, 2008, 01:56 PM   #9
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Quote:
Originally Posted by halex View Post
That's weired! Actually I couldn't reproduce this bug(?). This game is deterministic, so this should be impossible. But you never know... . Could you describe a little bit more precisely what happened? Was it on hard mode?
Just playing, starting with 2 diagonal lines of cheap towers.
On a Pentium 4, 2.40GHz running Linux. Setting the quality to low makes the game suddenly a lot easier.

By the way, when a large bug turns into smaller bugs the small ones often sneak through a solid wall, is that supposed to happen?

Is it deterministic? Does the game run it's own simulation thread? (is that possible in flash?)

Hmm, I've just tested again, and it doesn't really show now. There does seem to be a random element to the bug-placement that can make a difference, but it's not that big.

Last edited by The Noid; December 3rd, 2008 at 02:20 PM. Reason: Automerged Doublepost
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Old December 3rd, 2008, 04:29 PM   #10
halex
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Quote:
Originally Posted by The Noid View Post
Just playing, starting with 2 diagonal lines of cheap towers.
On a Pentium 4, 2.40GHz running Linux. Setting the quality to low makes the game suddenly a lot easier.

By the way, when a large bug turns into smaller bugs the small ones often sneak through a solid wall, is that supposed to happen?

Is it deterministic? Does the game run it's own simulation thread? (is that possible in flash?)

Hmm, I've just tested again, and it doesn't really show now. There does seem to be a random element to the bug-placement that can make a difference, but it's not that big.

Thank you The Noid,

we didn't tested on linux, unfortunately we're not running linux machines here. Up to now it worked quite well on Apple and Windows. Still we will keep having an eye on that issue until now we couldn't reproduce it on our machines.

Child bugs are capable of sneaking through walls when spawned. But only at the corners and also at slightly shifted but touching edges (diagonal setups).

The game is deterministic. I' m not sure about what you exactly mean with "own simultion thread". Theoretically(!) it would be possible to replay the game exactly the same way.
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