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#1 |
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Aquamarine
Join Date: Oct 2008
Posts: 20
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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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#2 |
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Tower
Join Date: Apr 2008
Posts: 2
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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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#3 |
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Tower
Join Date: Oct 2008
Posts: 3
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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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#4 |
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Cannon Tower
Join Date: Jun 2008
Posts: 11
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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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#5 | ||||||||||||||
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Bolter Sentry
Join Date: Nov 2007
Posts: 169
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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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#6 | ||||||||||||||
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TowerDefence.net Game Project Developer
Join Date: Feb 2008
Posts: 832
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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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#7 |
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Aquamarine
Join Date: Feb 2008
Posts: 31
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i tryed making your map but couldnt lay down any more stuff i dont know why
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#8 | ||
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Tower
Join Date: Nov 2008
Posts: 9
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Quote:
Quote:
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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#9 | |||||||||||||||
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TowerDefence.net Game Project Developer
Join Date: Feb 2008
Posts: 832
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Quote:
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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#10 | |
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Tower
Join Date: Nov 2008
Posts: 9
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Quote:
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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