|
|
|
|
#1 | ||||||||||||||
|
Dart Monkey
Join Date: Sep 2009
Posts: 69
![]() |
143 (96k) (see attachment file)
this is my attempt on split decision... what got me really frustrated, is that both targets need to be accessible for cars of both directions... i don't see really why that is. it's really a limitation of fun for me, because once you have a nice maze built, cars will always stick to the nearer target and kill that one first. but when it's dead, game is over while the other target is still uneffected. so if you want them to go to both, you HAVE to juggle. that's no sense to me. well i'm not against juggling, it's a strategical and tactical option that allows huge creativity and is a task of intelligence, but it shouldn't be forced like this. but split decision is still a nice map, makes you think differently. |
||||||||||||||
|
|
|
||||||||||||||
|
|
#2 | ||||||||||||||
|
Dart Monkey
Join Date: Sep 2009
Posts: 69
![]() |
i found a way of mazing, that got me to wave 250 in the split-decision map (quick/ground). lost due to a bad mistake, forgot to switch in time at the righter base. far more is possible.
![]() ![]() the yellow and green arrows indicate the two directions to each base. the yellow one starts at each entry, the green one at the central crossing (white circle). the blue one leads new cars into that central crossing. the crossing in the center of the map creates huge traffic jams, while it keeps both bases accessible for all units all the time (which is obligatory). new cars do either go direct towards the base if opened on yellow, or towards the center (blue) if closed (see red circles). all this is managed just by switching two blocks at the two bases. in this maze you can juggle altering the units direction just as usual. but you have two bases to watch out for, so you have two switches instead of one, thats all. you like it? ![]() this screenshot shows how i start up the maze (at wave 50): ![]() those two standard cannons are the first ones to be placed. as soon as i earned 1000$ i'd ad a laser. then, adding more towers as necessary, rapidly build long separations of wallblocks starting at the bases. now you can switch already, and keep strong units under controll while you steadily go on building out the maze. it's been tough to get this map under controll, but now i got it ![]() it still sucks as soon as you play with airplanes. using this strategy far more waves and much higher scores are possible. maybe i'll try some day. or maybe you will
Last edited by Kaputnika; March 26th, 2010 at 10:01 PM. Reason: added second screenshot and explanations |
||||||||||||||
|
|
|
||||||||||||||
![]() |
| Bookmarks |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
| Display Modes | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Do Not Play This Game! | torcherboy10 | 3D Tower Defense | 6 | January 27th, 2010 01:33 PM |
| How to Play | gothzilla | Warzone Tower Defense | 5 | November 1st, 2008 12:08 PM |
| Don't play this game | Floppie | Trench Commander | 4 | June 27th, 2008 04:38 PM |
| I Can't Play This Game... | theekjs | Spira Defence | 3 | June 20th, 2008 07:56 AM |
| Does anybody here play CS:S? | Caniverous Toilet | Misc Chat | 0 | May 22nd, 2008 08:01 AM |