This allows you to utilise laser and concussion towers most effectively. Some more in-depth tips about utilising the map: when you can maze in relatively large areas, create areas where the aliens have to perform u-turns in front of particularly damaging tower formations. Are all your cores missing at first? You'll need to kill the first wave of aliens for them.In some of these the cores are split, in others the cores move. Are there multiple core housings? Some maps have two.Some maps will have paths for flying aliens - press "T" for an outline of these, and a reminder of the entrance(s) and exit(s).(spoiler: Infiltration is the map I'm referring to) This is more hectic/difficult to manage, but it also allows you to use each of your kill areas afterwards for both sets of aliens. I can only think of one map where it's not practical to redirect one of the paths into the other one. Some maps will have multiple entrances or exits.Some maps will have flat areas that are partly or entirely buildable, which allows you to shape the aliens' path, ("mazing") or will have buildable areas that can block off certain paths.The only way to slow aliens on these maps is to use the temporal tower effectively. Some maps are "on rails", with the aliens on a set path and all the buildable areas away from that path.The exit is in a different place than the entrance, making at least part of the map "spillage", where only aliens carrying cores will be moving.Entrance and exit are the same place, making the map a "loop" for the aliens. ![]() Here's a list of different situations to watch out for in a map: Maps and modes drastically alter how the game is played. This means that the aliens will often have to turn around and go through at least some of your previous towers, or they'll continue on to the end of the map, giving you some "slip" room, but also meaning you have to be careful that an alien doesn't escape with a core by picking up one that's still floating back to the housing. All cores they swoop away with are lost forever, so they need to be destroyed before they reach the housing) ![]() If an alien picks up a core and is destroyed, the core will float back to the housing. This will sometimes be the same location as the entry. In some, you'll have a key structure that enemy waves will attack, and you lose when that structure is destroyed.ĭefense Grid has the rarest mechanism for losing: enemies ("aliens") have to carry items ("cores" in Defense Grid) to the exit. ![]() In most tower defense games, you are "hurt" or simply lose when an enemy leaves the playable area or reaches some other destination.
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