The answer is pretty simple: You have to choose one out of Stone/Scissors/Paper to determine both the attack-type of your towers and the armor-type of your creeps. What's the deal with Stone Scissors Paper now, and how does it fit into a Tower War? Items can be meant for one-time usage or last until the end of the game.Ī Tower Guy short to grab a passing item. Be sure to grab it fast, or it will wander into the next player's maze. Once in a while, a dying enemy creep will drop an item (and sometimes a gold coin) for you, indicating that with some sound effect and a purple screen message. spawning a Mad Alchemist will transmute lumber to gold.killing your opponents creeps grants small amounts of gold.Ensure that your maze is always working to capacity and it will give you the edge over your enemies. This is the most crucial part, and you should try to maximize your gold input here. Spawn creeps in your own maze and kill them to earn money by using the Jail.Basic income, slightly increased everytime upon building a new tower.Nowadays, gold can be achieved the following ways: Here comes the good news: Income scaling through creep sending has been completely removed from the game. Upgrading him and combining his walk with your other creeps is an important strategical component. The creeps strength depends on the tower spawning it.įurthermore, you are able to spawn a super creep (refered to as the Mad Alchemist) once in a while, being able to walk through multiple mazes, if you are lucky enough. Instead, you automatically do, when killing your opponents creeps. Surprisingly, you don't actively send creeps in this Tower War map. I am glad to present a new-concept Tower Wars map that differs hugely from the old, removing creep income scaling, putting some focus on psychology and the art of situational evaluation, mixing it up with Tower Defense elements and finally:īuild towers for your own defense and let your own minions pass your opponents maze to steal lives from them - that's what has been retained from the old concept. It is time for some innovation and improvements on the genre. For me, they never felt skillful, and never felt fun (I hope, you agree). We are all used to play Tower Wars maps in the famous old classic way - build some towers for defense and send as much creeps for scaling income as possible.Įven though loving Tower Wars maps in general, those button clicking creep sending income battles have always been a thorn in my side.
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