Power towers also has alternative modes to keep things interesting: race, rush, and war. Also, if player 8 was present, you would be splitting damage over runners that weren't yours: The maze shown below is relatively inexpensive and causes the runners to pass twice, but it won't be good enough for the next round on elite difficulty because in round 5 runners have bonus speed. This is especially important in the higher difficulties. Towers sell for 100% of their cost, encouraging constant reworking of your maze. The following image shows the top-down view, as well as the path Player 1's runners will take: This stands out in the top-down view of the map: there are clear opportunites for mazes to take advantage of the terrain, and neighbors have nearby or even shared waypoints. ![]() ![]() The map is heavily influenced by Cube Defense, with a focus on mazing and interacting with your neighbors. The game's difficulty is driven by the tradeoffs between dealing more damage, not running out of power, and extending your maze. The 'gimmick' in power towers is that your damage-dealing towers must be fed energy from generator towers. ![]() Power towers is (was?) a custom tower defense map/mod for WarCraft 3.
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