AMazing TD

AMazing TD

Not enough ratings
Official Guide
By Go4Games
Its far from complete guide and will be improved, but it can be still very useful.
   
Award
Favorite
Favorited
Unfavorite
Map Features
At each game the following map properties are different: cost of towers, starting coins, map's size, the monsters, and these:
  • Maximum supply: Each tower (including the ones that dont shoot) costs 1 supply. Once max supply reached, each new tower costs one more coin compared to the previous one.


  • Checkpoints: Random amount checkpoint spawns on the map at the start of the game. Each monster spawned will touch these points before going to the next point and at the end going to the Finish.


  • Teleports: When a monster enters into the blue wormhole, it gets teleported to its red wormhole part. Each unit can use it only once per wave. Players should force the pathing to go inside the teleports so that monsters could pass near the player's towers once more.


  • Universal Teleports: Similar to the teleports, but the pathing will seek out on its own the universal teleports and use it if it makes the path to the next checkpoint less. Unlike to normal teleports, monsters can use these any amount of times and every universal teleport can be an entry or an exit point.


  • Speed field areas: Increases or decreases the movement speed of the monsters, if they enter into the speed field's circle. (red ones increases, green ones decreases movement speed)


  • Damage bonus areas: If you build a tower over this area, than your tower will get bonus damage. It also increases the damage of any upgrade you make on the tower. If your tower covers more than one area, then it will get every area's bonus (this is possible on complex maps, where your towers occupy 2x2 size of the grid).


  • Range bonus areas: Its like Damage bonus area, but it gives bonus range instead of damage.


  • Bonus money spots: If the monster's path go over this spot, then you get coins based on the current wave's level at the end of the wave. The number of times it is possible to use them is governed by this logic: 1 + number of checkpoint + number of teleports (this is not coded into the game, this is just how it works out).


  • No build spots: You cant build over these. And it does not blocks the monster's path.


  • Obstacles: Blocks monster's path and towers, useful to extend your maze. Sellable on complex maps.

Note: You can find summery of various aspects of the map, when you hover your mouse over the coins or the lives at top left of the screen.
Beverice's simple strategy
When you start the game, the most important things to look for are the tower limit (at top left) and the map (which includes placement of checkpoints, start/finish, teleports, and bonus money spots on the grid).

First you want to maze to the bonus money spots asap, for the most profit.
Then if there are no checkpoints, just build a maze surrounding the start or the finish point.
If there is one checkpoint, surround the first checkpoint, or surround the start and finish.
If there are two checkpoints, you either want to surround the checkpoint 1 and the finish, or the checkpoint 2 and the start. If there are three checkpoints, you either want to surround the 3 and 1, or the start, finish, and 2.

You always want to have one tower as a main tower, normally in the center of your maze, and you want it to have the most exposure so it has the most time to hit the monsters. This is called your main. Focus upgrading this tower, you dont want to upgrade other towers. There is a cap on the number of upgrades. Reaching this cap is extremely important, as it will make your tower more than 30 times stronger than a tower with no upgrades. Before you start upgrading your main tower you want to have a maze established.