I didn't find a thread about this, if there is one - close this.
Probably the most anticipated tower defense from Warcraft 3 got released a few days ago on Europe, not sure about NA and the other realms.
Elemental TD kind of revolutionized the tower defense community in Warcraft 3 with a huge variety of strategies and game mods that allowed the map a huge life span. While building normal towers for survival you also summon elements to kill that allows you to advance to stronger towers with specific element damage type. All the creeps spawned got different armor types that takes different damage from different elemental types, and it's therefor important to have a good spread of your towers abilities - which means no more spamming a single tower. Elements can be merged into numerous combinations which makes this quite complex. In short: Light > Darkness > Water > Fire > Nature > Earth > Light. - in reality it's much more complex than that.
I tried it out last night and I must say it really got the same feel as the previous versions of the map and are already surprisingly balanced even though it for sure needs some tweaking.
Played this map quite often the last days and at least got one setup of elements/towers that seems to work pretty good for me so far, although I never played one of the harder difficulties (only normal until now).
If you guys are interested, I could try to do a little write-up how I approach this (and try if my approach works on harder difficulties too).
On June 28 2011 20:18 Espelz wrote: Played this map quite often the last days and at least got one setup of elements/towers that seems to work pretty good for me so far, although I never played one of the harder difficulties (only normal until now).
If you guys are interested, I could try to do a little write-up how I approach this (and try if my approach works on harder difficulties too).
On June 28 2011 21:04 Tsenister wrote: Probably the only tower defence map that requires timing and APM to play properly tbh. Record is 50 something fruit kills now.
- Pure light towers + trickery/masquerade towers (which is light+dark) is overpowered and can win u the game at normal difficulty insanely easy.
- Pure fire is the most efficient of the pure elements.
- Manage to make a Penta tower is really hard because you will lack the proper firepower to manage to survive till you have all the stuff you need (especially the credits)
If you are going for the Penta tower I suggest focusing on making powerful triplets towers (the ones who cost 1000) asap more than spamming doublets of every combination to gain the various effect... then when you have all the elements and the pure essence just spam non elemental towers (remember than even if you transform a non elemental tower into an elemental one you can still get 100% refund) and wait till you have enough by ricycling them and get the Penta.
Max you can have is like 4 Penta towers afaik but it doesn't seem as efficient as other combinations such as the aboves...
On June 28 2011 21:04 Tsenister wrote: Probably the only tower defence map that requires timing and APM to play properly tbh. Record is 50 something fruit kills now.
On what difficulty?
I needed some decent reaction time/APM when I played through with Dark/Fire/Earth because I had to constantly zoom a few Amplify Towers over and over.
still dont wana go bank route just yet bc the light fire route is not yet complete (there are tower missing).
Beaten very easy multiple times with life build + well (221 life b4 61) and end up with 110 kills. The main problem with this map on sc2 is the round end when the first guy kill the wave, not the last guy. This make its really hard to learn the game for newb. Also i suggest author to have (default mode as ALL RANDOM) or at least make it so that all the newb gona pick it instead of allpick =_=.