Desktop Tower Defense
Desktop Tower Defense is a flash tower game where you have to build a maze full of weapons to destroy waves of bad guys that walk through. There are many modes that you can play it in. The one that interests me the most is the 10k fun challenge. You are given 10,000 gold to initially build your maze and you need to beat 100 levels. The usual tactic for beating this is called "juggling" where you make a maze with 2 paths, 1 open and the other closed. When the creeps get close to the end of the open one, you close it and open the other one so they have to backtrack through your maze. By doing this back and forth you can get them stuck in the maze until they die. I consider this cheating. On the forums that I have discussed this mode on, it is considered very good to make it into the 70s without juggling and it is regarded as impossible to beat it without juggling. I am determined to beat it without juggling. My record is level 93 but I usually lose on level 91. I keep screenshots of my mazes to look for ways to improve my technique. All of these are done from DTD 1.5
New Maps (2/19/09):
Doom on Toast
Jolly Roger
Techno Smile
Toast Hammer
Toast Hammer represents my most advanced technique to date.
I first attempted the modified figure four defense of my brothers with bash towers in place of the central squirt towers. The main problem is that sometimes spawn creeps pop way far ahead when they split.
Gomper
The bash towers on the back end of this map help to take care of smaller spawns.
Waterfall
I then tried to build a map with a lot of bash towers built in figure 8s instead of in series so that spawns couldn't pop more than 1 tower ahead.
Devil's Smile
This map gives spawn creeps the possibility to pop backwards too.
Devil's New Smile
I wasn't always getting to max out the bash towers and wanted to add some more squirt towers.
Devil's Crooked Smile
A variant dependant on heavy ranged firepower.
Mister T
I realized that I could mirror the Devil's Smile map to double my bash towers and if I only built those, I could upgrade a large number of them to the maximum.
Ultimate
This map has some very subtle upgrades to freeze tower placement and upgrade order that made a lot of difference.
King's Cross
This is the best maze I have so far. I added another column of towers, widening the maze and providing more potential air defense. I breeze through the first 70 or so levels with this map.
Fat Cross
R&D
Here are some experimental maps that made it the distance.
This is my attempt to create a map where creeps are kept in range of ranged towers to maximize their damage output.
Iron Cross
Dollar for dollar, it is cheaper to beef a single maxed-out bash tower with boost towers than to build more bash towers. This is my attempt to maximize this advantage.
7th Hammer
I wanted a maze that separated the two lines of creeps to see what difference it might make. This sends them past eachother in opposit directions. There is also an Upper Case W but that only made it to level 84.
Lower Case W
A highly mutated precursor to the cross strategy.
Octobot
Gantopian by Ryan W. Rooks