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Tower Defense Mazing Guide

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Posted 27 January 2010 - 03:38 PM

Building a maze with your towers is incredibly important. Not only does it mean the creeps have further to travel, it means your strong towers get more exposure and more opportunity to kill. In online play, a poor maze generally results in being called a noob.

The first rule of mazing is to NEVER BLOCK. If you block the creeps path they will destroy your towers in order to find a new path through. Creeps need only ONE space to move through. This is equal to half the width of a tower.

An important part of mazing is to make the longest path possible for the creeps to take, but bear in mind the WC3 pathing system is very powerful and creeps will always take the shortest route available, so make sure there are no holes in your maze.

So how should you layout your towers in order to make an effective maze? First of all you need to consider your race's speciality.

For example if your race has some towers which slow the movement speed of enemies, you will want to place these in positions where their effects will be most useful (such as at the start of your maze, and at regular intervals within the maze itself).

If you have towers with strong splash damage (hit multiple enemies at once) you need to try and build these at a point where the enemies will bunch together closely, usually at their spawn point or at the start of your maze.

Now you understand some basics, we can look further into how to lay your maze out. Below is an example of a typical linear maze. The red line shows the path the enemies have to take.

Posted Image

That was a very basic maze, but it does the job well, particularly with long range towers.

Next is a more advanced spiral type maze. This works well with short range towers.

Posted Image


Feel free to use these example mazes when playing.






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