User:Eric Herboso/Tower Defense

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RTS Tower Defence
Tower defence is a gametype common in real time strategy games, especially Warcraft III and its expansion. Wave after wave of enemies pour out from various spawning points in increasingly challenging forces and numbers. The enemies, called creeps, travel from the spawn point to their destination, resulting in a loss of life for the player or players(the player or players are usually given a certain amount). The game ends when the player/s lose all their lives. The goal is to survive for as long as possible.

There are several general types of tower defenses:

- Cooperative: Everyone teams up against the creeps, in an attempt to survive all the waves of creeps

- Solo: Each individual player builds their own towers to defend themself.

- Versus: Teams or players build their own towers and can summon creeps to the opponents towers.

Along with the player configuration (see above), Tower Defences are based around: Mauls (from the pioneering Tower Defence, Wintermaul): The player is allowed to build on the path of the enemies, allowing them to create a maze to lengthen the time the enemies have to take in order to reach the destination, and increasing effectiveness of towers, or disallowing players the ability to build along the enemies' path, instead allowing space around the path. Enemies often do not have the ability to attack the towers.

There are often many types of towers to choose from, towers with special effects such as the ability to slow enemies, and there are often upgrades available for the towers.

In some tower defense maps, there are races to choose from, each with their own unique towers. Many tower defenses have been based off the popular Winter Maul, and have adopted the term Maul as their name. Some examples would be Warcraft Maul, Videogame Maul, DBZ Maul, Movie Maul, and Star Wars Maul.

Mazing: A common and effective strategy employed in order to increase the effectiveness of the towers that one may build upon is called "mazing". In which series of towers are lined up in a way that the "creeps" must head in ways that are not effective at reaching their goal, whatever that may be, this is assuming that they need to get from point A to point B. In some tower defense maps, such as the Azure Tower Defense in Warcraft 3, it is impossible to build on the path that the creeps walk on so mazing is impossible.

Standard (Horizontal) Maze: The standard maze is the simplest strategy that is employed by very basic players. It involves creating multiple horizontal lines of towers. In each line of towers has one spot for the creeps to pass through, at one end of the line. The line after it will have the same structure, except for that the opening is on the other side of the line. Not the most effective of mazes, as no tower gets a particularly large amount of exposure to the creeps.

Waypoints: In some tower defense maps, creeps must go to points on the map in a specific order on the way to the goal. One method of mazing is to partially block waypoints to that creeps must take a long route to get there, possibly passing other waypoints and having to go back to them. Often termed "hooking".

Other tower defense games

 * Desktop Tower Defense
 * Element TD