td2v2 open path

Play single player, co-op, 1v1 or 2v2.
Make your own path for enemy units to fallow.
50 waves planned, 30 waves made so far.
1 boss every 10 waves. Each boss killed grants vespene gas, that can be used to get special upgrades.
Waves 1 through 10 are weak Terran units, so that you can start making the path.
Waves 11 through 20 are medium difficulty Zerg units.
Waves 21 through 30 are though Protoss.
Waves 31 through 40 are going to be tougher mix of the three and so on with the other waves.
Air units don't fallow the path, so you need a lot of well placed anti air towers.
Available Towers:
- Gun: Cheap tower. Use it to create the path. Can attack both air and ground units. 10dmg, 5 minerals. Can be upgraded twice.
- Cannon: Strong and slow tower. Can attack both air and ground units. 40 dmg and 20 bonus vs armored units. Can be upgraded twice and higher versions have bonus vs psionic units. 20 minerals
- Fire Tower: Very strong attack, but short range. Can only attack ground units. 50dmg and 20 bonus vs biological units. Can be upgraded once.
Upgraded version applies a DOT debuff of 1000dmg over 10secs. 70 minerals
- Anti Air Tower: Very strong vs air units (duh), can only attack air units (duh) :P 350dmg per missile. Can be upgraded once. 20 minerals
- Slow Tower: Slows attacked units. Can attack both air and ground units. Massive units are immune. 2.5dmg per hit. Can be upgraded twice. 10 minerals
- Proximity Mine. 500dmg to whoever comes in range. Does Splash dmg. 100 minerals each.
Comming soon:
- Upgrade Central (Building), gives upgrades for towers. Upgrades cost vespene gas.
- Teleport Pad: Teleports the units that steps on its range back to the spawn area. 50 minerals per charge and 5 second cool down,

Known buggs:
- Some animations missing.


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About This Project

  • Project ID
    26102
  • Created
    Sep 5, 2010
  • Last Released File
    Never
  • Total Downloads
    669
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