Jump to content


  • Content Count

  • Joined

  • Last visited

Everything posted by ShaveTheWhales

  1. Nice thanks! At the moment #1-4 of the classic leaderboards are still all false positives. Also, #15,49,63,69,94,175,217 -- they all go past wave #72 in-game and have less than 100 Frog kills, yet the number of Frogs that should be killed by wave #65 is 300.
  2. Hi again =D Please delete every match on the classic leaderboard above Bercut32 1,374,875 points as they are clearly end-game bugs. This is obvious from the low difficult and impossibly large Boss Wave # combined with very few frog kills. Anyone achieving a score over 1,000,000 on anything other than insane or very hard had their game end in a bug that releases all the boss waves right away even though they hadn't killed their current boss wave. I randomly found this bug simply by playing Challenge Mode on normal. The same bug didn't happen with challenge mode on insane. Hopefully an easy fix? Thanks Also, would be cool if the leaderboards recorded net worth.
  3. 47:17 Won't get much faster with this strat. SpeedRun 47_17.w3g
  4. A very poor attempt but apparently the only attempt thus far. $DEF 50:42 Was the replay time. SpeedRun 50_42.w3g
  5. I just realized I didn't use any triple towers either.
  6. I love a good challenge, this one took me a few tries because I stupidly leaked on some early levels like 3-4 times. Very Hard, Extreme Mode, No leaks. I didn't use the recently famous $$DFE, instead I used my own build which I haven't seen much of at all. $ENW seems much better personally. Also, I believe a certain Beta Leader was hatin on Mushroom towers. Looks like they're just fine. Give it a try EleTD _vh Extreme 41 Ron _ENW.w3g
  7. Honestly I think there should be only a few Challenge winners, perhaps a set time for a challenge such as this, because as time goes on, there will be like 15 Challenge winners. Unless the challenge is especially hard and worthy of a title for anyone that completes it any time after. Maybe even stick with the Innovative strategy idea. As long as the strategy used is new, its worthy of a title. Scenario: 2 months down the line, someone completes the challenge with 3 elements no leaks no interest. It's pretty impressive. Does he still get the Challenge title? What if it wasn't innovative?
  8. $$DEL I feel this version is perhaps... too hard. I don't even want to use slow, it seems like a poor choice, especially since they are only 7% for the first while, then when they get to higher percentages you leak healing levels. Challenge _1.w3g
  9. Hey hey, my legacy lives on in this topic. heh
  10. Shredders, Wisps, Spirits of Vengence, Demolisher, Glaive Thrower, and Watery Minion are the hardest levels. Shredders are just ridiculous. Wisps, Spirits and Demolisher's are the hardest point in the game for me, because that is my transition to a Monsoon tower. It has to be executed perfectly. The two levels leading up to the transition are super hard, and right afterwards you NEED that Monsoon tower for the Demolisher's. Glaives can be deadly if you aren't prepared because you only have one type of level 2 - Three Element tower, and by level 55 you need the Periodic, that was my mistake one game. I leaked at level 55.
  11. That is completely luck based though. I don't like having to restart because I got Light 3 on level 30 for example. Chaos mode maybe... but once again that is mostly luck. If you can get the Shredders and the Deathknights on levels 6-15, that makes it much easier for later on. 13est, you beat it on regular then? What towers you use?, you got replay?
  12. That's the water level right? Ya I donno, I think that one I ended up "selling/rebuilding" pretty bad with regards to interest. I would have to build just as many cannons as arrows, it would amount to the same amount of interest selling.
  13. Very Hard, Extreme Mode, No Leaks. Basically Challenge #4, using the new version. I worked on it for about a week, doing it once every couple days. Got it tonight. I challenge anyone else to do it, it makes you feel like a true Element TD master. Hardest thing I've accomplished with this TD. ShaveTheWhales_4.0_vhex_NoLeak_182Ron.w3g
  14. 1207 right before 16. ShaveTheWhales_4.0_VHAR_103.w3g
  15. Is my Challenge 4 invalid?
  16. GipFace pissed because he couldn't stop playing some silly game that you can pause to meet friends? I submitted mine. 1h 10min 6 Flesh Level 30.w3g
  17. I don't believe I can check those forums. Also, if you guys need Beta Testers I'd be willing to donate some time.
  18. Can we open this also to -vhex, no element limitations.
  19. Currently, mechanical levels are very difficult. My Suggestion: Decrease the length of Invulnerability by 0.5s and decrease Mana Regeneration by 50%. The mechanical composite level on extreme mode (level 32) is next to impossible to not leak on. I have tried multiple tower combinations of what I thought would almost definitely do the trick. I got he most success on a consistent basis with a Nova, Tornado, Sludge, Electricity. Another one that worked pretty well was Nova, Electricity, 2x Tornado. To my surprise, and possibly yours, the following towers were very ineffective: Quaker, and Tidal. Together I assumed with a full charged Tidal and Quaker AoE I would take down the level with easy. This was really not the case. Impulse tower also had a difficult time. I'm going to try Nova, Electricity, Tornado, Tidal (Full Power). Either way, after completing level 32, I didn't need to build any new towers until level 37, the next mechanical level. Yes, mechanical levels are difficult and they should be, but they definitely need to be toned down a bit. Also, Composite levels I find are also much too difficult. I would consider changing the damage coefficient to 80% up from 75%. Tower Suggestions: Gunpowder Tower (and it's upgrades): Increase damage. Disease Tower (and it's upgrades: Increase range on the flies. Currently it is 300, which is far too low. Poison Tower (and it's upgrades): Consider giving "Contamination" a 5%/10%/15% poisoning slow. Quark Tower (and it's upgrades): Change to "Shifts this tower through space to target location. Does X% of current health in a 500 AoE upon landing. 1000 cast range." Mushroom Tower (and it's upgrades): Give it a base attack speed of 1. Down from 1.5. Spout (Hydro lvl 2): Increase air time to 2.5 seconds, and to 3.5 seconds for Geyser (Hydro lvl 3). Electricity Tower: Lower damage on this tower to 400. Down from 500. Inrease damage on Lightning (Electricity lvl 2) to 3000. Change Flame and Ice towers (and their upgrades) so that they change targets every new attack. Kindle Tower: Increase damage to 250, up from 150. Vapor Tower: Increase damage to 1000, up from 750. Immolation Tower: Increase damage to 5000, up from 3750. Most of these changes are to address the issue of how under used Dual Towers are. I rarely ever see any Dual Towers other than Electricity early game, and Well/Forge for buffs.
  20. Re-selling and rebuilding is so tedious.
  21. After playing 4.0 so much, I had to remember what it was like to have the overpowered towers of 3.0 The only levels that posed a Challenge were 19, and 36-41. Everything after that was just destroyed. ShaveTheWhales_3.0_vhex.w3g
  22. Allow us to set a Rally Point for the Tornado Summoning of the Monsoon/Tornado Towers. It can mean the game if it spawns on the wrong side.
  23. Allow all elemental arrow/cannon towers to switch between elements without having to rebuild the whole tower. Another way to put it is: allow us to toggle which element is active for cannon/arrow towers, without rebuild/reselling the tower. For example: You have Earth Cannon and you want to make them Light Cannon. Give the Earth Cannon free "upgrades" to the Light Cannon option. Assuming you have the required Elements.
  • Create New...