Legacy Dusty Bridges

From Tower Defense Simulator Wiki
Jump to navigation Jump to search

<infobox>

 <title source="title1"><default>Legacy Dusty Bridges</default></title>

<image source="image1"></image> <label>Developer(s)</label> <label>Difficulty</label> <format>[[:Category:Hard Maps|Template:Colour]] </format> <label>Length</label> <format>Script error: No such module "NumName".</format> <default></default> <label>Wave Structure</label> <format>Normal </format> <label>Estimated Match Time</label> <label>Triumph Rewards</label> <label>Modifiers</label> <group collapse="open"> <header>Mode Information</header> <label>Gamemode Type</label> <label>Base Health</label> <label>Waves</label> <label>Stages</label> <label>Level Requirement</label> <label>Starting Cash</label> <label>Shared Cash</label> </group> <group collapse="closed"> <header>Music</header> <format>{{{music-1}}}</format> <format>{{{music-2}}}</format> <format>{{{music-3}}}</format> <format>{{{music-4}}}</format> <format>{{{music-5}}}</format> <format>{{{music-6}}}</format> </group> <group collapse="closed"> <header>Ambience</header>

</group> </infobox>

Description

[edit]

Legacy Dusty Bridges is meant to be a community map which uses the second version of Dusty Bridges. However, due to developer oversight, it is not a community map and is instead completely unplayable. an elevated desert map

Design & Path

[edit]

The current version of Dusty Bridges takes place above a desert plain, elevated above a sandstorm. The map itself is quite mountainous, with stone rocks dominating the landscape. There are various stone pillars. In terms of human habitation, there are very few buildings or man-made objects.

The sand path begins and ends at two mineshaft entrances. It crosses between various stone pillars and mountains on high wooden bridges.

Interactive Map

[edit]

The <a href="/w/Map:Dusty_Bridges" title="Map:Dusty Bridges">data map's source code</a> no longer passes data validation. Please fix the errors.

Rewards

[edit]

The game calculates how many Coin Coins, Gem Gems and Experience EXP you receive based on how many waves you survived and if you won a match. During periods of 100% more Experience EXP (Friday – Sunday), any Experience EXP earned is multiplied by 2x through the XP Boost modifier. The VIP gamepass also multiplies any Experience EXP earned by 1.25x through the VIP Boost modifier. These two boosts are additive. Regular Experience EXP boosts are multiplicative with other modifiers present on this map.

Any rewards that end in a decimal point is rounded down, no matter the first figure of the leading decimal.

Difficulty reward scaling for survival mode Coins and Exp is 1.25x.
Mode Coins/Gem Reward EXP Reward
Easy Coin 250 ÷ (1 + [(20 ÷ Current Wave) - 1]^1.3) + Coin 50 (Triumph Only) Experience 50 EXP ÷ (1 + [(20 ÷ Current Wave) - 1])
Casual Coin 350 ÷ (1 + [(30 ÷ Current Wave) - 1]^1.3) + Coin 100 (Triumph Only) Experience 75 EXP ÷ (1 + [(25 ÷ Current Wave) - 1]) + Experience 15 EXP (Triumph Only)
Intermediate Coin 500 ÷ (1 + [(30 ÷ Current Wave) - 1]^1.3) + Coin 100 (Triumph Only) Experience 120 EXP ÷ (1 + [(25 ÷ Current Wave) - 1])
Molten Coin 550 ÷ (1 + [(35 ÷ Current Wave) - 1]^2.4) + Coin 400 (Triumph Only) Experience 135 EXP ÷ (1 + [(35 ÷ Current Wave) - 1]^2) + Experience 50 EXP (Triumph Only)
Fallen Coin 700 ÷ (1 + [(40 ÷ Current Wave) - 1]^2.4) + Coin 650 (Triumph Only) Experience 200 EXP ÷ (1 + [(25 ÷ Current Wave) - 1]^2) + Experience 50 EXP (Triumph Only)
Hidden Wave Gem 125 Experience 250 EXP
Frost Coin 800 ÷ (1 + [(40 ÷ Current Wave) - 1]^2.4) + Coin 1,200 (Triumph Only)
Gem 75 (Triumph Only)
Experience 200 EXP ÷ (1 + [(40 ÷ Current Wave) - 1]^2) + Experience 100 EXP (Triumph Only)

Strategy

[edit]
  • There is little ground space for towers on this map. Try to cluster towers together.
    • Due to the somewhat short path, the DJ Booth is recommended to boost the range of towers.
    • The optimum space to place towers is near the middle mounds. Here, you can maximize the range of towers.
  • Cliff space is somewhat limited. Try to minimize the amount of Rangers and Mortars placed down if there are more than two people.
    • You can place cliff towers on flat pebble spots on the mountains.
    • It is mostly recommended to place cliff towers on the hill at the back.
  • Due to the map design and short path, short-ranged towers such as the Warden may not be recommended.

Update History

[edit]
  • 3 September 2025 - v1.74.0
    • Legacy Dusty Bridges added.
    • Bug: Legacy Dusty Bridges cannot be selected as a map and it is instead only available through Elevators.
    • Bug: Legacy Dusty Bridges cannot be chosen in Sandbox.
  • 31 July 2026 - v2.4.0
    • Bug: Map is now completely unplayable due to Elevators no longer having random maps.


File:MapsNewHeader.png
Regular
[[:Category:Very Easy Maps|Template:Colour]]
[[:Category:Easy Maps|Template:Colour]]
[[:Category:Normal Maps|Template:Colour]]
[[:Category:Hard Maps|Template:Colour]]
[[:Category:Insane Maps|Template:Colour]]
[[:Category:Special Maps|Template:Colour]]
[[:Category:Hardcore Maps|Template:Colour]]
PVP
[[:Category:Easy Maps|Template:Colour]]
[[:Category:Normal Maps|Template:Colour]]
Sandbox Mode
[[:Category:Hard Maps|Template:Colour]]
[[:Category:Insane Maps|Template:Colour]]
[[:Category:Special Maps|Template:Colour]]
Story Exclusive
[[:Category:Easy Maps|Template:Colour]]
[[:Category:Normal Maps|Template:Colour]]
Event
Undefined
[[:Category:Easy Maps|Template:Colour]]
[[:Category:Normal Maps|Template:Colour]]
[[:Category:Hard Maps|Template:Colour]]
[[:Category:Insane Maps|Template:Colour]]
[[:Category:Event Maps|Template:Colour]]
Removed
Undefined
[[:Category:Easy Maps|Template:Colour]]
[[:Category:Hard Maps|Template:Colour]]
Unreleased
Undefined