Winter Stronghold: Difference between revisions

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{{Tabber
{{Tabber
|Current
|Current
|The current version of '''Winter Stronghold''' is surrounded by hills and the sea. Snowflakes can be seen falling from the sky. In the middle of the map there is a hill, with a stronghold on top of it. It is a white stone building with blue roofs. There is also a white stone tower with a wooden floor next to it. There is a stone bridge which connects the hill in the middle of the map with the other hilly parts of the map. On the other cliffs, multiple similar buildings can be seen. Multiple winter trees, rocks and small hills can also be seen on the map.<br/>The map has two grey stone paths and, unlike other two-pathed maps, these paths do not cross at any point. This means there are two entrances and two exits. The two paths start at opposite ends of the map, both at caves. Both paths rotate once around the middle castle and end at caves underneath the castle.
|The current version of '''Winter Stronghold''' is surrounded by hills and the sea. Snowflakes can be seen falling from the sky. In the middle of the map there is a hill, with a stronghold on top of it. It is a white stone building with blue roofs. There is also a white stone tower with a wooden floor next to it. There is a stone bridge which connects the hill in the middle of the map with the other hilly parts of the map. On the other cliffs, multiple similar buildings can be seen. Multiple winter trees, rocks and small hills can also be seen on the map.

The map has two grey stone paths and, unlike other two-pathed maps, these paths do not cross at any point. This means there are two entrances and two exits. The two paths start at opposite ends of the map, both at caves. Both paths rotate once around the middle castle and end at caves underneath the castle.
|Version 2
|Version 2
|The second version of '''Winter Stronghold''' was a snowy island map that took place in the middle of a cold lake. There appeared to be little altitude difference between the lake that surrounds the island and the island itself. The island itself appeared to be a fortress with a castle in the middle of the island on top of the hill. Several winter trees were planted around the island. Several hills were also seen around the map, with only a few being able to support cliff towers.<br/>The map had two white pebble paths and, unlike other two-pathed maps, these paths did not cross at any point. This means there were two entrances and two exits. The two paths started at opposite ends of the map, both at caves. Both paths rotated once around the middle castle and ended at caves underneath the castle.
|The second version of '''Winter Stronghold''' was a snowy island map that took place in the middle of a cold lake. There appeared to be little altitude difference between the lake that surrounds the island and the island itself. The island itself appeared to be a fortress with a castle in the middle of the island on top of the hill. Several winter trees were planted around the island. Several hills were also seen around the map, with only a few being able to support cliff towers.

The map had two white pebble paths and, unlike other two-pathed maps, these paths did not cross at any point. This means there were two entrances and two exits. The two paths started at opposite ends of the map, both at caves. Both paths rotated once around the middle castle and ended at caves underneath the castle.
|Version 1
|Version 1
|The first version of '''Winter Stronghold''' is identical to the second version, except a baseplate frozen lake surrounded the map, instead of terrain water.
|The first version of '''Winter Stronghold''' is identical to the second version, except a baseplate frozen lake surrounded the map, instead of terrain water.

Revision as of 14:24, 31 December 2025

Description

Winter Stronghold is, as the name suggests, a winter map.

Winter Stronghold has the All Paths modifier, which duplicates all enemies for each path with the exception of major bosses, instead of them alternating between entrances.The All Paths modifier increases all currency rewards by 10%.

Design & Path

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Interactive Map

Loading scripts

Rewards

The game calculates how many Coin Coins 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 1.5x.
Mode Coins/Gem Reward EXP Reward
Easy (Coin 250 ÷ (1 + [(20 ÷ Current Wave) - 1]^1.3) + Coin 50 (Triumph Only)) × 1.1 (Experience 50 EXP ÷ (1 + [(20 ÷ Current Wave) - 1])) × 1.1
Casual (Coin 350 ÷ (1 + [(30 ÷ Current Wave) - 1]^1.3) + Coin 100 (Triumph Only)) × 1.1 (Experience 75 EXP ÷ (1 + [(25 ÷ Current Wave) - 1]) + Experience 15 EXP (Triumph Only)) × 1.1
Intermediate (Coin 500 ÷ (1 + [(30 ÷ Current Wave) - 1]^1.3) + Coin 100 (Triumph Only)) × 1.1 (Experience 120 EXP ÷ (1 + [(25 ÷ Current Wave) - 1])) × 1.1
Molten (Coin 550 ÷ (1 + [(35 ÷ Current Wave) - 1]^2.4) + Coin 400 (Triumph Only)) × 1.1 (Experience 135 EXP ÷ (1 + [(35 ÷ Current Wave) - 1]^2) + Experience 50 EXP (Triumph Only)) × 1.1
Fallen (Coin 700 ÷ (1 + [(40 ÷ Current Wave) - 1]^2.4) + Coin 650 (Triumph Only)) × 1.1 (Experience 200 EXP ÷ (1 + [(25 ÷ Current Wave) - 1]^2) + Experience 50 EXP (Triumph Only)) × 1.1
Hidden Wave Gem 150 × 1.1 Experience 250 EXP × 1.1
Frost (Coin 800 ÷ (1 + [(40 ÷ Current Wave) - 1]^2.4) + Coin 1,200 (Triumph Only)) × 1.1
(Gem 75 (Triumph Only)) × 1.1
(Experience 200 EXP ÷ (1 + [(40 ÷ Current Wave) - 1]^2) + Experience 100 EXP (Triumph Only)) × 1.1
Voidcore (Gem 250 ÷ (1 + [(50 ÷ Current Wave) - 1]^3) + Gem 450 (Triumph Bonus) × 1.1 (Experience 200 EXP ÷ (1 + [(50 ÷ Current Wave) - 1]) + Experience 300 EXP (Triumph Bonus) × 1.1

Strategy

  • All enemies, except major bosses, spawn twice on this map because of the All Paths modifier.
    • The increased amount of enemies allows you to gain more cash by damaging enemies.
  • Fallen King can spawn in either left side or right side of the map. So its best to even out towers and cover both paths
  • While the paths do not cross on this map, there are a few spots where your towers can cover both paths. Your towers should be placed there.
  • There are very few cliff spots on this map, limiting the amount of cliff towers you can place down.
  • For spawner towers like the Crook Boss and Military Base, only one unit will spawn, which will go down a random path.

Map Icons

View

Trailers

Development Images

Trivia

  • When the map was first released, you could place ground towers on the middle hill.
  • This is the only two-pathed map that does not have the paths intersect.
  • Prior to the Overhaul Update, Frost Solitude played on this map.
  • Winter Stronghold used to appear in the Special Elevators, though this is no longer the case due to them being removed from the game.
    • It appeared in both regular and Special Elevators.
    • As Winter Stronghold never received its own Matchmaking statue like other special maps and is quite similar to other maps that were not considered special, like the Black Spot Exchange, it is no longer considered a special map.

Update History

  • 1 January 2020 - Release v1.5.1
    • Winter Stronghold added.
    • Bug: Towers do not target the enemies closest to the entrance when set on First targeting setting.
  • 11 February 2020 - Release v1.7.0
    • Frost Solitude music added.
  • 29 October 2020 - Overhaul v1.0.0
    • Insane difficulty added.
    • Baseplate water replaced with terrain water.
    • Music removed.
    • No longer gives a badge upon first triumph.
  • 8 May 2021 - Overhaul v1.3.0
    • Enemies are now divided between lanes.
    • Bugfix: Towers now target enemies closest to the entrance when set on First targeting setting properly.
  • 21 December 2022 - v1.6.0
    • Winter Stronghold remade.
    • Enemies Beta modifier added.
    • All Paths modifier added.
    • Bug: Cliffs are not highlighted.
  • 9 January 2023 - v1.6.0f
    • Bugfix: Cliffs are now highlighted.
  • 29 January 2025 - v1.51.0


Regular
Very Easy
Easy
Normal
Hard
Insane
Special
Hardcore
PVP
Easy
Normal
Sandbox Mode
Hard
Insane
Special
Story Exclusive
Easy
Normal
Event
Undefined
Easy
Normal
Hard
Insane
Event
Removed
Undefined
Easy
Hard
Unreleased
Undefined