Bridge Maze Designs
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There are many different kinds of Mazes possible in Sanctum. Each with benefits and drawbacks depending on what mob is passing through the maze. This page is where people can show off their maze designs and get ideas for new mazes of their own.
The mazes shown here have the number of squares a mob has to walk over before exiting (path), the cost of building the basic blocks to make the maze ($), and a brief summary of the maze {work in progress}.
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Zig Zag Styles
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These designs are made primarily to keep enemies moving in a logical progression, while they work decently for other tower defense games, Sanctum's unique FPS engine makes them less efficient than others.
Snaking Styles
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Snaking style mazes work to increase the amount of exposure (time a tower may fire on an enemy) and often form an illogical path.
Mirror Styles
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Mirror style mazes try to make a symmetrical maze. While these mazes are often just snaking mazes, these have their own gallery to highlight how they differ.
Wave
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Wave style mazes are designed to have a lot of turns, in other TD games this wouldn't do as much but thanks to the "90 degree turn" program of the game's engine this is quite effective in Sanctum.
Hub Styles
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A hub style maze tries to maximize the amount of time the enemies spend circling around a hub-like structure, allowing the player to stand in the middle, able to very quickly change what part of the mob she engages. The tradeoff is that better accuracy is often required, and some weak spots will be hard or impossible to hit, compared to a straight section of maze. A flexible maze design will thus have some straight and/or diagonal sections to use when necessary. A good hub design will also usually have maximum turret coverage around the hub, allowing efficient use of upgraded towers (especially lightning towers) and slowfields.
Optimal Mazes
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This section lists the optimal mazes for each level. 'Optimal' is, of course a subjective notion, highly dependant on playstyle. For instance, some players may prefer maze styles that are easy for them to navigate, or have ideal layouts for certain turret configurations. Here we discuss mazes that are optimal in an objective sense: maximizing the number of turns and the total length of the maze.
These mazes are first scored based on how many 90-degree turns they have. If two mazes have the same number of turns, then the ties are resolved by considering the path length of the mazes.
Since this section lists optimal mazes, any mazes posted should be accompanied with a guarantee (and not just a claim) of their optimality. Ideally, these mazes would be identified through an exhaustive search.
Exhaustive Search Tool
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The exhaustive search tool can be found at[1] in a Windows 64-bit compiled EXE (Windows users will need the Visual C++ redistributable package[2]). If you want to compile it yourself (for another platform, for example), you can find the source code at [3]. You can download an archive of the head of the repo, or check it out over HTTP using Mercurial by issuing hg clone https://www.riebart.ca/hg/mikemisc/smazer
If anyone has any problems, questions, or bugs to report, contact the author listed on the repo's main page[4].
Bridge
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This wave-type maze was found after an exhaustive search that terminated with the following message:
135,933,713,038 total paths and 1,038,569,143,549 total steps in 41,167.6 seconds across 2 threads.
Layout Design Tool
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The follow image can be dropped into an image editing program and used to design / plan layouts for block and tower placement. All white squares with black borders are spots that blocks can be placed, any blocks that have boarders of 1 pixel rather then 2 are raised and so cannot be crossed by land based creatures. Grey blocks with grey borders are paths creatures can walk on.

Added by Prtssguy