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Cameraman Tower Defense Guide

Maps and modes

Quick answer

Pick from Cameraman HQ, Toilet City, Toilet Sea, Toilet HQ and Desert, then run Easy, Normal or Insane. Front-door maps like Toilet City want early damage; open maps like Desert want cover on every lane before wave 10.

Load into the lobby and you get three choices before the first toilet spawns: map, mode and squad size. The map boards in the plaza are the menu — Cameraman HQ, Toilet City and Desert hang on the wall in the main hall, and two more rotate through the list: Toilet Sea and Toilet HQ. Difficulty sits next to map choice: Easy, Normal and Insane.

Here is the thing most new players miss: the map matters more than the mode. Mode scales the wave numbers, but the map decides whether you have three clean firing lines or one awkward corner. Easy mode on a bad map loses harder than Normal on a good one.

The map boards in the lobby: Cameraman HQ, Toilet City and the rotation boards

The maps at a glance

MapShapeWhat it wants from you
Cameraman HQTight interior, short lanesThe starter map. Upgrade-heavy, forgiving
Toilet CityStreets with cornersChokepoint AoE. Stack units where two lanes meet
DesertOpen ground, long approachesRange. Long sightlines reward 25-range units
Toilet SeaWide, wet and openCoverage. Every lane needs a body before wave 10
Toilet HQInterior rework of the enemy sideHeavy wave maps; check device performance here

Maps run at up to 30 players on a server, and placements are first come, first served — in a full server, a slow start means the good tiles are gone.

Modes

ModeWhat changesFirst-timer advice
EasySofter waves, the same mechanicsWhere you should learn
NormalThe standard curveOnce one upgrade habit is automatic
InsaneBigger waves, thinner marginsBring a maxed carry and an Engineer plan
Solo / DuoSame maps, fewer players per laneSolo is a gear check; duo splits lanes cleanly

Every unit you place has a price and a range ring — read both before you commit

Placement rules that work on every map

  1. Front-load the first lane. Kill early, kill cheaply — the first tiles after the spawn door earn the most value.
  2. Then mid-court the intersection. Every map has one square where two lanes see the same tile. That tile gets your AoE.
  3. Range is a placement multiplier. A 25-range unit placed one tile back can still hit the front line — and survives longer when bosses push through.
  4. Never spend your whole balance on placement. Keep one upgrade in the bank at all times; a mid-wave upgrade saves runs.
  5. Watch the unit cap. The HUD counts placed units against the mode cap (a mid-run capture shows 5/15), and you will never cover every tile. Quality over quantity.

The enemies page explains what each map's late waves throw at you; the hard mode page turns these placement rules into a full run plan.