The maps are coded in, with the zune I can't really see an advantage to loading < 500b of data through the pipeline vs loading it from a static class.
But hey if someone wants to write an importer/processor/reader I wont hate them

I've only ever written one set before but it was such a pain.... If someone does write it it doesn't really matter how they make the base file format, all it needs to do is output an integer array of size 20x20.
Oh and the pathin is a list of vector3's with the format ( x of a line, y of a line, byte value of direction). If the enemy crosses the line that it is most likely to intersect (a south moving enemy will cross a Y line) the enemy turns to thee next direction indicated.
(1 being to the top right, 2 to the top, kinda like this:
1 2 3
4 _ 5
6 7 8)
I'm totally rewriting the pathing code which is taking up all my time, so if someone could do this it would be fantastic, otherwise my way isn't the most horrible thing to do (well it probably is, but it works

).
In your old set of enemies you could beat it by massing the lvl 1 machine gun tower, I haven't gotten to try with your new enemies yet. As for the frame rate...i just noticed that too. Ill see if I can fix it a little...Ill have to think if there's a way to skip some code if there's no probability of attack.....
I'd like to let you guys know that this is my first program ever that people are actually seeing so I've really never had to pay much attention to quality. Not to mention that my computer is a beast so I've never had to worry too much about optimization. The pathing code is absolutely horrible atm which is why its priority #1.
sir justin please do not change any of the code outside of tower creation. All the other stuff is meant to be fixed over time. I just built the engine in a hurry.