BTD6 Tech Wiki57.4RU

Ascent

Advanced. Layout, paths, obstacles and map mechanics.

Ascent

Advanceddifficulty
yeswater
shared fieldco-op split
2paths
0obstacles

Layout

landwaterwaterwaterlandlandlandlandlandlandtracktrackno placingno placing, blocks line of sightno placing, blocks line of sightno placing, blocks line of sightno placing, blocks line of sightno placing, blocks line of sightno placing, blocks line of sightno placing, blocks line of sightno placingPath1Path2 / BossPath

The map as loaded (sandbox, Easy), in game coordinates. Hover an area to see its type; click an obstacle to remove it with its areas. Dashed: the path is off at the start and a map mechanic turns it on. Purple dotted: a hidden path, not marked on the track in the game. Moving parts show where they were at load.

Paths

PathLengthAt startWho entersWhen it changes
Path1792activeentry, also in Reverse mode–
Path2
BossPath
1 053activeentry, also in Reverse mode; bosses only, also in Reverse mode–

Paths are named as in the game files. Length in game units. “Who enters”: which bloons the spawn point sends onto the path; the other paths continue the entry ones. Identical paths from several spawn points show as one row.