BTD6 Tech Wiki57.4RU

Balance

Intermediate. Layout, paths, obstacles and map mechanics.

Balance

Intermediatedifficulty
yeswater
shared fieldco-op split
13paths
0obstacles

Layout

landlandlandlandlandlandlandlandlandlandwaterwaterlandlandlandlandtracktracktracktracktracktrackno 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 placing, blocks line of sightPathRHStartPathRHSplit1PathRHSplit2PathRHSplit3PathRHSplit4PathRHEndPathLHStartPathLHSplit1PathLHSplit2PathLHSplit3PathLHSplit4PathLHEndPathBoss

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
PathRHStart123activeentry–
PathRHSplit1662active––
PathRHSplit2631active––
PathRHSplit3667active––
PathRHSplit4633active––
PathRHEnd113activeentry in Reverse mode–
PathLHStart113activeentry–
PathLHSplit1667active––
PathLHSplit2633active––
PathLHSplit3662active––
PathLHSplit4631active––
PathLHEnd123activeentry in Reverse mode–
PathBoss899activebosses 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.