BTD6 Tech Wiki57.4RU

Bloonarius Prime

Intermediate. Layout, paths, obstacles and map mechanics.

Bloonarius Prime

BloonariusPrime
Intermediatedifficulty
yeswater
shared fieldco-op split
4paths
0obstacles

Layout

landwaterwatertracktracktrackno placingno placing, blocks line of sightno placing, blocks line of sightno placing, blocks line of sightno placing, blocks line of sightPathStandardPathPrime1, off at startPathPrime2, off at startPathBoss, hidden, off at start

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
PathStandard905activeentry, also in Reverse mode–
PathPrime1183offentryturns on: every 1 rounds
PathPrime2693offentry in Reverse modeturns on: every 1 rounds
PathBoss1 326hidden, offbosses only, also in Reverse modeturns on: a bloon with tag appears Boss

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.

Mechanics

WhenWhat happensOnceWhere
a bloon with tag appears Bossturns on path PathBossyeson the map
every 1 roundsturns on path PathPrime1, turns on path PathPrime2, turns on a map event, turns on a map eventyeson the map

Map events from its model: condition and actions. Hover or click a row to see it on the map: yellow where it fires (a click, an obstacle), green what appears or turns on, red what goes away or turns off, blue what moves. A click applies the event to the map and shows the result; a second click undoes it.