Castle Revenge
Advanced. Layout, paths, obstacles and map mechanics.
Castle Revenge
CastleRevengeobstacles grow back
Layout
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
| Path | Length | At start | Who enters | When it changes |
|---|---|---|---|---|
PathEntrance1 | 184 | active | bloons except MOABs | – |
PathEntrance2 | 258 | active | bloons except MOABs | – |
PathEntrance3 | 192 | active | bloons except MOABs | – |
PathEntrance4 | 269 | active | bloons except MOABs | – |
PathEntranceMoabTop | 163 | active | MOABs only | – |
PathEntranceMoabBottom | 157 | active | MOABs only | – |
PathExitTop | 494 | active | bloons except MOABs in Reverse mode | – |
PathExitBottom | 487 | active | bloons except MOABs in Reverse mode | – |
PathBoss | 658 | active | 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.
Mechanics
| When | What happens | Once | Where |
|---|---|---|---|
| map created | runs map actions | no | – |
| every 75 s or loaded with a regrown obstacle | runs map actions | no | – |
| repeats | runs map actions | no | – |
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.