BTD6 Tech Wiki57.4RU

Chutes

Intermediate. Layout, paths, obstacles and map mechanics.

Chutes

Intermediatedifficulty
yeswater
verticalco-op split
2paths
2obstacles

Layout

landwaterwatertracktracktracktracktracktrackno placingno placingobstacle 1: 350 $, click to removeno placing, blocks line of sightno placingobstacle 2: 350 $, click to removeno placing, blocks line of sightno placingPathPath (1)

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
Path656activeentry, alternates by round, also in Reverse mode–
Path (1)654activeentry, alternates by round, 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.

Obstacles

ObstaclePrice
1350 $
2350 $

Total: 700 $, prices on Easy.

Mechanics

WhenWhat happensOnceWhere
obstacle removed 1removes an obstacleyeson the map
obstacle removed 2removes an obstacleyeson 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.