BTD6 Tech Wiki57.4RU

Firing Range

Intermediate. Layout, paths, obstacles and map mechanics.

Firing Range

FiringRange
Intermediatedifficulty
yeswater
shared fieldco-op split
2paths
1obstacles

Layout

landwaterlandlandtracktracktracktracktracktracktrackno placingno placing, blocks line of sightobstacle 1: 1 000 $, click to removeno placing, blocks line of sightPathLeftPathRight

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
PathLeft1 239activeentry, also in Reverse mode–
PathRight1 244activeentry, 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
11 000 $

Total: 1 000 $, prices on Easy.