BTD6 Tech Wiki57.4RU

Luminous Cove

Intermediate. Layout, paths, obstacles and map mechanics.

Luminous Cove

LuminousCove
Intermediatedifficulty
yeswater
shared fieldco-op split
2paths
0obstacles

Layout

landwaterwaterwaterwaterwaterwaterwaterwaterwaterwatertracktracktracktracktrackno placing, blocks line of sightno placingno placingno placingno placing, blocks line of sightno placing, blocks line of sightno placing, blocks line of sightno placing, blocks line of sightno placingno placingPathLeftStartPathRightStart

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
PathLeftStart966activeentry, alternates by round, also in Reverse mode–
PathRightStart974activeentry, 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.

Mechanics

WhenWhat happensOnceWhere
object clickedremoves an area, removes an areayeson 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.