BTD6 Tech Wiki57.4RU

Sunset Gulch

Advanced. Layout, paths, obstacles and map mechanics.

Sunset Gulch

SunsetGulch
Advanceddifficulty
nowater
shared fieldco-op split
2paths
0obstacles

Layout

landlandlandtrackno placing, blocks line of sightno placing, blocks line of sightno placing, blocks line of sightno placing, blocks line of sightno placingno placing, blocks line of sightno placing, blocks line of sightno placingno placingno placing, blocks line of sightno placing, blocks line of sightno placing, blocks line of sightno placing, blocks line of sightPathStandardPathSpecial / PathBoss

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
PathStandard699activebloons except MOABs, also in Reverse mode–
PathSpecial
PathBoss
390activebosses only, also in Reverse modeturns on: after round 39 or a MOAB appears

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
after round 39 or a MOAB appearsturns on path PathSpecialyeson 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.