Mushroom Grotto: Difference between revisions
Qwertyxp2000 (talk | contribs) →Strategy: no one did map strategy for later updates since sunset gulch |
EgoTesticle (talk | contribs) →Gallery: Added 4th of July screenshot |
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The map features 2 winding tracks that intersect towards the center. The Bloons come from the top-left and bottom-right corners, and move towards the opposite corner. The main gimmick of this map is that Monkeys cannot see or damage Bloons that are in the dark, nor can Monkeys be placed in the dark. | The map features 2 winding tracks that intersect towards the center. The Bloons come from the top-left and bottom-right corners, and move towards the opposite corner. The main gimmick of this map is that Monkeys cannot see or damage Bloons that are in the dark, nor can Monkeys be placed in the dark. | ||
By default the center mushroom is the only light source, and the smaller mushroom patches can be lit up for $250 in order to increase the revealed area. | By default the center mushroom is the only light source, and the smaller mushroom patches can be lit up for $250 in order to increase the revealed area. Towers cannot detect Bloons in the hidden area, similar to how Camo Bloons function with towers that cannot see camo, but their projectiles can still hit them normally. [[Downdraft (BTD6)|Downdraft]] and higher can still use its main attack on hidden Bloons, but only on Bloons it has just blown back. Once the four smaller mushroom patches have been purchased, the larger mushroom can be bought for $400, which increases the light radius of all mushrooms. | ||
==Strategy== | ==Strategy== | ||
{{strategy needed}} | {{strategy needed|1=see if mortar/dartling can make for viable lategame towers (don't just add them because they can hit anywhere)}} | ||
{{BTD6 last updated|54.3|section=y}} | {{BTD6 last updated|54.3|section=y}} | ||
Overall, the early game is the hardest part of this map with its darkness gimmick, limiting placement and vision while being not an obstacle. It gets relatively easier | Overall, the early game is the hardest part of this map with its darkness gimmick, limiting placement and vision while being not an obstacle. It gets relatively easier starting from about the 20s once all the mushrooms can be lighted up. That being said, the mushrooms don't have to be lit up, because some towers actually thrive off this. | ||
===Recommended towers and upgrades=== | ===Recommended towers and upgrades=== | ||
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|[[Carpet of Spikes (BTD6)|Carpet of Spikes]] | |[[Carpet of Spikes (BTD6)|Carpet of Spikes]] | ||
|[[File:BTD6 050-SpikeFactory.png|x50px]] | |[[File:BTD6 050-SpikeFactory.png|x50px]] | ||
|When no mushrooms are activated, all its spikes guarantee to land on the middle section, concentrating its damage. | |When no mushrooms are activated, all its spikes guarantee to land on the middle section, concentrating its damage. The Carpet's extreme single-target trivialises the BAD and makes non-dense rounds much easier to handle. Its usual best pairings, like [[Lord of the Abyss]], are recommended. | ||
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|[[Mortar Monkey (BTD6)|Mortar Monkey]], [[Dartling Gunner (BTD6)|Dartling Gunner]] | |||
|[[File:BTD6 000-MortarMonkey.png|x50px]][[File:BTD6 000-DartlingGunner.png|x50px]] | |||
|These towers fire their projectiles without requiring a target, granting them much more effective range for the early rounds compared to other tower options. | |||
|} | |} | ||
==Gallery== | ==Gallery== | ||
{{screenshot needed|section=y|Map Editor version}} | {{screenshot needed|section=y|Map Editor version}}<gallery> | ||
File:BTD6 Mushroom Grotto 4th of July.png|Fireworks Theme | |||
</gallery> | |||
==In other languages== | ==In other languages== | ||