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'''Maps''' (also called '''tracks''') are a core game mechanic in the {{series|Bloons TD}} and in ''[[Bloons Card Storm]]''. The Bloons travel down the path from the entrance to the exit, and it is the player's goal to pop them before they escape.
{{For|the feature in [[Bloons Card Storm]]|Map (BCS)}}{{stub|lede is too short}}{{Cleanup|This could use some better sections. Stuffing everything into the overview makes it tedious to read.}}
'''Maps''' (also called '''tracks''') are a core game mechanic in the {{series|Bloons TD}}. Maps are in-game locations where the majority of gameplay takes place. They determine possible placement locations for [[Tower|towers]] and direct the path(s) of [[Bloon|Bloons]]. Maps are typically visually distinct from one another.  


==''Bloons TD'' series==
==Overview==
Maps in the {{series|Bloons TD}} come in different themes and layouts. The shape of the map can significantly affect which strategies are the most effective.
Maps in the {{series|Bloons TD}} come in different themes and layouts. The shape of the map can significantly affect which strategies are the most effective. There are numerous features maps which may have to impact gameplay.


===Paths===
===Paths, entrances, and exits===
{{main|Path}}All maps have a path, which the bloons follow. Some maps may only have one path, like [[Monkey Meadow (BTD6)|Monkey Meadow]], while other maps may have multiple paths, like [[Ouch|#Ouch]].
{{main|Path}}
All maps have one or more '''entrances''' where Bloons enter the map, and one or more '''exits''' where Bloons exit. Typically, the player loses [[Life|lives]] when Bloons reach an exit. Entrances and exits are connected by '''paths''' which determine how Bloons move between them.
 
Maps with multiple entrances may have more than one entrance active at a time; in this case, Bloons alternately enter from each active entrance.  On some maps, different entrances are active depending on the round.
 
Paths may contain '''junctions''', which are points at which a single path splits into multiple or multiple paths join into one. Bloons entering a splitting junction typically alternate between the different paths from the junction.


===Terrain===
===Terrain===
{{main|Terrain (map mechanic)}}
{{main|Terrain (map mechanic)}}
Terrain determines where towers are allowed to be placed. Some towers can be placed on multiple types of land. The most common types of terrain are:
Terrain determines where towers are allowed to be placed. Some towers can be placed on multiple types of terrain. The most common types of terrain are:
*Land — allows terrestrial towers
*Land — allows terrestrial towers
*Track — the area under the path that only allows certain towers and placeable items
*Track — the area under the path that only allows certain towers and placeable items
*Water — allows aquatic towers
*Water — allows aquatic towers
*Lava (Bloons Adventure Time TD) — Allows lavawalking towers and characters with lava placement trinkets.
*Lava{{g|BATTD}} — Allows lavawalking towers and characters with lava placement trinkets.
*Unplaceable — does not allow placement of any towers or items


===Difficulty===
===Difficulty===
{{main|Map difficulty}}
{{main|Map difficulty}}
Maps are divided into different categories based on their difficulty according to the developers. Generally, harder maps have multiple paths, shorter paths, limited space for towers, obstacles, etc. Harder maps give better rewards. In ''BTD6'', harder maps also give more XP for [[level|player levels]], [[tower XP|towers]], and [[Hero]]es.
Starting in [[Bloons Tower Defense 2|''Bloons Tower Defense 2'']], maps are divided into different categories based on their difficulty according to the developers. Generally, harder maps have multiple paths, shorter paths, limited space for towers, obstacles, etc. Harder maps often give better rewards than easier ones. In ''BTD6'', harder maps also give more XP for [[level|player levels]], [[tower XP|towers]], and [[Hero]]es.


===Line of sight===
===Line of sight===
{{main|Line of sight}}
{{main|Line of sight}}
In ''BTD6'', ''BATTD'', and ''Battles 2'', many maps have blockers that obstruct towers' visibility, such as walls and trees, preventing them from targeting Bloons behind them. Some maps have elevated areas that allow towers to see over obstacles.
[[file:BTD6 Sniper LoS.png|thumb|Sniper Monkey's vision blocked by line of sight blockers in ''Bloons TD 6'']]
In ''BTD6'', ''BATTD'', and ''Battles 2'', many maps contain objects that obstruct towers' vision, such as walls and trees, preventing them from targeting Bloons behind them. These are often called '''obstacles''', '''walls''', or '''line of sight blockers'''. Certain global range towers such as the [[Sniper Monkey (BTD6)|Sniper Monkey]] and [[Advanced Intel (BTD6)|Advanced Intel]] may have their vision blocked. Some towers, however, are not affected by obstacles, such as the [[Alchemist (BTD6)|Alchemist]] and [[Monkey Ace (BTD6)|Monkey Ace]].
 
Each obstacle on a map, as well as all terrain, has a certain '''elevation''' or '''height'''. Towers affected by obstacles can only see past objects or terrain which have a lower elevation than itself. A tower's elevation depends on the elevation of the terrain it is placed on, and its own height. Therefore, in some cases the same object may block some towers' vision but not others.
 
===Removables and gizmos===
{{main|Removable|Gizmo}}
In ''BTD6'', ''BATTD'', and ''Battles 2'', some maps have objects called '''removables''' that allow the player to permanently alter a map's terrain by spending [[cash]]. Most removables open more placeable terrain and/or remove line of sight blockers, but some have other functions such as replacing water with land or land with water.
 
Some maps have objects called '''gizmos''' which grant the player an option to alter gameplay in other ways than permanently changing terrain. These include summoning a spirit on [[Dark Dungeons]] and forcing Bloons to a longer path on [[Workshop (BTD6)|Workshop]].


===Removables===
=== Interactables ===
{{main|Removable}}
In ''BTD6'', ''Bloons Adventure Time TD'' and ''Bloons TD Battles 2'', some maps contain objects which can trigger events when interacted with. Most of these are purely visual, such as pigeons flying away on [[Another Brick]], the statue rotating on [[Hedge]] and the Monkeys that appear on [[Up On The Roof]]. Some interactables impact gameplay, such as the crusher on [[Scrapyard]] or the fountain on [[Candy Kingdom Streets]].
In ''BTD6'', ''BATTD'', and ''Battles 2'', some maps have objects that can be removed by spending [[cash]]. Most removables open more placeable terrain and/or remove line of sight blockers, but some have other functions, such as replacing water with land.


==''Bloons Card Storm''==
=== Borders ===
[[File:BCS MapIcon.png|50px|right]]
[[file:BTD6 Borders.png|thumb|Several maps with bronze, silver, gold, and black borders]]
Maps in ''[[Bloons Card Storm]]'' have different themes and layouts, with some being inspired by maps previously appearing in ''Bloons TD 6''. A map is rolled at random when a match starts, and each player has one veto that can re-roll the map. Each map comes with a special effect that affects both players, such as [[High Finance (BCS)|increasing the amount of gold they start with]] or [[Workshop (BCS)|letting them start with an extra card]].
In ''[[Bloons TD 6]]'', achieving all medals up to a specific difficulty rewards the player with a cosmetic border around the map.  
*Bronze, for beating [[Easy]], [[Primary Only]], and [[Deflation (BTD6)|Deflation]]
*Silver, for earning a Bronze border and beating [[Medium]], [[Military Only]], [[Reverse (BTD6)|Reverse]] and [[Apopalypse (BTD6)|Apopalypse]]
*Gold, for earning a Silver border and beating [[Hard]], [[Magic Monkeys Only]], [[Double HP MOABs]], [[Half Cash]], [[Alternate Bloons Rounds]], [[Impoppable (BTD6)|Impoppable]], and [[CHIMPS]]
*Black, for earning a Gold border and beating [[CHIMPS]] without exiting or using any Retry Last Rounds.


In the First Look and Full Playable builds, all maps had the same visual appearance as Monkey Meadow. Screenshots on the game's Steam page were the first to reveal what different maps look like in gameplay.
== Update history (BTD6) ==
{{BTD6 change list by name|Map}}


==Lists of maps==
==Lists of maps==
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*[[List of maps in BTD3|Maps in ''Bloons Tower Defense 3'']]
*[[List of maps in BTD3|Maps in ''Bloons Tower Defense 3'']]
*[[List of maps in BTD4|Maps in ''Bloons TD 4'']]
*[[List of maps in BTD4|Maps in ''Bloons TD 4'']]
*[[List of maps in BTD5|Maps in ''Bloons TD 5'']]
*[[List of tracks in BTD5|Tracks in ''Bloons TD 5'']]
*[[List of maps in Battles|Maps in ''Bloons TD Battles'']]
*[[List of maps in Battles|Maps in ''Bloons TD Battles'']]
*[[List of maps in BMC|Maps in ''Bloons Monkey City'']]
*[[List of tracks in BMC|Tracks in ''Bloons Monkey City'']]
*[[List of maps in BTD6|Maps in ''Bloons TD 6'']]
*[[List of maps in BTD6|Maps in ''Bloons TD 6'']]
*[[List of maps in BATTD|Maps in ''Bloons Adventure Time TD'']]
*[[List of maps in BATTD|Maps in ''Bloons Adventure Time TD'']]
*[[Bloons TD Battles 2#Maps|Maps in ''Bloons TD Battles 2'']]
*[[Bloons TD Battles 2#Maps|Maps in ''Bloons TD Battles 2'']]


[[Category:Maps|*]]
==Navigation==
{{BTD4iOS track nav}}
{{BTD4A track nav}}
{{BTD4C track nav}}
{{BTD4F track nav}}
{{BTD5M track nav}}
{{BTD5C track nav}}
{{BTD5F track nav}}
{{BTD5D track nav}}
{{BTD6 map nav}}
{{BTDBF map nav}}
{{BTDBM map nav}}
{{BTDB2 map nav}}
{{BATTD adventure nav}}
[[Category:Maps|*]][[Category:Game mechanics in BTD4]][[Category:Game mechanics in BTD5]][[Category:Game mechanics in BTD6]][[Category:Game mechanics in Battles]][[Category:Game mechanics in Battles 2]][[Category:Game mechanics in BMC]][[Category:Game mechanics in BATTD]]

Latest revision as of 01:57, 12 April 2026

For the feature in Bloons Card Storm, see Map (BCS).
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Maps (also called tracks) are a core game mechanic in the Bloons TD series. Maps are in-game locations where the majority of gameplay takes place. They determine possible placement locations for towers and direct the path(s) of Bloons. Maps are typically visually distinct from one another.

Overview

[edit | edit source]

Maps in the Bloons TD series come in different themes and layouts. The shape of the map can significantly affect which strategies are the most effective. There are numerous features maps which may have to impact gameplay.

Paths, entrances, and exits

[edit | edit source]
Main article: Path

All maps have one or more entrances where Bloons enter the map, and one or more exits where Bloons exit. Typically, the player loses lives when Bloons reach an exit. Entrances and exits are connected by paths which determine how Bloons move between them.

Maps with multiple entrances may have more than one entrance active at a time; in this case, Bloons alternately enter from each active entrance. On some maps, different entrances are active depending on the round.

Paths may contain junctions, which are points at which a single path splits into multiple or multiple paths join into one. Bloons entering a splitting junction typically alternate between the different paths from the junction.

Terrain

[edit | edit source]

Terrain determines where towers are allowed to be placed. Some towers can be placed on multiple types of terrain. The most common types of terrain are:

  • Land — allows terrestrial towers
  • Track — the area under the path that only allows certain towers and placeable items
  • Water — allows aquatic towers
  • LavaBloons Adventure Time TD — Allows lavawalking towers and characters with lava placement trinkets.
  • Unplaceable — does not allow placement of any towers or items

Difficulty

[edit | edit source]
Main article: Map difficulty

Starting in Bloons Tower Defense 2, maps are divided into different categories based on their difficulty according to the developers. Generally, harder maps have multiple paths, shorter paths, limited space for towers, obstacles, etc. Harder maps often give better rewards than easier ones. In BTD6, harder maps also give more XP for player levels, towers, and Heroes.

Line of sight

[edit | edit source]
Main article: Line of sight
Sniper Monkey's vision blocked by line of sight blockers in Bloons TD 6

In BTD6, BATTD, and Battles 2, many maps contain objects that obstruct towers' vision, such as walls and trees, preventing them from targeting Bloons behind them. These are often called obstacles, walls, or line of sight blockers. Certain global range towers such as the Sniper Monkey and Advanced Intel may have their vision blocked. Some towers, however, are not affected by obstacles, such as the Alchemist and Monkey Ace.

Each obstacle on a map, as well as all terrain, has a certain elevation or height. Towers affected by obstacles can only see past objects or terrain which have a lower elevation than itself. A tower's elevation depends on the elevation of the terrain it is placed on, and its own height. Therefore, in some cases the same object may block some towers' vision but not others.

Removables and gizmos

[edit | edit source]
Main articles: Removable, Gizmo

In BTD6, BATTD, and Battles 2, some maps have objects called removables that allow the player to permanently alter a map's terrain by spending cash. Most removables open more placeable terrain and/or remove line of sight blockers, but some have other functions such as replacing water with land or land with water.

Some maps have objects called gizmos which grant the player an option to alter gameplay in other ways than permanently changing terrain. These include summoning a spirit on Dark Dungeons and forcing Bloons to a longer path on Workshop.

Interactables

[edit | edit source]

In BTD6, Bloons Adventure Time TD and Bloons TD Battles 2, some maps contain objects which can trigger events when interacted with. Most of these are purely visual, such as pigeons flying away on Another Brick, the statue rotating on Hedge and the Monkeys that appear on Up On The Roof. Some interactables impact gameplay, such as the crusher on Scrapyard or the fountain on Candy Kingdom Streets.

Borders

[edit | edit source]
Several maps with bronze, silver, gold, and black borders

In Bloons TD 6, achieving all medals up to a specific difficulty rewards the player with a cosmetic border around the map.

Update history (BTD6)

[edit | edit source]
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  • Beginner maps: Insta reward range Tier 0 to Tier 2
  • Intermediate maps: Insta reward range Tier 1 to Tier 3
  • Advanced maps: Insta reward range Tier 2 to Tier 4
  • Expert maps: Insta reward range Tier 3 to Tier 4
  • Round 200 and higher remains at the past Tier 3 to Tier 4 regardless of difficulty
  • Map unlocking system has been reworked. Instead of unlocking in the same order for all players when you beat a map from a lower difficulty, you will now gain the option to choose a map from the next higher difficulty to unlock.

Each category (Beginner, Intermediate, Advanced, Expert) of maps will now require a total number of map wins from any other category in order to be permanently unlocked for all current and future maps within that category.

  • Intermediate: Unlocked after 5 unique map wins
  • Advanced: Unlocked after 12 unique map wins
  • Expert: Unlocked after 20 unique map wins

Lists of maps

[edit | edit source]
[edit | edit source]