River Terrain: Difference between revisions
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{{BMC terrain info | {{BMC terrain info | ||
|id F=RiverTerrain | |id F=RiverTerrain | ||
| Line 5: | Line 4: | ||
|name =River Terrain | |name =River Terrain | ||
|image F= | |image F=BMCF River terrain icon.svg | ||
|image M= | |image M= | ||
| Line 13: | Line 12: | ||
|music =Roaring Humpers | |music =Roaring Humpers | ||
}} | }} | ||
'''River Terrain''' is a type of [[Terrain (BMC)|Terrain]] in ''[[Bloons Monkey City]]''. | '''River Terrain''' is a type of [[Terrain (BMC)|Terrain]] in ''[[Bloons Monkey City]]''. This terrain type has no difficulty modifier and no [[Special Terrain]] variants. On the map, it generates in a line from the north edge of the map to the south and is never generated flowing northward, with most river terrain tiles being orthogonally adjacent to exactly two other tiles of this terrain. [[Snake River]], a map from ''[[Bloons TD 5]]'', is the basis for River Terrain tiles. | ||
{{TOC}} | {{TOC}} | ||
{{clear|right}} | {{clear|right}} | ||
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==Tracks== | ==Tracks== | ||
{{BMC name disclaimer}} | {{BMC name disclaimer}} | ||
Constants among these maps include completely flat and grassy terrain, occasional trees, no junctions, and water. With the exception of River Crossing, each of these maps has an aquatic path that traces the route of the river. | |||
===Doubleback=== | ===Doubleback=== | ||
| Line 38: | Line 38: | ||
|path lengths M=1631.81 | |path lengths M=1631.81 | ||
}} | }} | ||
This map features a river of average size going from north to south. The path starts at the north end of the river, turning around and retracing itself when the south end is reached. | |||
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|path lengths M=1561.28 | |path lengths M=1561.28 | ||
}} | }} | ||
The river in this map begins in the north before turning sharply to the left and returning east to exit off the south edge of the map. The path follows the river, constantly alternating between the two riverbanks. It has the highest difficulty modifier of any map of this terrain type. | |||
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| Line 80: | Line 80: | ||
|path lengths M=1231.53 | |path lengths M=1231.53 | ||
}} | }} | ||
This map's river constantly meanders horizontally. The track follows the river, often adjacent to the shore. | |||
{{clear|right}} | {{clear|right}} | ||
| Line 101: | Line 101: | ||
|path lengths M=1380.09 | |path lengths M=1380.09 | ||
}} | }} | ||
This map features a wide river from west to east with two small, circular islands, one in the southwest and one in the northeast. The path circumnavigates the southwest island counterclockwise, which has one smaller island just outside the loop, before meandering towards the second island, which it circles clockwise. | |||
The [[Badlands Terrain]] features the "Drought" map, which has the same layout as this map without the water. | |||
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|path lengths M=1610.55 | |path lengths M=1610.55 | ||
}} | }} | ||
The river of this map meanders across almost the entire screen, leaving the largest area of land as a peninsula that the path meanders to the south of. | |||
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|path lengths F=1825.87 | |path lengths F=1825.87 | ||
}} | }} | ||
Available only on the Flash version of the game in [[Bloon Dunes (BMC)|Bloon Dunes]], this map is the only River map to have a land-based path. It features three parallel vertical rivers, resulting in four parallel strips of land of similar size. The path ascends and descends these areas of lands, crossing via bridges at the south of the first and third rivers, and in the north of the second. | |||
{{clear|right}} | {{clear|right}} | ||
==Strategy== | |||
In early cities, which often depend primarily on Ninja to carry their games, and Engineer to de-camo and de-regrow for later cities, these restrictions make River tiles a major challenge. However, there are many viable Camo and Lead counters, such as [[Monkey Sense (BMC)|Monkey Sense]] Apprentices and 1-2 Snipers, and [[Road Spikes (BMC)|Road Spikes]] and [[Exploding Pineapple (BMC)|Exploding Pineapple]]s can be used for small amounts of Bloons. Additionally, once unlocked, the Farm with its major discount means it's recommended to opt for a Farm-based strategy to gain income faster and afford win conditions sooner. | |||
Once unlocked, the [[Monkey Buccaneer (BMC)|Monkey Buccaneer]] is a great choice for river terrains, as many of the best strategic spots are taken by water. [[Grape Shot (BMC)|Grape Shot]] and [[Crows Nest (BMC)|Crows Nest]] are some of the more beneficial Buccaneer upgrades for a low-level city, taking out spaced Bloons and Camos in earlier rounds. | |||
Since none of these maps are multi-lane, [[Spike Factory (BMC)|Spike Factory]] is more useful, as with anything else that needs to focus on only one portion of the map (e.g. [[Mortar Monkey (BMC)|Mortar Monkey]]). | |||
In the {{Flash version of|Bloons Monkey City}}, particularly [[Contested Territory (BMC)|Contested Territory]], the lack of Ninja makes DDTs much more difficult to handle since there's fewer ways to reliably slow them down. [[Artillery Battery (BMC)|Artillery Battery]]'s ability can temporarily stun DDTs but there's no other reliable ways to halt large groups of DDTs at once, though [[Cripple MOAB (BMC)|Cripple MOAB]] can still help deal with several DDTs at a time with proper positioning and shot desyncing. | |||
==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
File:BMCM max buccaneers on doubleback.png| | File:BMCM max buccaneers on doubleback.png|Maximum Monkey Buccaneer and Monkey Sub placements on Doubleback on Mobile/Steam (8). Note the Flash version has a reduced hitbox for Buccaneers, allowing a player to fit all 12. | ||
</gallery> | </gallery> | ||
==Navigation== | ==Navigation== | ||
{{BMC terrain nav}} | {{BMC terrain nav}} | ||