Midnight Mansion: Difference between revisions
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{{BTD6 map info | {{About|the map in BTD6|the area in [[Frontier Legends]] inspired by this map|Midnight Mansion Basement}}{{BTD6 map info | ||
|id=MidnightMansion | |id=MidnightMansion | ||
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|removable amounts=2 | |removable amounts=2 | ||
|music= | |music=Haunted House | ||
|coop division=0 | |coop division=0 | ||
}} | }} | ||
'''Midnight Mansion''' is an [[Advanced]] [[map]] in ''[[Bloons TD 6]]'', introduced in [[Bloons TD 6 | '''Midnight Mansion''' is an [[Advanced]] [[map]] in ''[[Bloons TD 6]]'', introduced in [[Update history:Bloons TD 6/Version 33.0|version 33.0]]. It takes place in a haunted mansion during a storm at night. | ||
==Layout== | ==Layout== | ||
Midnight Mansion has 2 entrances and exits, with the 2 lanes overlapping at the top. The top and bottom flames are active on rounds 1+4n and 2+4n, while the left and right flames are active on rounds 3+4n and 4n, with all of them blocking line-of-sight for many towers. The walls block line-of-sight as well, limiting the effectiveness of some strategies. There are two drawers, one on the top-left and on the top-right, each costing $250 to remove. These are the only places where | Midnight Mansion has 2 entrances and exits, with the 2 lanes overlapping at the top. The top and bottom flames are active on rounds 1+4n and 2+4n, while the left and right flames are active on rounds 3+4n and 4n, with all of them blocking line-of-sight for many towers. The walls block line-of-sight as well, limiting the effectiveness of some strategies. There are two drawers, one on the top-left and on the top-right, each costing $250 to remove. These are the only places where {{BTD6|Monkey Buccaneer}}s, {{BTD6|Mermonkey}}s, [[Spike Factory (BTD6)|Spike Factories]], {{BTD6|Monkey Village}}s, {{BTD6|Mortar Monkey}}s, {{BTD6|Super Monkey}}s, {{BTD6|Monkey Ace}}s, {{BTD6|Pat Fusty}}, {{BTD6|Captain Churchill}}, and {{BTD6|Dan D'Monke}} can be placed on, with only one of the aforementioned towers (two for large towers with pixel-perfect placement) being able to fit on each box at a time. Strangely, {{BTD6|Rosalia}} can be placed throughout the map despite having a larger footprint than the aforementioned towers/heroes. Uniquely among all maps, {{BTD6|Heli Pilot}}s and {{BTD6|Banana Farm}}s cannot be placed anywhere on this map. There are three portals on this map, one for each entrance and one for both exits, with Bloons being immune for a short time while entering from the entrance portals. | ||
==Strategy== | ==Strategy== | ||
Midnight Mansion is a moderately difficult Advanced map in CHIMPS due to the many line-of-sight blockers and limited room for large footprint towers, but the bends allow for some strategies to excel. However, it is by far the hardest map in [[Freeplay]], due to the total lack of spaces for | {{BTD6 last updated|56.0|section=y}} | ||
Midnight Mansion is a moderately difficult Advanced map in CHIMPS due to the many line-of-sight blockers and limited room for large footprint towers, but the bends allow for some strategies to excel. However, it is by far the hardest map in [[Freeplay]], due to the total lack of spaces for {{BTD6|Banana Farm}}s, only 2 spaces being available for large towers (leading to {{BTD6|Monkey Village}}s not covering the entire map; [[VTSG]], [[Goliath Doomship]], and [[Navarch of the Seas]] without [[Land Advantage]] not being obtainable; the inability to spam {{BTD6|Sun Avatar}}s even with {{BTD6|Geraldo}}'s slowly-replentishing [[Worn Hero's Cape]]; and only 2 of the following being able to be on the map at once: {{BTD6|Homeland Defense}}, {{BTD6|True Sun God}}, and [[Nautic Siege Core]] (if building from [[Lord of the Abyss]])), the map layout that makes it difficult to cover the latter part of the track, and a general lack of space. | |||
===Recommended towers and upgrades=== | ===Recommended towers and upgrades=== | ||
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!Reasoning | !Reasoning | ||
|- | |- | ||
| | |{{BTD6|Sauda}} | ||
|[[File:BTD6 SaudaPortrait.png|x50px]] | |[[File:BTD6 SaudaPortrait.png|x50px]] | ||
|She is beginner-friendly, best placed in the top left or top right corner, trivializes the early game, and works well during the late game with support options that stun Bloons and blimps, especially | |She is beginner-friendly, best placed in the top left or top right corner, trivializes the early game, and works well during the late game with support options that stun Bloons and blimps, especially {{BTD6|Super Glue}}. Her Sword Charge ability also does double damage on the top portion of the track due to the overlapping there, further improving her capability on this map. | ||
|- | |- | ||
| | |{{BTD6|Overdrive}}, {{BTD6|The Tack Zone}} | ||
|[[File:BTD6 004-TackShooter.png|x50px]] [[File:BTD6 005-TackShooter.png|x50px]] | |[[File:BTD6 004-TackShooter.png|x50px]] [[File:BTD6 005-TackShooter.png|x50px]] | ||
|Like Sauda, both Overdrive and Tack Zone benefit greatly from the bends on Midnight Mansion, and are not disadvantaged by the difficulty of defending the bottom half of this map. Like Sauda, Overdrive is best placed near the right-cornered region as the main chokehold. Pair both with | |Like Sauda, both Overdrive and Tack Zone benefit greatly from the bends on Midnight Mansion, and are not disadvantaged by the difficulty of defending the bottom half of this map. Like Sauda, Overdrive is best placed near the right-cornered region as the main chokehold. Pair both with {{BTD6|Berserker Brew}} for the best results. Overdrive can help greatly in saving up for a win condition such as {{BTD6|Glaive Lord}} and does solid MOAB damage in the late-game. Tack Zone can be used with {{BTD6|Embrittlement}}, {{BTD6|Stronger Stimulant}} and {{BTD6|Primary Training}}, which does especially well for round 100, but also on most of the other lategame rounds, although it struggles against ceramics. | ||
|- | |- | ||
| | |{{BTD6|Super Glue}} | ||
|[[File:BTD6 005-GlueGunner.png|x50px]] | |[[File:BTD6 005-GlueGunner.png|x50px]] | ||
|The short length of Midnight Mansion's top track part that towers can cover well makes it crucial to stall Bloons and blimps there. Super Glue does this very well, with its splats stunning massive clumps of Bloons in place, and it is also helped by the its strong synergy with Sauda, who deals massively increased damage to stunned Bloons and blimps. | |The short length of Midnight Mansion's top track part that towers can cover well makes it crucial to stall Bloons and blimps there. Super Glue does this very well, with its splats stunning massive clumps of Bloons in place, and it is also helped by the its strong synergy with Sauda, who deals massively increased damage to stunned Bloons and blimps. | ||
|- | |- | ||
| | |{{BTD6|Glaive Lord}} | ||
|[[File:BTD6 500-BoomerangMonkey.png|x50px]] | |[[File:BTD6 500-BoomerangMonkey.png|x50px]] | ||
|The bends of the map are terrific for the orbital glaives, allowing them to clean up low-tier MOABs and Super Ceramics with ease. The ricocheting glaives can bounce repeatedly between the two separated entrances, further amplifying Glaive Lord's power. | |The bends of the map are terrific for the orbital glaives, allowing them to clean up low-tier MOABs and Super Ceramics with ease. The ricocheting glaives can bounce repeatedly between the two separated entrances, further amplifying Glaive Lord's power. | ||
|- | |- | ||
| | |{{BTD6|Inferno Ring}} | ||
|[[File:BTD6 500-TackShooter.png|x50px]] | |[[File:BTD6 500-TackShooter.png|x50px]] | ||
|The bends allow Inferno Ring's main attack to perform solid cleanup, with its meteors doing good damage to high-tier blimps and DDTs when given pierce buffs. Inferno Ring's power can be maximized with | |The bends allow Inferno Ring's main attack to perform solid cleanup, with its meteors doing good damage to high-tier blimps and DDTs when given pierce buffs. Inferno Ring's power can be maximized with {{BTD6|Overclock}}, {{BTD6|Stronger Stimulant}}, {{BTD6|Primary Training}}, and {{BTD6|Gwendolin}}. | ||
|} | |} | ||