Middle of the Road: Difference between revisions
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==Layout== | ==Layout== | ||
Bloons enter from the left, make loops around the obstacles, and exit at roughly the same spot. Unlike in End Of The Road, the entrance and exit are not close enough for entering Bloons to immediately consume the [[Pre-game Prep]] spikes. The 6 buildings, water tower, windmill, and parking station all block line-of-sight, making this map arguably the most severely restricted Beginner map in terms of line-of-sight. The water tower can support 1 tower up to the size of [[Super Monkey (BTD6)|Super Monkey]], and the tower placed there is not blocked by line-of-sight. There is also a small pool near the bottom-right that allows water towers to function. | |||
==Strategy== | ==Strategy== | ||
Despite its length, Middle of the Road is one of the most difficult Beginner maps, mostly due to the line-of-sight blockers and the spaced out nature of the map. Global-range towers generally excel on this map, thanks to the long length. Despite being among the most difficult Beginner maps, Middle of the Road can still be beaten with general guidelines. | |||
{{BTD6 basic map strategies}} | {{BTD6 basic map strategies}} | ||
The restricted layout of Middle of the Road makes some towers pull ahead of most options on this map. | |||
{|class="wikitable center-col-1" | |||
!Name | |||
!Portrait | |||
!Reasoning | |||
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|[[Bloon Exclusion Zone (BTD6)|Bloon Exclusion Zone]] | |||
|[[File:BTD6 005-DartlingGunner.png|x50px]] | |||
|On the water tower, BEZ gains map-wide coverage, and with [[Monkey Intelligence Bureau|MIB]], it easily defeats the entire late-game with the 2-0-5 cross-path. Its tier 4, [[Bloon Area Denial System (BTD6)|Bloon Area Denial System]], is a solid mid-game tower that saves up to BEZ while needing little additional help. | |||
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==Gallery== | ==Gallery== | ||