Map: Difference between revisions
Blackeyefly (talk | contribs) m Remove BCS section, as the pages are now seperate |
Blackeyefly (talk | contribs) No edit summary |
||
| Line 1: | Line 1: | ||
{{For|the feature in [[Bloons Card Storm]]|Map (BCS)}}{{stub|lede is too short}} | {{For|the feature in [[Bloons Card Storm]]|Map (BCS)}}{{stub|lede is too short}} | ||
'''Maps''' (also called '''tracks''') are a core game mechanic in the {{series|Bloons TD}}. | '''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. | ||
==Overview== | ==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 | {{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 | 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 ([[Bloons Adventure Time TD|''Bloons Adventure Time TD'']]) — 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}} | ||
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 | 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]]. | |||
=== | === Interactables === | ||
{{ | {{Incomplete|Do other games have these?}} | ||
In ''BTD6 | In ''BTD6'', 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]] and the statue rotating on [[Hedge]]. Some interactables impact gameplay, such as the crusher on [[Scrapyard]] and the sword on [[Ravine]]. | ||
==Lists of maps== | ==Lists of maps== | ||
Revision as of 08:51, 8 November 2024
| This article is a stub. You can help out by expanding it. The editor who added this notice elaborates: lede is too short |
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
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
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
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
- Lava (Bloons Adventure Time TD) — Allows lavawalking towers and characters with lava placement trinkets.
- Unplaceable — does not allow placement of any towers or items
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
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
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
| This section is incomplete. You can help out by expanding it. The editor who added this notice elaborates: Do other games have these? |
In BTD6, 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 and the statue rotating on Hedge. Some interactables impact gameplay, such as the crusher on Scrapyard and the sword on Ravine.