{{incomplete|Describe the path settings and how nodes work}}
{{incomplete|Describe the path settings and how nodes work}}
'''Paths''' define both the paths the Bloons move on and the track terrain where track-placeable objects (such as [[Camo Trap]]s and [[Road Spikes (BTD6)|Road Spikes]]s) can be placed. Maps can have up to 8 separate paths. Paths are limited to a minimum length of 300 [[unit]]s and a maximum length of 20,000 units, and can have up to 50 nodes (counting the two nodes used by the entrance and exit).
'''Paths''' define both the paths the Bloons move on and the track terrain where track-placeable objects (such as [[Camo Trap]]s and [[Road Spikes (BTD6)|Road Spike]]s) can be placed. Maps can have up to 8 separate paths. Paths are limited to a minimum length of 300 [[unit]]s and a maximum length of 20,000 units, and can have up to 50 nodes (counting the two nodes used by the entrance and exit).
All custom maps are treated as Intermediate for the purposes of Hero leveling. That is, Heroes level up 10% faster on Intermediate and custom maps than on Beginner maps.
Creators can set the default difficulty, mode, and music of a map when sharing it to the Content Browser. The creator must complete the map on the default difficulty and mode in order to share it.
Map Editor Candy Falls Props Show people you care and reward them with some sweet treats on your maps! Contains delicious, colorful props and a healthy dose of sweetness!
Terrain determines the underlying background of the map and the type of terrain used for tower placement by default. Most terrain items are land, but some change it to water (indicated by a droplet-shaped icon). One terrain item can be selected at a time.
This section is incomplete. You can help out by expanding it. The editor who added this notice elaborates: Describe the path settings and how nodes work
Paths define both the paths the Bloons move on and the track terrain where track-placeable objects (such as Camo Traps and Road Spikes) can be placed. Maps can have up to 8 separate paths. Paths are limited to a minimum length of 300 units and a maximum length of 20,000 units, and can have up to 50 nodes (counting the two nodes used by the entrance and exit).
This section is incomplete. You can help out by expanding it. The editor who added this notice elaborates: describe prop settings, like rotation and size
Props are decorative objects that affect placement. Some props block line of sight and/or act as platforms to see over line-of-sight blockers. Maps can have up to 1,000 props.
Stamps are 2D decorations that can be placed on top of terrain, which do not affect placement. Maps are limited to 10 stamp layers and 1,000 stamps in total.
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When loading a custom map props will no longer play an initial placement animations
Line of sight blocking areas will now also block projectiles from passing through them
While editing Areas in a custom map, selected area now have a direct delete option instead of needing to finalize it first before deleting from the main areas menu
Path width setting is now hidden when no paths are present
Song setting for Custom Maps will no longer reset to default every 2nd time the map is loaded into edit mode
Resolved an issue in which different areas could have slightly different layering in custom maps when playing compared to in the editor creation mode
Clearing the custom map should no longer sometimes fail to clear the map thumbnail
Over 80 more items available for use in the Map Editor, including a new Dark Terrain/Area and an entire Winter collection featuring tons of new winter Terrain, Areas, Effects, Paths, Stamps, and Props available for everyone to use!
New Xmas Pack containing 12 extra special seasonal items that can be unlocked with Monkey Money or via direct IAP
Added New prop tags for Christmas & Interactable
Sandbox sending Bloons and placing towers features can now be accessed during map editing
Enabled more base game props for use in map editor
Added a ‘Sharp Corners’ toggle for all Areas
New tag for interactable props to distinguish them (e.g. Bat, Pigeons)
Added desktop hotkey support for ‘Sell’ hotkey to delete selected props and CTRL+C to duplicate a selected prop
Implemented a slider to raise/lower props. Fair warning, due to how 3D renders in the game this may not appear exactly how you would expect.
Resolved a case in which Pat Fusty would not correctly submerge in custom map water terrain
Opening a map share code should correctly launch the game & navigate to the map
Dropdown menus in map editor should no longer display on top of 'pause' menu
Added more Helper Popups to Map Editor
Entering eraser mode will now un-hide stamps layer
Custom maps are now considered Intermediate instead of Beginner
Note: This means Heroes now level up 10% faster on custom maps
Players can no longer still search up and find their own deleted maps for a short time after deleting them