Sunset Gulch: Difference between revisions
mNo edit summary |
Qwertyxp2000 (talk | contribs) from experience there's a lot of spac in this map, despite the splitting exits. Kinda did alright with the strategy section |
||
| Line 20: | Line 20: | ||
==Layout== | ==Layout== | ||
This map takes place at badlands, with two cliffs connected by a bridge with a railroad that crosses over the valley between. Several desert mountains are in the background behind the valley, with the sun behind. | This map takes place at badlands, with two cliffs connected by a bridge with a railroad that crosses over the valley between. Several desert mountains are in the background behind the valley, with the sun behind. | ||
Two elevated rocks allow tower placement, but no tower with a footprint can be placed in the valley. The top elevated rock is large enough to support up to [[Spike Factory (BTD6)|Spike Factory]], and the bottom elevated rock is enough for [[Super Monkey (BTD6)|Super Monkey]]<!--village is also 11-->. Cacti block placement and serve as minor line of sight obstacles. | |||
The normal Bloons travel along the dirt path and cross the bridge, from the left to the right. MOAB-class Bloons travel only along the railroad. | The normal Bloons travel along the dirt path and cross the bridge, from the left to the right. MOAB-class Bloons travel only along the railroad. Once MOAB-class bloons start coming out from the MOAB-class lane, the bell for the railroad will ring. | ||
==Strategy== | ==Strategy== | ||
{{Strategy needed}} | {{Strategy needed}} | ||
Overall a moderately difficult Advanced Map, mostly due to the splitting exits and poor central coverage. | Overall a moderately difficult Advanced Map, mostly due to the splitting exits and poor central coverage. However, by focusing main defenses near the end of the map and protecting against the short MOAB exit, it can be treated as a short single-lane map. During the early-game, the left side can be used for supplementary defense in early stages, while developing the right side later on the game. | ||
===Recommended towers and upgrades=== | ===Recommended towers and upgrades=== | ||
| Line 39: | Line 38: | ||
|[[The Desert Phantom]] | |[[The Desert Phantom]] | ||
|[[File:BTD6 005-Desperado.png|x50px]] | |[[File:BTD6 005-Desperado.png|x50px]] | ||
|The straight line along the MOAB path allows pierce to be fully utilised to knock back blimps and deal high overall damage. | |The straight line along the MOAB path allows pierce to be fully utilised to knock back blimps and deal high overall damage. The 2-0-5 crosspath is preferrable for this map to improve rate along the long straight lines and single-targets. | ||
|- | |||
|[[Perma-Spike (BTD6)|Perma-Spike]] | |||
|[[File:BTD6 005-SpikeFactory.png|x50px]] | |||
|Despite the splitting exit, Spike Factories set to Set Target at that intersection handles the shorter MOAB lane and the Bloon lane at the same time, and later can be re-targeted back to only the MOAB lane. Perma-Spike in particular is an effective cleanup option for the late-game. | |||
|- | |- | ||
|[[The Bloon Solver (BTD6)|The Bloon Solver]] | |[[The Bloon Solver (BTD6)|The Bloon Solver]] | ||