Fix all incorrect uses of minus signs and en dashes currently on the wiki (minus signs are supposed to be used for subtractions or negatives, like -40%, while en dashes are supposed to be used for ranges, like 5–10)
Missing BTDB2 cosmetics
bear5
Potential future proposals
A "community" namespace for documenting community resources like the BTD6 Index and Battles 2 Popology, self-imposed challenges like NAPSFRILLS and speedrunning, and maybe fan games
A "tool" namespace for small JS-based applications built into the wiki, like a paragon calculator, BCS deck builder, card battle deck builder, and BATTD stat calculator
Change the "(mobile)" identifier to "(multiplatform)" for ports on both PC and mobile (like "Bloons TD 5 (multiplatform)" instead of "Bloons TD 5 (mobile)")
This is why the wiki uses abbreviations instead of identifiers for file names and templates, because M can conveniently stand for both mobile and multiplatform, so migrating these wouldn't be as much of a headache
Either get rid of the image/audio categories for specific characters and bloons (like Category:Dart Monkey images) or constrain them to only images actually containing the subject, so there are no upgrade or ability or cosmetic item icons unless the subject is actually depicted in them
Come up with a formal guideline for the order of listing games (currently the wiki is inconsistent about whether to do it chronologically, by series then chronologically, by series then subseries then chronologically, alphabetically, etc)
Change how pages for hero skins that have appearances in other games are structured (see this example with Ocean Obyn) and move things like physical descriptions and lore to all hero skin pages except bloons pop skins
Hero skins that don't appear in other games, or only have very minor appearances in other games (like ETn in battles 2 or sleigh churchill in bloons pop) will continue using the hero skin infobox, this only applies to major recurring ones like mountain obyn and cyber quincy
Split the pets into their own pages
Get rid of the "changes from bloons td 5" and "changes from bloons td 6" sections on BTD6/BTDB2 tower pages, they aren't very useful and are hard to maintain
Split Power into Power (BTD6), Power (Battles), and Power (BATTD)
Merge all the BTD4 and BTD5 premium upgrades into lists on one page (BTD5's double cash, bigger beacons, and healthy bananas can stay split because they're also in the mobile version where they work differently, and I'm planning to make separate articles for the BTD5/BTDB tower skins, so it would only be fair)
Technical work
Redesign the site to look less like crap, figure out a better color scheme
Redesign the homepage to look less like crap
Considering changing the default skin to timeless or vector 2022 because they would be better at displaying the wiki wordmark (the current skin has to render it on the logo at a very small size because "blooncyclopedia" is so long, whereas using a wordmark would be more ergonomic)
Add support for Vector 2022 and Timeless (installed but not updated with custom CSS)
Finish the restyling with light mode support and a visual editor look that doesn't suck
Document custom CSS
Get rid of templates that are used on less than 8 pages, or combine them into single templates with shared functionality (like how Template:BCS card list replaces multiple other templates)
Update a whole bunch of templates to link to game-specific pages for currencies (like Monkey Money (BTD6) instead of Monkey Money) due to a recent proposal
Use the NK open data API to display event data on the homepage and auto-generate archives of past events (would require making a custom extension with custom parser tag extensions, similar to what Inkipedia does)
Update all tables of text in other languages to use {{langlist}} and delete the game-specific templates
The tower stats system really needs a complete overhaul to make it more user friendly and be laid out better
Find a way to automate the map list on the Bloons TD 6 and Bloons TD Battles 2 pages so they preserve the in-game ordering
Write a script that calculates the exact track length of BTD6/BATTD maps for each bloon type (since the start and end points vary slightly depending on the bloon's hitbox size or something) and create a template to display that in a table on each BTD6 map page
Add a shortcut for description changes in BTD6/BTDB2 change templates, similar to the shortcut for cost changes that already exists
If given more budget somehow:
Upsize the main server for faster processing
Switch from TitleKeys to CirrusSearch for more search features
Invest in a separate server with varnish and an nginx reverse proxy for ssl termination
Invest in a separate server for the database
Find a better solution for the llm botnet problem than cloudflare (even if paid)
Really obscure knowledge
There was a unique BTD5/BMC soundtrack distributed in a humble bundle in 2013
The thumbnail for one of the updates for BTD5 flash that added specialty buildings depicts an earlier version of the apprentice specialty building with cauldrons
Early images of park path in BTD5 flash have less rocks in the stream
There is a full version of the BTDB main theme that NK never released, it seems to be an original track
BTDB2 originally had separate weapon skin data for things like silver spult balls, brass blade shooter blades, etc, and their textures existed in the game since launch, but those separate weapons were cut and the unused textures were repurposed for existing weapon skins in later updates
There was an unused music track for BSM2M's helium heights update that tim haywood posted on soundcloud and later deleted
Version 1.2 of BSM2M has unfinished versions of all the boss bloons added in later updates
Bloons 2 mobile's unused level editor is mostly functional and can be accessed by moving a button hidden off-screen on the main menu
The BFB's 3D model in BTD6 and BATTD has a texture mapping error where the specular highlight on one of the engines is on the bottom of the model instead of the top, because they modeled the engine on one side and rotated it on an axis to make the other and forgot to update the UVs
Abandoned video essay ideas because I hate google and no one would watch these on odysee or dailymotion
Weird/niche strategies in BTD5 (Reverend style)
An exhaustive explanation of temple mechanics in BTD5 gen for both flash and mobile and how to optimize
Bootleg bloons games (like "balloons tower defense" for windows phone and the flipphone port of bloons 1)
Retrospective on all the flash games
Old concept I never really fleshed out
A long time ago I had this idea for a tower called the "Bloondozer" that's sort of meant to be a replacement for the bloonchipper, similarly being a machine tower that focuses on stalling and displacing bloons, but doing it in a very different way. Probably not very good or well thought out in retrospect, it feels like it overlaps too much with the heli pilot and existing stall towers, but oh well.
Placed on the track, it drives up and down the path and you can configure whether to control its movement manually by clicking to where you want it to go or by having it automatically drive up to a target point on the track and back to its starting position (or a second target point closer to the exit) on loop
When it moves forward, it damages bloons it hits with its blade, and if it doesn't fully pop the bloon, it picks up what's left and starts pushing them up the track, keeping all the bloons it carries clumped into a ball
It has an rbe limit for the number of bloons it can push, if it hits the limit then idk maybe it drops weaker bloons and rolls over them to make room, and it can't move moabs normally (but it can damage them)
When it reaches its destination, it drops the bloons off, but they remain clumped up and stunned for a bit before they start moving again
When it moves backward, it just damages bloons it rolls over without pushing them
Idk how it should interact with attack speed, maybe it affects the rate it damages bloons while rolling over them or something
It can't drive over water or blockers or tunnels normally
When multiple bloondozers are close together, they move out of each others' way like heli pilots
One path focuses on mobility by making it hover, allowing it to move over water, blockers, tunnels, etc
This path could also have an upgrade that allows towers to be placed on top of it (so you have a door gunner alternative that you can use in chimps, woah)
For other upgrade ideas, obviously you could have upgrades that increase capacity, increase movement speed, increase damage, do more damage to ceramics/moabs, remove fortified, allow it to move moabs, another idea I was thinking about was giving it a way to switch to other disconnected paths somehow
Could also have a limit to the distance it can move from its home, to make placing it more strategic, and it can increase its max distance with an upgrade
I just really like the idea of a support tower that focuses specifically on keeping bloons clumped up and moving them to places where aoe towers can maximize their damage, even more than glue and bottom path merm
Pages that are either drafts or abandoned projects that I need to move whatever progress was made to somewhere else
Challenge1 Challenge - 50 Rounds - Limited Towers Only Dart Monkeys and Super Monkeys available.
Challenge2 Challenge - 60 Rounds - No Slow Towers No access to Ice Towers or Glue Monkeys
Challenge3 Challenge - 60 Rounds - Take Two Dart Monkeys and Tack Towers are disabled
Challenge4 Challenge - 60 Rounds - Single Life Make it through without leaking a single Bloon
Challenge5 Challenge - 60 Rounds - Triple Threat No more than 3 units of the same type allowed
Challenge6 Challenge - 75 Rounds - Limited Towers Only Super Monkeys, Boomerangs, Glue and Mortars
Challenge7 Monkey Apprentice, Ice and Bomb Towers only
Challenge8 Challenge - 45 Rounds - Deflation Make it to round 85 starting from round 40
Challenge9 No Super Monkeys or Banana Farms
Challenge10 Only Dartling Gunners and Pineapples
Challenge11 Challenge - 1 Round - Custom Wave Defeat 50 MOABs in a single wave
Challenge12 Challenge - 75 Rounds - Limited Upgrades All towers but no level 4 upgrades
Challenge13 Limited to spooky towers only.
Challenge14 Limited to a few festive towers only.
Challenge15 Challenge - 60 Rounds - Limited Upgrades All towers but no level 4 upgrades.
Challenge16 Only 1 tower of each type allowed.
Challenge17 Challenge - 60 Rounds - Limited Towers Only tacks and support towers.
Challenge18 Challenge - 60 Rounds - All Towers
Challenge19 Challenge - 45 Rounds - Limited Towers Only a handful of towers.
Challenge20 Defeat 40 BFBs in a single wave.
Challenge21 Only 6 Towers allowed at one time
Challenge22 Challenge - 50 Rounds - Triple 1 Limited upgrades, 1 of each tower
and only 1 life!
Challenge23 Challenge - 50 Rounds - Pirate Curse All towers but limited upgrades
Challenge24 Challenge - 60 Rounds - Financial Crisis You will only earn half of the cash!
Challenge25 Challenge - 75 Rounds - Self Destruct Can't sell towers and every 5th round
one of your most expensive towers self destructs
Challenge26 Challenge - 60 Rounds - Supply Lines No cash for pops or completing a round,
$2000 starting cash
Challenge27 Challenge - 50 Rounds - Tacky Genes Only tack and glue towers
Challenge28 Challenge - 15 Rounds - Lasers and Daisies Start with 5 laser monkeys and receive another
every round. No cash for pops or round end
Challenge29 Challenge - 60 Rounds - Attrition No selling and every 10th round
your towers downgrade 1 level
Challenge30 Challenge - 60 Rounds - Top Shelf Complete 60 rounds with limited towers
Challenge31 Challenge - 75 Rounds - Bottom Run Complete 75 rounds with limited towers
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