Bloons enter from the top right and exit at the bottom-right. There is a rock at the center, which blocks line-of-sight and can be removed to place water towers for $1000. The trees at the edges of the map also block line-of-sight. Cracked is the 3rd-longest Intermediate map, after Quarry (Bloons-only lane) and Moon Landing.
Being a long single-lane map having plenty of bends, Cracked is one of the easiest Intermediate maps in BTD6. Long-range towers are generally best placed to the right of the rock to cover multiple sectors of the track at once. Global-range towers, such as Heli Pilots, function well here due to the relatively spread-out and long track. Cracked can be beaten using general guidelines listed below.
Comanche Defense can take advantage of the whole track length, with its mini comanches doing solid overall damage. It is a solid mid-game tower that saves up comfortably to many win conditions, including its own tier 5, Comanche Commander. After obtaining Comanche Commander, the rest of the game is relatively simple, due to Comanche Commander doing solid overall damage to all of the late-game, especially with Geraldo's Sharpening Stone and Glue Storm's de-buff and de-Leading of DDTs.
When placed to the right of the rock, Solver can hit multiple sections of the track at once. Thus, it has many chances to hit Bloons and blimps to trigger its chain effect from the puddles, and if high-health blimps are not popped by the time they reach Solver's range, its glue can damage them somewhat and then clean up their insides later on. Solver pairs well with Comanche Commander, which can face some struggles with dense rounds, the main strength of Solver.