Tricky Tracks
| Difficulty | Expert | ||
|---|---|---|---|
| Music | Tropical Carnival Octopus | ||
| Default Co-op division | Free-for-all | ||
| Introduced | Version 52.0 | ||
| Entrances | 6 | Exits | 6 |
| Junctions | — | Water? | No |
Tricky Tracks is an Expert map in Bloons TD 6, introduced in version 52.0. It takes place in the interior of a train station where Bloons move over the train tracks.
This map's concept was created by VillainSeven & _XLGamer10 for the BTD6 7 Year Anniversary Map Competition held on /r/btd6, and it was selected as a winner along with Mushroom Grotto and Ship Capture.[1] It was originally designed on the Map Editor and players can access it in the Content Browser using the code ZFHKXRA.
Layout
The map features four train tracks that cross the screen diagonally from the top right to the bottom left, but Bloons only use the top three tracks. On each track there will be two paths, one in the left where Bloons move from top right to bottom left, and one in the right in the opposite direction. The Bloons will move very quickly to the center of the track, where they slow down and stop for a brief moment before rushing towards the exit of their respective path.
Mechanics
| This section is incomplete. You can help out by expanding it. The editor who added this notice elaborates: Add further details on the choochoo train stuff (might not be complete; the basics maybe done) |
Tapping on one of the three stop lights will enable the player to send a train for $2500, which stuns Bloons it passes through. After activating a light, all lights are on 60 seconds cooldown. Subsequent usages cost an extra $2500 to activate, with no limit. The cooldown of the lights are not reduced by Reset Abilities on Sandbox, nor Geraldo's Rejuv Potion.
Strategy
| This strategy section is empty or incomplete. See the strategy guidelines for more information on how to write strategy sections. |
Tricky Tracks is one of the less mechanically annoying Expert maps, with a lot of strategies working well on this map. Coverage of the separated lanes is important; towers with long range or seeking projectiles is good for this. As Bloons clump up in the middle of each track, crowd control is key here.
Recommended towers and upgrades
| Name | Icon | Reasoning |
|---|---|---|
| Deadeye | During the mid-game, the Deadeye's range buffs are helpful on seeking or quick-attacking limited-range towers, since Aces and Helis are generally bad on this map due to the separated simultaneous lanes. | |
| Archmage | Archmage combined with range buffs like Deadeye/Bounty Hunter and Monkey Village are recommended to seek Bloons across all three railroads, combined with The Bloon Solver with Primary Mentoring to clean up Super Ceramics and weaker blimps. 5-2-0 is still generally recommended despite the range bonus of 5-0-2, since range buffs cover 5-2-0's lack of range. | |
| Etienne | Unlike on most maps, Etienne's range buff alone is enough to warrant as a viable Hero option for this map, so towers with limited range can reach enough of the three railroads, especially going into late-game. |
Easter eggs
- The Monklish on the side of the middle track's platform reads "XLGamer10", and on that of the blocked track, it reads "VillainSeven", the creators of the original map.
- The Monklish on the back wall reads "ZOMG" and "ZJ was here."
Gallery
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Map concept being played in the Content Browser
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Map concept thumbnail
References
- ↑ CoreyNK (Thu, 17 Jul 2025). "7th Anniversary Map Competition Winners!". Ninja Kiwi on Reddit. Retrieved Thu, 27 Nov 2025.