This article is a stub. You can help out by expanding it. The editor who added this notice elaborates:lede is too short
This article or section needs cleanup to improve the way it presents information and/or comply with the style guide. You can help out by editing this article. The editor who added this notice elaborates: This could use some better sections. Stuffing everything into the overview makes it tedious to read.
Maps (also called tracks) are a core game mechanic in the Bloons TD series. Maps are in-game locations where the majority of gameplay takes place. They determine possible placement locations for towers and direct the path(s) of Bloons. Maps are typically visually distinct from one another.
Maps in the Bloons TD series come in different themes and layouts. The shape of the map can significantly affect which strategies are the most effective. There are numerous features maps which may have to impact gameplay.
All maps have one or more entrances where Bloons enter the map, and one or more exits where Bloons exit. Typically, the player loses lives when Bloons reach an exit. Entrances and exits are connected by paths which determine how Bloons move between them.
Maps with multiple entrances may have more than one entrance active at a time; in this case, Bloons alternately enter from each active entrance. On some maps, different entrances are active depending on the round.
Paths may contain junctions, which are points at which a single path splits into multiple or multiple paths join into one. Bloons entering a splitting junction typically alternate between the different paths from the junction.
Terrain determines where towers are allowed to be placed. Some towers can be placed on multiple types of terrain. The most common types of terrain are:
Land — allows terrestrial towers
Track — the area under the path that only allows certain towers and placeable items
Water — allows aquatic towers
LavaBloons Adventure Time TD — Allows lavawalking towers and characters with lava placement trinkets.
Unplaceable — does not allow placement of any towers or items
Starting in Bloons Tower Defense 2, maps are divided into different categories based on their difficulty according to the developers. Generally, harder maps have multiple paths, shorter paths, limited space for towers, obstacles, etc. Harder maps often give better rewards than easier ones. In BTD6, harder maps also give more XP for player levels, towers, and Heroes.
Sniper Monkey's vision blocked by line of sight blockers in Bloons TD 6
In BTD6, BATTD, and Battles 2, many maps contain objects that obstruct towers' vision, such as walls and trees, preventing them from targeting Bloons behind them. These are often called obstacles, walls, or line of sight blockers. Certain global range towers such as the Sniper Monkey and Advanced Intel may have their vision blocked. Some towers, however, are not affected by obstacles, such as the Alchemist and Monkey Ace.
Each obstacle on a map, as well as all terrain, has a certain elevation or height. Towers affected by obstacles can only see past objects or terrain which have a lower elevation than itself. A tower's elevation depends on the elevation of the terrain it is placed on, and its own height. Therefore, in some cases the same object may block some towers' vision but not others.
In BTD6, BATTD, and Battles 2, some maps have objects called removables that allow the player to permanently alter a map's terrain by spending cash. Most removables open more placeable terrain and/or remove line of sight blockers, but some have other functions such as replacing water with land or land with water.
Some maps have objects called gizmos which grant the player an option to alter gameplay in other ways than permanently changing terrain. These include summoning a spirit on Dark Dungeons and forcing Bloons to a longer path on Workshop.
Interactables
In BTD6, Bloons Adventure Time TD and Bloons TD Battles 2, some maps contain objects which can trigger events when interacted with. Most of these are purely visual, such as pigeons flying away on Another Brick, the statue rotating on Hedge and the Monkeys that appear on Up On The Roof. Some interactables impact gameplay, such as the crusher on Scrapyard or the fountain on Candy Kingdom Streets.
Borders
Several maps with bronze, silver, gold, and black borders
In Bloons TD 6, achieving all medals up to a specific difficulty rewards the player with a cosmetic border around the map.
Black, for earning a Gold border and beating CHIMPS without exiting or using any Retry Last Rounds.
Update history (BTD6)
This article or section uses Cargo to generate its content. It will automatically fill up as other articles are completed. To add to this section, create the articles it is looking up. Do not add content to this section manually and do not remove this notice until you are sure this section is complete.
Map unlocking system has been reworked. Instead of unlocking in the same order for all players when you beat a map from a lower difficulty, you will now gain the option to choose a map from the next higher difficulty to unlock.
Each category (Beginner, Intermediate, Advanced, Expert) of maps will now require a total number of map wins from any other category in order to be permanently unlocked for all current and future maps within that category.