This guide discusses late-story progression, custom-map deletion and Prestige selling. It does not treat community farming formulas as guaranteed because balance and research can change.
Fast answer
The answer before the background
Use story maps to learn route types and unlock research, then use the editor for a focused custom farm. Build the route first: connect at least one portal to a base, keep the path readable, and place tower platforms where several sections overlap. Add sources only when you can protect miners, and use modifiers or special tiles to support the intended tower plan. After Prestige is unlocked, play the custom map once, meet its selling conditions, and inspect the final ticket estimate. Selling consumes every tile used, so duplicate the design mentally or screenshot it before confirming.
STORY STRUCTURE
Named stages and the main map progression
The campaign is arranged as a sequence of named areas rather than one flat list. The currently documented structure includes Hello World with levels 0.1 through 0.4; Responsibilities with 1.1 through 1.8 and 1.b1; Beginning with 2.1 through 2.8 and 2.b1; Resistance with 3.1 through 3.8 and 3.b1; Evolvement with 4.1 through 4.8 and 4.b1; and Denouement with 5.1 through 5.8, 5.b1 and 5.b2. Later entries include Unknown, Endgame and Daily Quests.
The numbered level normally tells you both the stage and the position within it. The final standard level in several stages is also a practical difficulty checkpoint: 1.8, 2.8, 3.8, 4.8 and 5.8 are associated with major boss encounters. Bonus levels marked with a b are separate from the ordinary eight-level run and should be treated as special challenges rather than simple extensions.
For map navigation, read the layout in three layers: the enemy route, the tower-placement area and the resource or special-object area. A map may look open but still be difficult if the route prevents towers from covering several passes or if miners are exposed near the road.
- Use early levels to test tower roles and route control before spending rare tiles in the editor.
- Inspect the portal, base, road length, platform bonuses and sources before choosing a build.
- Treat a stage name as a progression area, not as a single map.
| Area | Documented map range | Practical role |
|---|---|---|
| Hello World | 0.1–0.4 | Tutorial and opening map fundamentals |
| Responsibilities | 1.1–1.8, 1.b1 | Early campaign routes and first major boss checkpoint |
| Beginning | 2.1–2.8, 2.b1 | More complex layouts and the Stakey checkpoint at 2.8 |
| Resistance | 3.1–3.8, 3.b1 | Mid-campaign route and boss progression |
| Evolvement | 4.1–4.8, 4.b1 | Later campaign systems and another boss checkpoint |
| Denouement | 5.1–5.8, 5.b1–5.b2 | Final main-story area and endgame preparation |
Level 2.8 is documented as the last main level of Stage 2. Its route goes straight from the portal, then descends and splits into separate ground and air paths. It has 21 platforms, including multiple ability-boost platforms, so it rewards planning around coverage rather than placing towers only near the base.
ROUTE PLANNING
How to read and build a strong route
Start at the portal and trace the exact path to the base before placing any tower. In a normal design, roads are the preferred enemy route. Platforms are primarily for towers, but special base effects or movement rules can make enemies use non-road tiles, so always test the finished route instead of assuming that visual separation is enough.
The best general route creates repeated firing opportunities. Long straight sections help range-based towers, while turns and compact loops increase the time enemies remain inside short-range coverage. A split route can be useful when ground and air enemies need different answers, but it also divides your defensive budget. If the map has several portals, check whether they converge near a shared kill zone or force separate defenses.
Place high-value platforms where a tower can cover more than one section of road. Damage, attack-speed, range, power and upgrade-discount platforms should be assigned according to the tower that benefits most, not simply the tower that can be placed there first. Leave enough ordinary platforms for support towers and emergency coverage.
For a resource map, put sources where miners can be protected without weakening the main defense. A source that is technically reachable but requires a tower to abandon a key firing position may reduce the run’s overall value.
- Route first, platform second, sources third, decorative or optional tiles last.
- Prefer overlap: one strong platform serving two or more road segments is usually more useful than an isolated bonus.
- Keep a safe build area near the opening waves so the map remains playable before expensive upgrades are available.
- Test both ground and air coverage whenever the map contains a split, portal modifier or unusual base effect.
| Design goal | What to prioritize | Common mistake |
|---|---|---|
| General progression | Readable road with overlapping coverage | Building around bonuses before checking the route |
| Resource farming | Protected sources and a stable long run | Placing miners where early enemies can interrupt them |
| Prestige selling | High map value plus a repeatable score plan | Adding expensive tiles without being able to meet the selling bonus |
| Air-heavy defense | Open sight lines and anti-air coverage | Assuming ground-route towers will cover flying enemies |
The editor’s tile categories and route behavior are documented facts. The placement advice here is a recommendation: the best arrangement still depends on your research, tower levels, cores, modifiers and the exact enemy schedule.
CUSTOM MAPS
Building a custom farming map without wasting tiles
Custom maps become available through research, and the editor is built from tiles earned through play. The documented tile groups include platforms, roads, sources, portals, bases, special objects and music. Portals create enemy entry points, bases are the objectives enemies must reach, sources provide mineable resources, and special tiles can add cores, bosses, boosts or scripts depending on what you own and what the mode allows.
For a first custom map, keep the design narrow in purpose. A resource farm should maximize safe mining and a reliable wave duration. A tower-testing map should provide a clean route and several useful platform bonuses. A Prestige map should balance tile value with a score target that you can actually reach. Trying to combine every resource, every enemy type and every bonus usually creates a map that is expensive but awkward to play.
Build a cheap prototype before spending rare tiles. Confirm that the portal is connected to the base, that the road behaves as intended, that miners can be placed, and that the intended towers can cover the route. Only then replace ordinary tiles with higher-value platforms or special objects.
The official modding documentation describes a separate scripted-map workflow for modified PC installations. That is not the same as the normal in-game custom-map editor, so do not assume a scripted map can be created or shared through the ordinary mobile or desktop interface.
- Use one clear purpose per map: resources, testing, long survival or Prestige value.
- Keep spare tiles available for repairs; selling or otherwise removing inventory tiles can leave an old design incomplete.
- Save a screenshot or written layout before experimenting with deletion or Prestige sale.
- Treat scripts and modified maps as a separate, higher-risk workflow.
| Tile group | Function in a normal custom map | Planning question |
|---|---|---|
| Roads | Defines the preferred enemy path | Does the route connect every portal to a base? |
| Platforms | Provides tower positions and bonuses | Which tower gains the most from each bonus? |
| Sources | Lets miners collect resources during the run | Can miners operate without compromising defense? |
| Portals | Spawns enemies | Will multiple entrances converge or split your defense? |
| Bases | Receives enemies and can alter conditions | Does the base effect change enemy movement or difficulty? |
| Special | Adds cores, bosses, boosts or other objects | Does this tile support the map’s purpose enough to justify its cost? |
The ordinary editor and the separate scripted-map editor are not interchangeable. The official scripting guide describes a 32-by-32 maximum for that modified workflow, while ordinary custom-map behavior and available size should be checked directly in your installed game.
PRESTIGE ECONOMY
How selling custom maps works
Selling is a late-game Prestige function. The documented requirement is to unlock Prestige research; the research branch is tied to progress in Stage 5. Once available, a custom map must be played before it can be sold. The post-game selling interface shows the result and lets you confirm the exchange for Prestige Tickets.
The guaranteed value comes from the map’s calculated price. Adding more tiles generally raises that price, and rarer tiles contribute more value. Portal difficulty, the map’s performance conditions, Prestige drop-rate research and other bonuses can affect the final result. The displayed map price is therefore more useful than a generic community claim about how many tickets any design should produce.
Play for the selling objectives, not merely for survival. The game shows a score requirement for the maximum bonus multiplier, and reaching that target should be treated as the first priority. If your design cannot consistently reach the target, reduce complexity or improve the route before adding more expensive tiles.
Confirm carefully: selling permanently deletes all tiles used in the map. This is why a profitable custom map farm is consumable rather than an endlessly reusable source of tickets. If your goal is only to clear excess inventory, compare map selling with selling tiles for Prestige Dust, which is a separate inventory action.
- Unlock Prestige before designing specifically for ticket income.
- Play the map once and inspect the end-screen sell option and ticket estimate.
- Prioritize the score threshold and other displayed bonus conditions.
- Never sell the only copy of a layout you may want to rebuild.
- Use the in-game preview as the final authority when community guides disagree.
| Action | Verified outcome | Risk |
|---|---|---|
| Build a custom map | Consumes inventory tiles when placed | Rare tiles become tied to one design |
| Play the map | Required before selling | A weak route may fail the performance bonus |
| Sell the map | Awards Prestige Tickets and deletes used tiles | The map cannot be reused with those same tiles |
| Sell inventory tiles | Awards Prestige Dust through the inventory | Usually less direct than a successful high-value map sale |
There is no universal best farming map. Ticket output depends on your tile inventory, research, tower strength, map difficulty and ability to hit the performance target. Use fixed numbers from the current in-game preview rather than old videos or unverified formulas.
FAQ
Common questions
What are the named areas in the campaign?
The documented main areas are Hello World, Responsibilities, Beginning, Resistance, Evolvement and Denouement, followed by later entries such as Unknown and Endgame. Each area contains numbered levels and, in some cases, bonus levels marked with b.
Is level 2.8 a good farming map?
It can be useful during progression because it contains multiple resources and a route split for ground and air enemies, but whether it is your best farm depends on research, tower strength and the resource you need. Do not assume an old community recommendation remains optimal.
How do I unlock the map editor?
Custom-map creation is tied to research. The reference material identifies Bubble Sort as the research that unlocks custom maps, while Prestige is a separate research that unlocks selling maps and quest resets. Check your current research tree because names or prerequisites may change.
How do I sell a custom map?
Unlock Prestige, build and play the custom map, then use the sell control from the post-game interface. Review the ticket estimate and bonus conditions before confirming, because every tile used in the sold map is permanently deleted.
Can I sell a map without playing it?
The documented selling process requires the map to be played first. If the sell control is missing, check that the map has been completed once, Prestige is unlocked and the map contains valid playable connections.
Are community farming formulas still reliable?
They are useful as ideas, not guarantees. Updates, research balance, tower changes and different inventories can alter the result. Treat the game’s current map preview and end-screen estimate as authoritative.
Sources
What we checked
Official listings establish current availability and product facts. Community pages are used for mechanics and build history, then labeled separately.
