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Re: All TT map final objective pondering

@Iron_Guard8 One thing I miss from gw1 were the starting spawn thematics. Walnut hills and main Street starts the zombies off in graveyards and plants in gardens. Driftwood and canyon start off in the wreckage and zomboss mountain

Compare this to preserve pasrures where we just spawn on a cliffside from zomboss' floating battle bus.

My opinions on every map.


Walnut hills: the finale basically goes to crap once the tele is up as the zombie team can just ignore the cannons and energy warp into the mansion unless cactus has barricaded it with tallnuts which hurts the cannons as sniper support on the ramps is non-existent and I hate seeing them die as a plant.

The vertically also lacks compared to every other gw1 map. Music when assualting the mansion is top tier tho.

Main street: My personal favorite and I love the feeling of overruning the city as the zombies and all the end is near signs are a nice touch, though I do feel like some of the objectives are a bit too close together. The corn mortars are harder to dodge than walnuts and I love seeing them in action (the little curled tsils are so cute!). In the main greenery to plant z4 I see the win go either way as the plant team is mainly chomper to burrow bomb planters but all star could genuinely survive long enough to get them done, it really depends on whether the zombies can destroy the mortars fast enough. Seeing the cuke take off to nuke driftwood also makes it a bit better when you know whats at stake as its the plants last resort (which ultimately failed).

Driftwood shores ocean side aesthetic is great, really like how in the mountain you can see what the mega flower would due to destroy the zombies, and the zombie animations when they shoot over to the island are hilarious, though I feel like the flax cannons while great rely a bit too much on players controlling them to be effective. Hate losing as plants because a engineer flew up to the 2nd floor and kills the mega flower though.

You know its sad when you realize that since gw2 happens the mega flower is canoically dead.

Cactus canyon: i like this map but I feel like it picks up more once they leave the desert and get into the golf course. Escorting the golfbomb devolved into spam unfortunately.

Seeds of time: the time periods are a nice pvz 2 reference and the finale feels a bit better than cactus canyon because plants also have to protect the drawbridge so they cant spam the ram, how ever the very end devolves into said spam especially since zombies have to activate the ram 3 times. The medieval village is also a pretty good aesthetic.

Great white north: not gonna lie I love the snowy tundra aesthetic and the blizzard that blows through the 2nd to last point is a nice touch.

The finale is suprsingly balanced and acts like suburbination where the zombies can only have 1 and still come close to winning if its on the entire game. The yeti kings dance moves are also great to watch. I also love the save our seeds packages scattered about and the snow falling from trees occasionally.

Love the aurora borealis at nighttime illuminating the sky.

I guess boss hunt implies zombies won this one?

Zomburbia: not bad but I just don't really like this one as much as the others amd the finale basically become zombie lockdown in the art gallery or dining room. Most matches also seem to be decided at the zoo.

Seeing the cage sasquatch escaped is a nice touch though.

Zomboss showing up to reward the zombie graduates is nice.
Moon base z: love the zero gravity section and how vibrant the artwork for space is. Games usually get decided at the space drill. The moon worm is also summonable outside and you can see him in the mines. The abundant sci fi refernces are nice to see.

Seeing the mined crystals for the magnet throughout the map is a nice touch and I appreciate how lunar landing has the battle plans for the map in zomboss' office.

An eclipse just makes too much sense when fighting plants when your an evil genius.

The finale is extremely balanced and can go either way.


Zombopolis: My favorite gw2 map as it brings back the feeling of main Street by overruning a city as the plants and the zombified city aesthetic is great.

Seeing the blimps and airships fly overhead with boundaries being established by zombie police barricades is a good touch.

The disco diner lights causing you to taunt if you walk under them are great and fun hazards, I've even seen soldiers riding them around to escape danger.

The trains returning as hazards is nice but can also hurt attackers or defenders depending on whats going on.

Love the finale with the zombot defending itself at all costs and the more body parts you take leaves it more defenseless ( the arms also make terminator references when going into lava) though I wish zombies were given more reason to leave the battery room.

Fun fact: you can count destroyed zombot heads in various maps in 1 and 2 and thats probably why its called zombot 6000.

Only question is why did zomboss build his robot over lava lol.


Peachy district: I like the 1st objective and the chanting when zombies leave the sewers but than the map just gets worse with the 2nd and 3rd objective.

The 3rd especially keeps defenders out once atttackers take the point as the plant spawn would funnel then to their death.

The finale is a mixed bag as the walnuts in the middle can be shot and destroyed easily or blocked by shields and the side cannons can be destroyed in a secons with little effort and zombies always take the flank routes which neuters any cactus in the middle on the station. Not too mention the walnuts aren't as deadly unlike walnut hills despite the shorter travel disatnce, why?

Pots returning in finales is nice but too bad its bfn and they suck in it.

Plants only win because the zombies need multiple vans like its suburbination but if they can take them plants lose fast as the capture rate is insane.

Preserve pastures: basically the plot of cactis canyon again.

Garg foot prints and giant vegetables on the map is a nice touch.

Zombies seem to take the map easily until the end.

The finale is a mixed bag really, the zombies constantly need a scientist glued to a Gary as plants will do their best reenactment of a d day machine gunner.

Pots are kinda useless as they're behind corners than die when zombies get there.

The garg pathfinding goes to crap when any object is placed in front of them so an unkowing engineer can cost you the game by placing double time in their path.

Sometimes the gargs reach the end and dont go off and if plants dont kill them the zombies don't have a way to get a second chance.

Overtime is also wierd at the end.

The ending is pretty funny though.

Tourist trap island: if that 1 human was dumb enough to go here during a zombie invasion then he deserves to get eaten. I mean it's not a win for zombies either as he probably doesn't have a brain given that he came there.

Spawns in and sees sharks clip through aquarium walls, NICE.

If you die when the 1st objective is captured the game spawns you past going to the island and the sprint section so just kill yourself and save time. Cannons>jumpads.

The finale is really underwhelming as zombies just have to block the switch and plants have to hold it in place for a while to win.

Also is it just me or is the plant ending really lazily animated when the zombies get sucked up by the storm, like they dont react or move at all they just leave in their default standing position like the frieza cutscene in jump force where he just goes up in the air with literally no animation.

Goopy gully: one of the better maps but the finale goes to immediate crap once the drill turns towards the zombie spawn.

How does putting a flag into space erase the towns history?

Turning point: *engineer spam intensifies*

Okay but seriously the finale is cramped and the battery room is nearly impossible to take and the satellite does jack squat to stop plants.

Also zomboss knows people are hiding, yet he never thought to check the local houses he can't get into? Did he hit his head in between gw2 and bfn and become stupid?

A little rant but I liked it better when humans weren't in the games as for them to exist, the zombies and zomboss have to be completely * for it to work, especially after two games where former human civilization is abandoned and gw1's the end is near signs and only plants and zombies.

And for the sake of the comics arguments the comics had the humans out of town for the events of gw2 which was probably a smart move considering said zombies could break down walls and lift trucks.

Loggy acres: the worst map in bfn imo.

The payload sections are painful to play with how the maps are designed and snipers are ineffective in the first 2 areas.

The power station represents everything wrong with the bfn objectives: cramped, easily spammed, and almost unretakable once the attackers get inside and take the roof top once again neutering snipers.

The finale is the WORST in pvz as the bomb carriers have to slowly WALK to the objective with a target mark over them so flanking the objective is IMPOSSIBLE as a carrier and the most direct route is easily defended by plants and the center is easily guarded and you will be gunned down before you could get in, heck you better pray a rose does goatify you as its your best chance to make it. Nevermind the fact you have to do this SIX TIMES.

The marshmallow hitbox is also janky as frick

2 Replies

  • Iron_Guard8's avatar
    Iron_Guard8
    Legend
    4 years ago

    May as well share my own opinions on the maps like you did @stukapooka 

    GW1:

    Wall-Nut Hills: Great map until you hit that last point. Far too easy for Scientists to sneak in with energy warp, ruining the tempo of the objective (if it was in BfN, or Electric Slide got ported into the next GW game as is, Outta Fight would have the same issue). The Estate can be murder on zombies as there are lot of places to snipe as a Cactus and often Foot Soldiers have to get up to that raised back area to take camping Cacti out when pushing to the Pool. 

    Main Street: Even better map. The end game of planting Z4 can be a pain and the Corn Mortars keep pressure on the zombies unless taken out. Getting a teleporter up and keeping it up can be very difficult. The apartments point can see a lot of games ending there, and heavy combat inside the buildings before it.

    Driftwood Shores: Again, love this map. The castle is often make of break for the zombies, but the Marina and Docks can be rough as well. The animations for being fired by the cannon are indeed great and I think they're the same for the cannons in GW2 as well, I especially love the Engineer going butt first. Plants have to watch every floor or zombies will sneak in and wreak havoc ad keep your eyes open for engineer drones.

    Cactus Canyon: My favorite G&G GW1 map. I love the whole giant golf ball bomb idea even if pushing it can be a mess. The resort point is often hotly contested once you reach it. The first point; the crash site, is my least favorite point here.

    GW2:

    Zombopolis: Favorite TT map in GW2. The map looks amazing, the final objective is decent after balancing, and it flows well. I can't really think of anything negative to say here.

    Zomburbia: The last point indeed does get bogged down with zombies usually holing up in either the gallery or the dining room, but barring that, I love this one too. The park is a highlight for sure. 

    Moon Base Z: This one gets some hate for some reason, but I enjoy how you go from low to normal gravity, the little highlights all over like the 'did you know' buttons you can press and that one Zombie personal add near Lunar Motel make this one a winner. I haven't seen the lunar worm in a long time though.

    Great White North: I love the jumping whales, the submarine you arrive on and other great little touches. A solid map, the end objective is so sad when zombies lose and the Yeti king has that tear. We used to try to be near him when he woke up and danced to be in the end screen with him. XD

    Seeds of Time: Good map, but not my favorite here. That last point is winnable as zombies but it's so much bean bomb spam, worse than I've seen in Cactus Canyon for sure. Still, some great jokes and fun stuff. Zgypt is a common place to end the map on, and even if it gets past it, it's usually a good, difficult fight, unless the teams are out of whack.

    BfN: All-too narrow so not enough interesting flanking, too much sniping with no damage attenuation for all classes and not just snipers, lack of teleporters hurts, fighting is almost always right on the points. While I didn't mind pushing the payloads at first, I've come to agree with those that don't like them for how they affect the flow and tempo of the matches.

    Peachy District: Overall my favorite in BfN as it harks back to the original PvZ and Suburbia heavily. Final objective is ok, but can be super snipe heavy thanks to how BfN works. Lack of teleporters and the narrowness hurts it like all BfN TT maps, but I feel that less here.

    Preserve Pastures: Visually excellent, plays decently overall. Final objective is often a mess like all BfN TT maps, but fun.

    Goopy Gully: Decent if a bit odd at parts like getting the cheese cannon near the end goes super fast usually. Drill vulnerable point has an odd hit box where damage doesn't register at times and when it rotates to the left (Plant perspective), the texture loses quality for some reason. 

    Turning Point: Engineer spam makes the first point a nightmare for plants and can easily ruin the match. Once past there, the other main issue is pushing that cart. The batteries can be rough to defend but I've been on zombie teams that held it with solid teamwork, that's the exception though. 

    Loggy Acres: This one is where having such narrow maps and a payload combine to make it my 2nd least favorite TT map. The marshmallow hit boxes are indeed wonky and that final point is both sniper heaven and very difficult to break into, or the zombies just take the bombs in at their leisure and win easily. 

    Tourist Trap Island: I like the aesthetic, but it's my least favorite TT map. The points are too samey, the final mini-game is the least exciting they've ever made, and it feels like it was rushed to get it done before the game lost support. I never had that water missing issue it had, but that certainly didn't help it.

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago

    @Iron_Guard8My only problem with zombopolis is that we didn't get more maps like it.

    Main streets finale forced the zombies to he on their A game to win and they couldn't cheese it like wallnut hills and I like that.

    Zgypt was definitely the deciding point in seeds of time as azia was somewhat balanced but rome gets steamrolled as the plant team has to go on the offensive to stand a chance.

    I also loved how scientist panicked when flying out of the cannon and they were reused in gw2 with the new characters like imp flapping his arms like a bird or superbrainz doing the typical flying pose of superheroes. I also liked how the remaining plants had to use the cannons to fall back to the island.

    The castle in driftwood was always a fight between soldiers and all stars against peashooters and cactus for control of the rooftops while chompers circled below. My favorite point was the shipyard and all the fighting that happened in the boats. Would love to see this map return.

    Glad to know I'm not the only one who thinks the canyon part of cactus canyon isnt really all that exciting. Doesnt help that the first point has plants on the high ground.

    The ram payload section in sot is fine until the zombies reach the castle than it all goes downhill.

    I don't even remember the 2nd and 3rd objectives of tti as they blend together too much and yeah the finale is very bland as its just tug of war with a payload. Alongside all the visual glitches and bugs on this map and it definitely reaks of being rushed and like I said one of the ending cutscenes is very rough on animation.

    The drill is defintely the worst part of goopy gully.

    Loggy acres is even worse with bots because all the ai plants camp around the bomb circle and instantly gun down any bomb carriers. I've rarely seen zombies win this map after launch.

    Practically all the bfn objectives favor the attacking team due to the cover it provides them once they start taking them and how narrow the defenders spawns are.

    Weird how gw1 has 2 maps with 7 points and the only map with 5 points.

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