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