The two kinds of turf takeover finales
In every turf takeover map there are two distinct kinds of defenses in the finales.
We have those that have a outward defense usually helmed by npcs holding the line.
Wallnut hills: at the top of the three lanes there are 3 tallnut cannons based on the pvz2 coconut cannon design. The walnuts get shot out and then roll down the hill while being knocked into differing lanes by debris on the way. They can be destroyed by being shot with enough damage but if they hit you it will deal instakill damage to one shot you. It can also commit friendly fire so plants should stay out of the way. They have 1500 health.
I like these guys when dodging the nuts as they come down a its pretty fun. Im not a fan of just heing ablebto destroy the nuts outright as it feels like it removes the strategy of dodging them while going upwards. I'm surprised theyve never been casually used for mission levels outside of like one in bfn?
Main street: the street is guarded by 4 corn mortars positioned outside of the greenhouse. They fire two large corn cobs that stick into the ground and explode for 70 damage each which is almost impossible for low health zombies to make it through. They have a tiny pile of fertilizer bags around them that make them hard to hit from the end of the street.
I'm surprised we never saw these guys again as i think they could easily be used in campaign missions as a makeshift defense and you have to decide where they go to best defend something or have chaos rain down on the zombies from a fair distance away in an expansion of the backyard.
Zombopolis: The zombot will not go down easily as he will shoot ultra balls from his mouth onto the 2nd story platforms and use his arms to smash down onto the edge of the platform. If his arms are destroyed he can longer use them to defend himself.
I like how the zombot loses his attacking options the more he gets dismemebered and it's even good incentive to attack the arms first.
Peachy district: tallnut cannons return but is much weaker. He can only be damaged by propane tanks on the back (great plan dave) but it will only take a zpg to do them in. The nuts only deals around 70 damage rather than instakill. Two of the four cannons are undestroyable but only target the middle lanes.
Not really fan of theie designs or usefulness here. Their easy to just avoid than run up behind them and zpg them before the plant team can kill you. With the distance to reach the onjective basically being a 3rd of what it was wallnut hills just makes it painfully easy to get past them.
Loggy acres: the mallow mortar shoots mutliple marshmallows that target the ground to the sides of the mortar. They deal damage and stun zombies. Their splash damage is stupidly big though.
Turning point: the lighthouse laser targetsplants and shoots them at random with a damaging laser that sends them flying into the air.
Probably my least favorite one here. It doesn't do enough damage to really be threatning and it doesnt have enough presence. I remember when they made that mode where laser strikes would rain down on the maps but they did literally no damage and just caused you to go flying which just lame since we could get practically the same results with turning on low gravity.
And on the other maps the game simply comes down to player vs player with nothing getting in the way.
Cactus canyon: The golf course has no defenses other than the plant team and the spawnables on the path.
Moon base Z: both teams fight over the space balls to decide the fate of the earth. Its simple pvp with no outlying defense or npc aid. Its one of the most pure pvp finales.
Zomburbia: plants have to ruin a party while zombies try and protect the university. The multiple objectives all have to be triggered by plants. Funny how zomburbia does have the two rocket bots on the outside of the town on the gate but not as a last line of defense.
Seeds of time: Rose's castle has no outlying defenses but does have two levers zombies have to pull down to proceed.
Great white north: mirrors must simply be turned to melt the ice and there are now strings attached. Both teams can interact with mirrors so they have something to do over just vnquishing each other.
Goopy gully: The drill has a semi shield that closes down to protect it but it otherwise does not actively fight back and has to rely on zombie players.
Tourist trap island: The giant switch has no outlying defenses. Glorified payload.
Preserve pastures: Bitter dill has no defenses guarding him outside of the plant team and spawnables on the path.
Driftwood shores: This one is interesting. The flax cannons fill the same role as corn mortars and tallnut cannons but they have to be manually operrated by the player to do anything. Perhaps having an AI actively use a constantly moving anti aircraft gun was too difficult to program. They are shown as massive flower pots holding two huge Flax with an open door that will close when players get inside. It shoots fireballs and each direct hit deals 60 damage and fire damage afterwards. It will begin to smoke and eventually catch fire when its damaged enough.
I'm more of a fan of the maps that have an outlying defense like the corn mortars or zombot. I do like the pvp focused finales but I think the former just add to the scale of the scenario and trying to maintain the defenses is a lot of fun rather than the unkillable defenses of the mallow mortar or the lighthouse laser as it gives you a more solid goal of holding out for a set time to better increase you chances of success.
I think more driftwood shore style finales would be nice as the players get more options to defend with rather than just their own weapons or abilities and attackers can multitask to take out the defenses rather than just immediately book it to the objective.