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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.
@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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