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stukapooka's avatar
4 years ago

Finale discussion: Cactus Canyon

Cactus canyon finale.

A golf course houses a secret plant research lab and zombies are out to destroy it after crashlanding nearby.

After capturing the motel resort the zombies must proceed to the golf course and shoot a giant golf ball off the rooftop of the clubhouse which will proceed to crush a golf cart below it. If you are on the golf cart while the ball falls you will be crushed.

The zombies must now push this cart down a set path in a payload fashion lined with 2 checkpoints that will increase the time for zombies to push.

Going into the golf hole will vanquish you instantly.

Ai spawnables can be summoned for both teams and zombie spawnables can push the bomb.

If plants win the golf bomb will eplode and vanquish everything around it.

If zombies win the cactus statue dressed in golfing attire with a quiet sign will fall and plug up the 18th hole.

Personally I'm not really a big fan of this finale. They changed up from big plant defenses on a set objective for a payload but the payload itself is one giant chokepoint that moves as bean bomb and airstrike spam will be horrendous from all directions and the golf course in many ways is far too big for its own good and takes the fighting away from the bomb which is a nice idea but overall counterproductive for the zombies while the plants get a high ground advantage.

The checkpoints also are not portrayed on the progress bar.

Not a terrible finale but not one I necessarily care for as payloads in general are moving chokepoints. Shame as I really like the map otherwise, especially the references to the variants backstory pieces put into the map fpr the ones introduced in the zomboss down dlc (the chomposaurus skeleton archaeologist found in the first point and the cheap motel bandit cactus runs being the 4th objective).

Fun fact: later in the same year tf2 had a beta testing payload map also named cactus canyon that recieved a new cactus every update, sadly it was never added into the official map pool (still accessible to play on customs or with server command bots).

2 Replies

  • For me, barring the ridiculous high camping spots and plants spawn camping the zombie spawn on the first point of this map, Cactus Canyon is one of my favorite maps and the look and atmosphere are excellent. On a related note, there was some player in BfN that somehow got his pirate up so high on the first point of Goopy Gully that it was hard to even see him sniping up there. I tried getting up there in a solo match and he has to use some exploit to do it as I can't even get a drone anywhere near that high, much less a character. I did goatify him as a Rose and kept my eye on him so he couldn't snipe at will from that spot, but it was super annoying.

    I enjoy this one a quite a bit as I love the idea of a giant exploding golf ball, although it is indeed showing why so many hate the carts in BfN, although here there's many flanking spots and Peashooters and Foot Soldiers both need to try to take the roof of the building where the ball starts. It reminds a bit of pushing the Boot in the finale of Seeds of Time until it gets to the castle door, which I also like, even with how hard it can be to finish as zombies since it's easy to camp it as plants. It appears I enjoy it more than you do @stukapooka , but I do agree that cart pushing can get very campy, it just never seems as bad here as it is in the cart portions of the BfN TT maps.

    This one shines at night for me. I generally prefer the maps at night anyway, it adds some great atmosphere, but here it really makes it pop. 

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago
    @Iron_Guard8 Agreed on the atmosphere. Its imo one of the best looking maps in gw1 and the golf course is a spectacle to look at. Definetly prefer playing it at night.

    I do like the idea of a giant golf ball bomb on a golf course and its that kind of ridiculousness that makes gw fun without trying too hard to be funny.

    First point is entirely plant sided with how much high ground and cover they get. If you don't have skilled soldiers to counter you are going to lose.

    It's definetly better than the bfn carts which never give you a reason to not push them or give you high ground to take like both seeds of time and cactus canyon do respectively with their arenas. Alongside how the bfn maps can swap from payload to g&g on certain points of the map. I almost forgot the absolutely awful looking frameratebof carts moving in bfn, both the golf bomb cart and bootering ram looked way smoother when moving.

    My main gripe really comes from just being sombrero bean bombed one too many times.

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