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stukapooka's avatar
4 years ago

Finale discussion: loggy acres

Loggy acres finale

The mallow mortar is disrupting the production of z tech factory and the zomvies plan to blow it up with bombs after their smore plan failed.

After the zombies capture the electrical station they must push the payload to the mortar which will fly off into the sky so they must now physically carry the bombs.

When a zombie picks up a bomb a purple bomb will be marked on the hud that follows the zombie. Also they can't sprint or use their abilities so guard them, because of that teamwork is crucial in this final phase. Only a certain number of bombs can be out of the cooler at a time.

After that the cooler is closed and no more bombs can be picked up until another bomb is either dropped off or detonates. After that the cooler will open again and another bomb can be picked up. If a zombie that is holding a bomb is vanquished, then the zombie will drop the bomb and the bomb will be marked as a red with a timer on screen. It can be picked up but if not will have to be gained from the cooler all over again.

Zombies will get additional time for each bomb.

Marshmallows with a stupidly big spalsh radius will come down from the sky on the flank routes but have red circles for where they will land.

Both sides get summonables but their ai just bricks and the browncoats just randomly walk around and pots are bfn pots so they were already sentenced to death.

If the plants wins then the mortar will fire off a marshmallow, which will fly through the air and land on a statue of Dr. Zomboss by z tech factory.

If the zombies win a bomb will be sucked up and the mortar will explode.

I realky dislike this finale. The bombs cause zombies to lose their sprint, abilities, and paint a giant target over their heads which make it impossible to flank the objective. The marshmallow splash damage also seems far too big for n instant explosion the moment it lands. The objective for the bombs is in a nrrow easily camped area where bot defenders will swarm to protect like a hornets nest where you're honestly better off getting goatified as the speed is the only thing that allows you to get through.

I hate this map in general. The painful payload sections which bring back the flaws of previous maps only increased by a substantial margin, the heavy asset reuse from wierding woods which doesn't visually seperate itself well from one point to another, the dreadful 3rd objective which defenders almost never hold because it's once again a giant bottleneck. And I personally dislike the very idea of the mallow mortar, one is that it's not even a plant in its defense like the cob mortar nor is it actually a threat like the tactical cuke which could be launched anywhere. This is just a mortar targeting one factory that can't be repositioned.

2 Replies

  • I want to like this map more than I do, but due to how narrow it is, the cart pushing, and the camp fest that is the finale, it's my 2nd least favorite TT map of all 3 games. 

    Scenery-wise, I enjoy the woods and how it relates to Weirding Woods, my 2nd favorite free roam region, but it has too many issues, and the finale is a big part of it.

    I mean, all finales have some kind of camping going on (Z4 place spots in Main Street, The gallery or dining hall in Zomburbia, just to name a couple), but this one takes the cake with this. We've all won this as zombies I'm sure, but it's not common as even really solid zombie teams can fail here with the plants knowing where the bombs are all the time, and the bomb carriers being so restricted, like gnome bomb carriers but worse. 

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago
    @Iron_Guard8 I don't dislike the weirding woods aesthetic, in fact its my favorite pve zone. I just think it worked infinitely better in weirding woods and going every five steps and seeing the same assets in this map gets old quick.

    It's inevitable that the final objective will be hard to take but its ridiculous how hard it is to get to the bomb area here, especially with how slow the bomb carriers are and combined with the fact that the plant team knows where they are makes it impossible to ever take them by surprise.

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