Finale discussion: Main Street
Main Street finale
This map has the zombies run down a long street into the garden center to plant four z4 explosives on the pillars holding up the tactical Cuke.
The street is defended by four corn mortars aka cob cannon slightly altered with smaller frontal wheels, a shaky leaf acting like a dog tail behind it, and constantly aiming upwards. The mortars launch two cobs into the air in quick succession which than crater into the ground shortly before exploding into popcorn. They also have very small protection in the form of fertilizer bags in front of them. Each cob explodes with a large aoe that does 70 damage easily wiping spawnables. Has a health bar much like tallut cannon and gives the zombies team 250 for each destruction.
Plants must defend these mortars at all cost as there are two small building pathways on the sides of the street that zombies can take to avoid the cobs all together however they are very narrow and can easily be sniped into.
Past the mortars lies the entrance to the garden center and houses the teleporters. If zombies secure this it allows them to bypass the mortars and trivialize the time to get across the rather long street.
The garden center can be enetered by the front door and many windows however plants can defend those areas with pots while zombies get their spawnables to charge in with.
4 pillars have to be rigged with z4 to win and this is where the zombies truly have to prove themsleves to win as zombies must stand still to position them which is the biggest flaw of this finale: chomper. Chomper absolutely dominates this finale as he can goop zombies, burrow them, and protect the pillars with spikeweeds. Cactus is good at protecting the pillars with mines and barries but is less effective due to the space of the area.
Plants also have less distance to travel upon respawning unless the teleporter is up. Not impossible but extremely hard as zombies when going up against chomper as all star is your best bet to tank damage while putting up bombs. However there is a zombot turret in the back they will have to watch out for if an engineer builds it as it can cover a large amount of the map.
If the plants win the Cuke will launch and head off to destroy zomboss mountain (the starting spawn in driftwood shores). If zombies win the pillars will explode and the cuke will fall backwards and a small explosion will erupt in the garden center and fire can be seen inside.
This is the map that made gw1 for me honestly (would've preferred this map to win the poll but oh well). The massive scale of fighting through a city to the heavily plant protected finale that utilizes my favorite pvz 1 plant alongside being connected to driftwood shores. The very end of planting the bombs can be lopsided but the better team usually wins regardless (can the zombies destroy the mortars fast enough often decides the winner) and cant be cheesed by abilites like energy warp although the chomper spam can be rough.