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stukapooka's avatar
5 years ago

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.

3 Replies

  • This whole map is great, one of my all time favorite G&G(TT) maps in any of the games, and the finale is simple in concept, but works very well, although it can be rough as zombies in stark contrast to Wall-Nut Hills' finale where the plants have it rough. 

    Getting rid of the corn mortars is extremely useful for the zombies as they can be murder to advance through, especially with lots of plants backing them up. A good zombie team will help the engineers get that teleporter up, but a good plant team can make that very difficult. And then you gotta hold that E key down long enough to plant the Z4 four times as the zombies while dealing with all the spikeweed, potato mines, potted plants, and of course the plant spawn being so close. 

    Love this finale as either team, even with how hard it can be for the zombies. Not my number one finale, but it's up there. 

  • stukapooka's avatar
    stukapooka
    Legend
    5 years ago
    The main thing over wallnut hills that main street has imo is that its objective can't be cheesed by one ability so while they're a bit similar, it makes it harder for both teams as they truly have to try to beat the other back.

    If the zombies keep the telepoter up than their spawn is technically not very far away and ai zombies and zombot help immensely to supress the plant team though the chomper and explosive spam can be annoying.

    From what I've seen this map is always decided by how long the corn mortars stay up, if the plants hold them longer than 3 minutes they usually win.

    I think driftwoods finale is stronger but i prefer main street as a map.

  • Iron_Guard8's avatar
    Iron_Guard8
    Legend
    5 years ago

    I've also seen zombies so focused on the mortars that they lose even if they take them all out since they take too long. Like the Tall-Nut cannons on Wall-Nut Hills, taking them out really helps, but if you spend 3+ minutes to do that, you're probably going to lose. The teleporters here are huge, which is why the plants tend to attack it relentlessly, I know I sure do as a plant!

    I tend to shoot the mortars on my way in the greenhouse to help with the Z4 and teleporters. I only rarely hang out and focus on them as a zombie, and this is where a good plant team will have a couple plants harass the zombies so it's more difficult to focus. If you have decent support, playing a Sunflower here and teaming up with a Peashooter can be huge in this regard. 

    It's a great finale and part of a great map. The 1st point, the Backyard, can be a mess for zombies if the plants spawn camp too much, which is very similar to Wall-Nut Hills' Backyard despite some differences. If the game goes past that 1st point, it just gets better. I especially love the burger joint, taco restaurant, and hardware store points.

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