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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.
- stukapooka5 years agoLegendThe 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_Guard85 years agoLegend
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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