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stukapooka's avatar
5 years ago

Finale discussion: peachy district

Peachy district finale

Zombies are spreading signal boosters throughout the town to hack local television to gain human brainz.

After capturing the museum the zombies must advance to the radio tower and procede to capture three vans to hack the broadcast station.

There are 3 paths and they all protected by wallnut cannons. The middle is protected by two indestructible cannons that continuously fire on the path. The lect and right flank cannons can be easily destroyed really easily however. They deal 60 damage not enough to even vanquish imp.

Both teams get summonables but lets be real it's bfn the pots are gonna get slaughtered without being any real help to the defenders. They might as well not exist due to how useless they are in bfn.

The vans work like suburbination where you need two to even start the process and three will boost the speed significantly.

If the plants win they will all gather on the radio tower building and watch TV and all the signal boosters will detonate.

If zombies win the station gains a new Z and a zombie will come out of the tv ring style and we hear the pvz1 game over screen.

This finale is strange, they were clearly trying to go for a wallnut hills gw1 vibe with the map and the finales cannons are imo far too easy to destroy and I'm frankly not a fan of the new cannon designs (its not even a plant). Why would you ever take the middle route as your vulneravle to sniper fire and cannons you can't destroy.

I also would've liked for having just one broadcast van slowly filling the bar that way plants are given more incentive to not just camp the remaining two like they often do in games.

The ai players also give up at this objective and they're more of a liability than anything else.

I hate how easy it is to destroy wallnuts since they don't even do much damage to you unlike wallnuts hills where they could one shot you.

The map itself isn't a favorite of mine either. The first objective is fine with the brilliant starting theme and an ok point however with the second it quickly goes downhill with the absolutely horrendous pot positioning and walls around the point. The third point is just horrendous as once the defenders are forced out they must come back through a funneled easily camped doorway like pigs to the slaughter and the pot positions shouldnt even exist. None of the points also have any real significant highground for classes to take advantage of.

I do like the little continuity bit of the statue of dave being attacked by cats as gw2 states that he hates cats.

2 Replies

  • Reading your summary here, I obviously enjoy this map more than you, but like all BfN TT maps, it is too short and too narrow. 

    They should have left the wall-nut cannons like in GW and PvZ2 as you point out. No idea why they made them this way.

    The first point is my favorite one, but it's generally easy to defend, especially when a cactus uses a terrain exploit to get above the map (forgot about that in my TT post, but have seen it a couple times, like the first point on goopy gully with that deadbeard). Lots of rooftops that most people can get too. The 2nd point, the pots are in bad spots, a common theme in BfN, and the left flank is too limited, but the right flank is substantial at least. Third point, as a plant I avoid that central channel and use the flanks, narrow they may be, as it keeps me out of direct line of fire. The pots should be set up more to defend the actual capture point and not the far flank by the water like it is now. 

    I've had quite a few prolonged firefights over the raised flank (left to zombies, right to plants) where zombies set up and had to clear them out as plants as it gives a strong vantage point over the capture point, or as a zombie to try to establish that point there (if this were TF2, great place to setup a teleporter base). 

    They did alter the van points early on I recall, but like the end of Great White North and how Suburbination used to be, it indeed should give the zombies some progress for holding one van, even if not much. 

    That last point sees a lot of sniper plants on that roof. I've seen lots of zombies switch to brainium bashers to clear it out since that seems to be the standard zombie thing in BfN; swap to that thing when you can't do well with someone else, which is why I made it my job to take them out as often as possible as a plant. 

    Visually, one of my favorite BfN TT maps, and it's overall decent, but at the very least could use at least one more capture point and better pot placement.

  • stukapooka's avatar
    stukapooka
    Legend
    5 years ago
    @Iron_Guard8 It's easily the most visually impressive bfn map.

    The cannon redesign just doesn't seem practical, I mean it literally has what appears to be propane tanks strapped to the back as the weak point to destroy it wtf. They didn't have to reuse the coconut cannons for a third time but I expected them to at least be plants rather than some slapped together junk with an obvious weak point.

    The suburbination changes in bfn are just baffling. It makes no sense for the first point to be absolutely worthless as it eradicates those close could go either way games of gw. Now teams that are losing are just going to lose harder without much chance to turn the game around.

    The four point format feels to small with the maps being very small. Compare it to cactus canyon that only has five maps but still appears to be much longer and larger than any bfn map.

    I really dislike the walls set up around the points as the pots can't shoot into the point if necessary like they could in gw maps.

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