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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.
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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