Re: Suggestion:Seeds of Time Finale Tweaks
I think this is a great idea for allowing the plants to raise the drawbridge. I really like the suggestion and think that this could really make it a more I guess interesting finale instead of almost mindlessly pushing the bootering ram. The zombies have to be more startegic when they reach the castle and actually work a bit more as a team to get the boot to the gate instead of going in one after another.Love this idea thanks for the suggestion.
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@Zaheen1337 wrote:That Boot ramming the gate is a perfect place to drop Chilli Bombs, maybe they should open the roof and allow for Butter Barrages too, let some plants spawn really high on the castle so we can Pea Galting and Sunbeam down at those stinky zombies and well, give Chomper an invisible Parachute so he can Leeroy Jenkins them.
*plays James Bond theme tune*
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Okay serious reply now 😉
Since Great North map requires you to switch the mirror, and can be deflected the other way with another turn, why don't you allow the same with the draw bridge levers? Allow the plants to turn the drawbridge the other direction so zombies can't cross it. This will create potentially two choke points and then you're going to need some serious cannon skills to survive. Similar to the mega sunflower map on GW1.
Once the boot is over the bridge, it'll need to be pushed so the bridge will need to be lowered or zombies will have to backtrack via the cannons, this will allow enough time to defend and return the bridge again and again...
If the zombies are holding both levers and maintaining boot movement then well played. Both levers are sort of in the open so butter barrage will help here, just be careful not to jump off the castle though I think plants don't swim very well.