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@Iron_Guard8Gw2 wallnut hills is just dissapointing. I would've rather taken any of the other gw1 maps. Its a shame because it had the potential to be really good and I do like the afternoon sky they gave to it (as someone who played the ps3 version the HD of gw2 was very appreciated) but the lack of the gw2 cast really shines through here as cacti and peashooters dominate harder than they did in gw1 since most were nerfed or reworked to fit the balance of the new cast like dead beard gaining the drone and being able to countersnipe cactus.
All the flaws of gw1 still seep through like the energy warp and the stupidly oppresive sightlines on the teleporters.
They could've most likely fixed a lot of things over time but due to the time constraint of bfn's release they were never able to fix the spawn icons, lack of solo play with atleast gw1 cast, and even given it back its nighttime mode.
I remeber when it was announced that people thought it was the revival of gw2 content but instead it was the half baked send off of it.
I think the reason main street doesnt get spawncamped is the sheer distance between spawns.
I liked how the golf bomb in gw1 was just the zombies stuffing a giant bomb into a golfball on a crushed golf cart. It just looks more appealing than the generic overwatch flying 2fps carts of bfn and looks more like it was made in the fly for the mission.
Seeds of time is usually fine until you get to the castle as it devolves into bean bomb spam. I think plants should have gotten pots by the levers like how pots were at the golf hole.
Maybe the mirrors were already there for the yeti king to refreeze things he froze over? Or maybe dave needed to unfreeze the snow peas.
Zomburbia is a paradox. Zombies hold up in one area and watch the rest of the map fall in seconds yet can hold for minutes and if they do the opposite they are often able to hold longer yet not coordinate the final defense fast enough.
I remember launch zombopolis where it felt like it took 8 years to destroy the battery without 4 gatlings.
Loggy acres is even worse worth bots as they all camp the drop zone. The ai spawnables arent that helpful thpugh since unlike the cart maps the ai have no hardcore objwctives to run to do they unfortunately roam around in place.
Preserve pastures just got worse overtime. People gave it a lot of leeway since it was the first new TT map yet the blue garg constantly bugs and doesnt explode so you practically shoot yourself in the foot if you spawn him in overtime.
Tourist trap island was such a dissapoitment. The tourist trap is left after the first objective and even then it just feels like a mishmash of assests and even reuses some from gw2 in seeds of time like the plushy stores. The island isnt unique enough between points to stand out, and the finale is one of the weakest in the series.
Gw nighttime was so good because it went the extra mile in details like the lights of seeds of time for the entrance, aurora borealis in gwn (why the heck arent night maps in solo play?), the zom moon, the octopus in driftwood shores, and numerous houses and lampposts being lit up. You dont have that in pressure pier for zombies or giddy park (though giddy park looks way better than pressure pier).
@stukapookaYou guys touched a raw nerve there when discussing Walnut Hills, as it's completely beyond me why EA chose that map as an additional TT in GW2.
Given an average Zombie team, a win is an absolute certainty if they get as far as the mansion, as:
1) An Electrician can just stand by the hedge and plaster the Plant defenders with electric bolts and not only rack up kills, but more importantly clear the patio of defenders
2) A Scientist can simply use his warp ability in order to get into the mansion, and in fact, if he's bright he'll use his Energy Warp, and it'll just be a laugh getting in.
Apart from that, Walnut Hills as a map offers only yawn-inducing drudgery. It's an appallingly bad thought-out map when compared to the likes of Driftwood Shores, Main Street etc. etc.
On afterthought I'd better stop here as I could go on and on.
- stukapooka3 years agoLegend@ManicMossie Easily the worst gw map. The overall environment isnt that exicting to look at as the only backgrounds are bare hills and the inside of the map lacks what makes main street and driftwood good as we're in the city and beach pier setting. While gw1 verticality was dominated by peashooter/soldier it was the worst in wallnut hills as everything feels like its one story tall besides a few exceptions, it almost comes off like a bfn/bad gw2 map in that regard.
Certain teleporter spawns are awful and can be shot from the plant base or be easily camped, engineer no longer has the base clearing drone bombs and without deadbeard it allows plants to completely strangle hold the garden, some of the sightlines are so open that a good cactus can almost shoot you from another base with some of them.
They even reused music from seeds of time rather than simply reuse gw1 music. Some pots are missing and the spawn icons are bugged.
They shouldn't have held the poll on twitter only and put it in the game instead for the mass of active players to decide.
As you mention the mansion is still an absolute mess as they didnt even bother to try and find a way to reduce ability spam.
They kicked the gw2 cast out despite the fact that the gw1 cast was adjusted to fit in with them like soldiers long range capabilities being nerfed and engineer giving his drone to deadbeard as hes now the official sniper for zombies. The new characters could've even solved a lot of issues since corn and sb would reduce the annoyance of peashooters on rooftops, deadbeard would keep cactus at bay, and imp could push through the more stubborn points like the park. Instead they kicked out all of them because imp and citron wouldnt work in a few areas. They even killed solo play for the map because of it since they were to lazy to just add gw1 AI only (this ticks me off the most since solo play is one of the better things that puts gw2 over gw1). Maybe if bfn wasnt being rushed out right around the corner the popcap b team could've tuned it better.
Looking back i would've rather had them add an entirely new Gardens and graveyards map to gw2 so all the characters could be involved.- 3 years ago
Good points @stukapooka particularly the ones about the teleporter spawns and the applicability of some of the GW2 character cast. It really is such an appallingly poor thought-out map.
That rushed job of Walnut Hills has its likeness in many of the aspects of BfN; but not to take that discussion up again, as I know that there has been a lengthy debate on the game by you and others over the past year or so.
- stukapooka3 years agoLegend
@ManicMossieIve seen many say it was one of the teams first map for gw1 and I can absolutely buy that idea.
Yeah ive made plenty of posts about bfn and even have a few more coming whenever im not busy with irl stuff. I'll definetly have something for the anniversary of founders on the 4th.
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