![]() Many trash piles block the base, as well as the structure around the base protecting the zombies within. Trainyard - The Trainyard can usually stop the plants due to the arrangement of the field. It is essential that a Rose sets up a teleporter here, leading to a ramp that gives Plants a sniping ledge, but also covers a large and lengthy walk from spawn. Try and enter the Drone Factory Shed to distract the Zombies or ambush them from behind, but expect heavy resistance, so use the cover inside the shed to dodge damage. Unlike other locations, this offers a lot more room for plant sniping and support. Try and damage the Foot Soldiers and Deadbeard's on the Disco Diner Roof, then swarm the point.ĭrone Factory - The Drone Factory is a difficult point to capture, as both the highway going down the base and to the sides can be heavily guarded. Avoid going straight up the road, as you are exposed mostly, so make use of the left and right corridors. While this is merely a joke, it can actually disrupt gameplay and result in a vanquish. ![]() In addition, look out for the floating disco ball circling the base, as it will make you dance for at least 3 seconds. The base is also arranged in a way that Chili Bean Bombs and Butter Barrages work effectively due to the base being encased all around except the steps.ĭisco Diner - The Disco Diner is essentially the same as the Town Square, but flatter. ![]() The Town Square - The Town Square should mainly utilize the left or right sides, depending on the portal location. Park - For the Park, good locations are the right side for sniping and down the middle for rushing. Chompers can be useful for getting into the graveyard, but be careful of Engineers, expect to be quickly vanquished if the base is full and avoid using on the final objective due to the reliance of needing long range attacks to win. A Rose or two should be used for portal making. Citrons, Cacti, and Sunflowers can provide support from the back. On this map, the plants are on the attack, so using classes like Peashooters and Kernel Corns to rush the base is a good idea. The Zombot then takes off to the sky, solidifying the plants' doomed fate. Back at the battlefield, the Zombot happily gives the zombies a thumbs up with whatever arms it has left before it accelerates its rocket boots. Defeated, it falls chin-first before dragging itself into the magma below it, destroying it for good.Īs the ignition alarm blares, the scene shows an imp, who is wearing a VR headset, sleeping in front of two monitors, with one showing the Zombot in the sky and the other giving a thumbs up. Back at the battlefield, the Zombot screams in agony as electricity courses throughout its body. The Zombot attacks the plants by shooting lasers and smashing its fists against the plants.Īs the emergency alarm activates, the scene shows an imp, who is wearing a VR headset, sleeping in front of two monitors, with one monitor showing the Zombot falling down to the lava and the other giving a thumbs down. They must destroy the battery to deactivate the shield before destroying the fuses, although the shields will regenerate after an interval of time. In the final mini-game of this map, the plants attempt to destroy the Zombot before it can launch. ▼ Slightly increased timer of when shield is down.Adjusted Capture Times for Objectives 1 & 2.Removed a Turret from Obj 1 added a Turret to Obj 3.Adjusted plant and zombie spawns in Objectives 1 & 2.The Plants must stop the Zombies from launching Zombot into battle before it's too late! Update history Trouble in Zombopolis: Part One DLC ![]() There's big trouble in not so little Zombopolis. Zombopolis is a portmanteau of "Zombie" and "Metropolis."
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |