User blog:Tecku/TT: Trouble in Zombopolis Part 1 Feedback

Hello again, guys! With the second major update coming out to the game, I think it's time to review some things. What do I like, and what don't I like? Well, let's take a look.

Tecku Talk about: Trouble in Zombopolis Part 1 Feedback

Let me start by saying this- Zombopolis is one of my favorite maps. This map does so many things well. The setup is phenomenal, with a great transition from the sneak attack via sewers into the heart of the montrous factory. The pacing is also much better, with this being the first Herbal Assault map not to feel like a brick wall at every turn. For the first time in awhile, I can also look at a map and spot short cover and rooftops- thank you!

Seeing a zombie controlled city is also a welcome setup. This is the first big city level we've seen, and they really make it feel big and epic. If I had to nitpick, I do wish they had gone slightly further with the zombie aspect of the city, but I'm probably just spoiled from the zoo in Zomburbia.

The balances made feel like a step in the right direction for me. Citron is no longer a sitting duck, Rose is viable without being OP, and Super Brainz took a greatly need hit to Turbo Twister speed. I only have two problems now:


 * Engineer and his slow as molasses run speed. Engineer is a mix between a mid-range fighter and an a support class. He shot not be slower than the Foot Soldier. Either soup up his Jackhammer, or increase his base speed.
 * Reducing Imp's Z-Mech cooldown is a step in the right direction, but there is a bit of an issue with defensive teams with lots of Imps. Teams with lots of Imps can have multiple Z-Mechs out about 50% of the time, which can be painful. I don't know how to fix this without making Z-Mech useless, but it should be looked into.

All in all, this was a great update. I like it much better than Graveyard Variety. I'm very curious about what the future has in store- especially the portal the Gnomes are building in the town hall!