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Abandoned City
Regular • Story Mode

Description

Abandoned City is a twilight map that takes place in an urbanized area, which was abandoned due to a flood. It has been remade once since it was added to the game.

Design & Path

Abandoned City takes place in an urbanized city, which was abandoned because of a flood, which made half of the city covered in water. Only the roofs of the flooded buildings can be seen. Multiple cars can also be seen near a slope which lead into the lower part of the city before the flood, which were most likely used to escape the flood and then abandoned. The city itself is surrounded by hills. The city comprises residential buildings ranging from one floor to three floors. Some buildings have air vents on the roof or power boxes on the walls. Multiple buildings can be found in the city with cars sometimes parked next to them. The city is pedestrianized, with a few trash cans, dumpsters, recycle bins and benches being present on the pavement. Despite multiple cars being present on the map, there is only one road that leads to the flooded part of the city. A few parts of the city also have trees and bushes growing on them.

The path starts and ends at a pedestrian tunnel. The path takes multiple turns, avoiding buildings present on the map.

Abandoned City took place in an old, abandoned, urbanized city on an island. The overgrown nature of the city shows that human habitation has not existed there for a while. The city comprised residential buildings ranging from two floors to three floors. Some buildings had air vents on the roof. All the buildings appeared to be overgrown with vegetation. The city itself was pedestrianized, with various benches along the pavements which connected the city. Trees could be seen growing in the city. Boxes and crates can also be seen. There were beaches on two sides of the city, and mountains on the two other sides. The entire city was surrounded by a sea.

The light maroon, brick pedestrian path began and ended at a cave on one end of the island and a pedestrian tunnel at the other end.

Interactive Map

Loading scripts

Loading scripts

Rewards

The game calculates how many CoinCoins, GemGems and Experience EXP you receive based on how many waves you survived and if you won a match. During periods of 50% more Experience EXP (Friday – Sunday), any Experience EXP earned is multiplied by 1.5x through the XP Boost modifier. The VIP gamepass also multiplies any Experience EXP earned by 1.25x through the VIP Boost modifier. These two boosts are additive. Regular Experience EXP boosts are multiplicative with other modifiers present on this map.

Any rewards that end in a decimal point is rounded down, no matter the first figure of the leading decimal.

Difficulty reward scaling for survival mode Coins and Exp is 0.85x.
Mode Coins/Gem Reward EXP Reward
Easy Coin250 ÷ (1 + [(20 ÷ Current Wave) - 1]^1.3) + Coin50 (Triumph Only) Experience50 EXP ÷ (1 + [(20 ÷ Current Wave) - 1])
Casual Coin350 ÷ (1 + [(30 ÷ Current Wave) - 1]^1.3) + Coin100 (Triumph Only) Experience75 EXP ÷ (1 + [(25 ÷ Current Wave) - 1]) + Experience15 EXP (Triumph Only)
Intermediate Coin500 ÷ (1 + [(30 ÷ Current Wave) - 1]^1.3) + Coin100 (Triumph Only) Experience120 EXP ÷ (1 + [(25 ÷ Current Wave) - 1])
Molten Coin550 ÷ (1 + [(35 ÷ Current Wave) - 1]^2.4) + Coin400 (Triumph Only) Experience135 EXP ÷ (1 + [(35 ÷ Current Wave) - 1]^2) + Experience50 EXP (Triumph Only)
Fallen Coin700 ÷ (1 + [(40 ÷ Current Wave) - 1]^2.4) + Coin650 (Triumph Only) Experience200 EXP ÷ (1 + [(25 ÷ Current Wave) - 1]^2) + Experience50 EXP (Triumph Only)
Hidden Wave Gem75 Experience250 EXP
Frost Coin800 ÷ (1 + [(40 ÷ Current Wave) - 1]^2.4) + Coin1,200 (Triumph Only)
Gem75 (Triumph Only)
Experience200 EXP ÷ (1 + [(40 ÷ Current Wave) - 1]^2) + Experience100 EXP (Triumph Only)

Strategy

  • You should place your towers near the middle of the map, as the path has a good amount of turns there.
  • Short-range towers, such as the Brawler, Shotgunner and Sledger, do well on this map due to its many bends and corners.
  • Be aware of the limited ground space on this map as the buildings are quite close together.
    • This may reduce the effectiveness of the DJ Booth and Commander towards ground towers.
  • This map has plenty of cliff spots, making both the Ranger and Mortar very useful in this map.
    • Due to the map design, cliff towers can cover most if not all of the path in this map, making them especially valuable.

Map Icons

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Trailers

Development Images

Update History


Regular
Very Easy
Easy
Normal
Hard
Insane
Special
Hardcore
PVP
Easy
Normal
Sandbox Mode
Hard
Insane
Special
Story Exclusive
Easy
Normal
Event
Undefined
Easy
Normal
Hard
Insane
Event
Removed
Undefined
Easy
Hard
Unreleased
Undefined
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