Containment
Containment has been removed from the game as of the 20th of November 2024 as it was part of the Hexscape Event.
This page has been preserved for historical purposes.
<infobox>
<title source="title1"><default>Containment</default></title>
<image source="image1"></image> <label>Developer(s)</label> <label>Difficulty</label> <format>[[:Category:Event Maps|Template:Colour]] </format> <label>Length</label> <format>Script error: No such module "NumName".</format> <default>Long</default> <label>Wave Structure</label> <format>Event </format> <label>Estimated Match Time</label> <label>Triumph Rewards</label> <label>Modifiers</label> <group collapse="open"> <header>Mode Information</header> <label>Gamemode Type</label> <label>Base Health</label> <label>Waves</label> <label>Stages</label> <label>Level Requirement</label> <label>Starting Cash</label> <label>Shared Cash</label> </group> <group collapse="closed"> <header>Music</header> <format>Lua error in package.lua at line 80: module 'Dev:Tabber' not found.</format>
<format>Original Waves 1-19, 21-24 & 26-29 <format>{{{music-6}}}</format>
</group>
<group collapse="closed">
<header>Ambience</header>
</group>
</infobox>
Description
[edit]Containment was the event map for the third and final night of the Hexscape Event. Like other event maps, this map had a specialized wave structure with special enemies. Players started with a varying amount of cash, based on how many players there were in the match. The rewards you received were based on how many waves you survived and if you won a match. This map had two difficulties, Easy and Hard.
Cash was only gained if an enemy is killed, or in some cases, damaged by a specific amount of health. Additionally, the amount gained was a set amount of cash, which was not always equal to the enemy's health. In solo, you received 100% of the cash when an enemy was killed, or it was damaged enough. With each additional player, this decreased by 25%, which means that in a trio, you only got 50% of the cash. This amount was distributed between players based on how much damage they dealt. However, if a player did not deal any damage, they would receive a percentage of the enemy's full cash upon its death or when it was damaged enough, which was 12.5% in duo and 16.7% in trio. If it was a decimal, it gets rounded up or down depending on the decimal value. If it was at least 0.5, it got rounded up. If it was less than 0.5, it got rounded down. For example, the Withered gave CashScript error: No such module "Money". after losing 25% of its health in solo, CashScript error: No such module "Money". in duo and CashScript error: No such module "Money". in trio between the players that damaged it. Players that did not damage it received CashScript error: No such module "Money". in duo and CashScript error: No such module "Money". in trio.
Health of enemies in this mode scaled with player count. The increase was 10% more health in duo and 20% more health in trio. The first increase was not always the same amount, while the second increase had a varied amount it increases health by. Both increases were affected by enemy health.
This map had the HP Locked modifier, which set the base health to 100, the Blood modifier, which made enemies have a blood effect when killed, the Farm Banned modifier, which prohibited Farms from generating cash. Additionally, on the Hard difficulty, the Cowboy and Golden Cowboy got their cash generation halved, and the Gatling Gun Banned modifier was added, which removed the Gatling Gun from loadouts of players.
This map featured three bosses, being Corrupted Titus, Corrupted Conserver and the final boss, Primordial Drakobloxxer.
Design & Path
[edit]Containment took place in a giant crater, which before its creation was a village. Remnants of civilization could be found around the map, with broken tracks, burned down houses and skeletons, and random objects like planks that were scattered around the map. Multiple rocks and cliffs could be found inside the crater. There was also a large portal to The Nightmare Realm, which acted as the enemy entrance, and a corrupted super computer, which acted as the exit.
The path started at the portal and then split in two directions, that took on different twists and loops before merging after the small hill in the middle of the map and into the corrupted super computer that marked the end. There was also a separate path for Primordial Drakobloxxer, which could not be seen. It started and ended at the same points, but took a different route.
Interactive Map
[edit]The <a href="/w/Map:Containment" title="Map:Containment">data map's source code</a> no longer passes data validation. Please fix the errors.
Objective
[edit]At Wave 30, the "Defeat the Drakobloxxer" objective would be tasked to the players. This was because the final boss, Primordial Drakobloxxer, did not follow the main path and instead moved around the map towards the exit, disregarding the main path, instead using its own path. Upon defeating it and completing the objective, the match would be triumphed and the final cutscene would play.
Preset Loadouts
[edit]In the Easy difficulty, there were three preset loadouts: Vanguard, Sentinel and Onyx Squad. If not chosen after 30 seconds, the loadout chosen would be randomized. In the Hard difficulty, every player was given the Harvester if they did not have it equipped already.
Rewards
[edit]The game calculated how many Experience EXP you received based on how many waves you survived and if you won a match. During periods of 100% more Experience EXP (Friday – Sunday), any Experience EXP earned was multiplied by 2x through the XP Boost modifier. The VIP gamepass also multiplied any Experience EXP earned by 1.25x through the VIP Boost modifier. These two boosts were additive.
Rewards were calculated as:
| Coins Reward | EXP Reward |
|---|---|
| Easy | |
| Coin 150 ÷ (1 + [(30 ÷ Current Wave) - 1]^1.3) + Coin 50 (Triumph Bonus) | Experience 80 EXP ÷ (1 + [(30 ÷ Current Wave) - 1]) |
| Hard | |
| Coin 850 ÷ (1 + [(30 ÷ Current Wave) - 1]^1.3) + Coin 150 (Triumph Bonus) | Experience 250 EXP ÷ (1 + [(30 ÷ Current Wave) - 1]) |
Triumphing Containment could give out an additional reward, which could be any of the Hexscape Event consumables. These items were:
- Common (60%)
- Turkey Leg
- Easy: 1-3
- Hard: 2-4
- Pumpkin Bomb
- Easy: 1-2
- Hard: 2-3
- Turkey Leg
- Uncommon (40%)
- Sugar Rush
- Easy: 1-2
- Hard: 2-3
- Sugar Rush
Badges
[edit]There were also a few badges which can be obtained when playing this map. These were:
Wave Structure
[edit]Containment had two wave bonuses, based on the difficulty. In Easy, the wave bonus was calculated as:
- CashScript error: No such module "Money". + ([Waves Completed - 1] × CashScript error: No such module "Money".)^1.15
In Hard, the wave bonus was calculated as:
- From Waves 1–12:
- CashScript error: No such module "Money". + ([Waves Completed - 1] × CashScript error: No such module "Money".)^1.15
- From Waves 13–25:
- CashScript error: No such module "Money". + ([Waves Completed - 1] × CashScript error: No such module "Money".)^1.2
- From Wave 26:
- CashScript error: No such module "Money". + ([Waves Completed - 1] × CashScript error: No such module "Money".)^1.25
On Wave 30, in the Easy difficulty every player was given CashScript error: No such module "Money"., while in Hard, every player was given CashScript error: No such module "Money"..
Depending on player count, the wave bonus was reduced using multipliers. These multipliers are:
| Players | Reduction per Player | Total Reduction |
|---|---|---|
| Solo | 0% | 0% |
| Duo | 10% (Easy) 5% (Hard) |
20% (Easy) 10% (Hard) |
| Trio | 1% | 3% |
For example, on Wave 2 when difficulty is set to Hard, the wave bonus was CashScript error: No such module "Money"., rounded down to CashScript error: No such module "Money".. The full number was used in the equation. In duo, it was CashScript error: No such module "Money". (CashScript error: No such module "Money". × 0.9), while in trio, it was CashScript error: No such module "Money". (CashScript error: No such module "Money". × 0.97). The wave clear bonus appeared when every enemy from that wave was killed and no damage was dealt to the base health. It was 25% of the wave bonus in solo, while for duo, trio and quad it was 20%.
Waves could not be skipped in Containment. The waves in Containment mode followed these timings:
| Waves | Wave Timer |
|---|---|
| 1-4 | 0:40 |
| 5-9 | 0:45 |
| 10-14 | 0:50 |
| 15-19 | ∞ |
| 20 | ∞ |
| 21-24 | 1:00 |
| 25 | ∞ |
| 26-29 | 1:05 |
| 30 | ∞ |
Bolded names indicate an enemy type's debut.
Strategy
[edit]- The Cowboy and Golden Cowboy cash generation is halved in the Hard difficulty, though they are still great as they can defend the early waves while also generating income.
- Towers such as the Golden Soldier, Golden Scout, Golden Crook Boss, or even the Militant can fare quite well against early waves.
- High DPS towers such as the Turret, Ranger, Golden Minigunner, Accelerator and Engineer are needed to face the threat posed by this mode.
- The Electroshocker is quite useful as it can mitigate the nimble attribute on enemies, stun crowds, provide AOE damage and is able to hit flying enemies.
- It will also not conflict with other towers like the Pyromancer when stunning.
- The Golden Pyromancer is great as it can easily deal with large hordes of enemies while also reducing their defense.
- The Pyromancer is also usable here, though it may not be as effective in dealing with crowds.
- In the Hard difficulty, you will have a sixth tower slot for the Harvester, you can use this tower for its thorns ability, which can damage multiple enemies and slow them down.
- It is not recommended to bring your own Harvester for this reason, as you will waste a spot for other necessary towers.
- Support towers like the DJ Booth and Commander are essential to boost your towers.
- The Medic is especially useful as Primordial Drakobloxxer will have multiple of AOE stun abilities, making it quite useful as it can remove stuns from towers.
- As Primordial Drakobloxxer does not follow the normal path and instead circles around the map a couple times before it heads to the exit, towers with more so large range and high DPS such as the Turret and Ranger are recommended to constantly deal damage to it.
- Placing towers near the middle of the map is also recommended so that all towers are able to hit it without getting out of range.
- The DJ Booth can also be quite useful as it can boost the range of your towers.
- This map is good for grinding Candy Corn Candy Corn, as it gives the most Candy Corn Candy Corn per match than every other mode.
Gallery
[edit]Icons
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Containment on the game icon.
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Containment on the game icon.
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Containment on the game icon.
Thumbnails
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Containment on the game thumbnail.
-
Containment on the game thumbnail.
Renders
-
Containment on a render
Trivia
[edit]- If the Wasteland Harvester skin was equipped by a player, it would appear on the Harvester that the Hard difficulty gives, even if the tower itself was not equipped.
- When Containment first released, it actually was different from the intended version. It was quickly changed to its intended version minutes later, meaning all differences are impossible to find.
- The music that played was a slightly different version of Return to Ruin than the intended one.
- The dialogue was different and actually featured the Commander, though this dialogue was just copied from The Classic Event, specifically Classic Candy Cane Lane.
| Commander Dialogue | |
|---|---|
| File:REWCommanderSkeptical.gif | Sure has been a while since I've been here. I wonder where this portal came from. |
| File:REWCommanderSkeptical.gif | Regardless, this seems to be a pretty standard operation, nothing too out of the ordinary. |
| File:REWCommanderScared.gif | Wait a second... I'm picking up some strange readings. I'm losing connection! |
Update History
[edit]- 30 October 2024
- Bug: Containment accidentally released without all the proper changes being applied.
- 30 October 2024 - v1.39.0
- 30 October 2024 - v1.39.2
- Bugfix: Cutscenes now plays properly.
- 30 October 2024 - v1.39.3
- Bugfix: Harvester is no longer removed from player's loadouts after restarting.
- 4 November 2024 - v1.39.7
- Bugfix: Hard difficulty now gives Coin Coins.
- 20 November 2024 - v1.42.0
- Containment removed.
Notes
[edit]- ↑ The spoken dialogue differs from the on-screen text, which reads: "This is more than likely EXO's private realm network. We are positive there's at least an undiscovered fragment in there. Let me look into this."
| Hexscape Event | ||
|---|---|---|
| Previous Map | Current Map | Next Map |
| The Nightmare Realm Night II |
Containment Night III |
N/A End |
| PVP | ||
|---|---|---|
| [[:Category:Easy Maps|Template:Colour]] | Crash Course • Judging Hall • Laser Stadium • Warm Land | |
| [[:Category:Normal Maps|Template:Colour]] | Desert Oasis • Distant Shapes • Opulent Remains | |
| Sandbox Mode | ||
|---|---|---|
| [[:Category:Hard Maps|Template:Colour]] | Classic Candy Cane Lane • Classic Castle • Classic Forest Camp • Classic Island Chaos • Classic Winter | |
| [[:Category:Insane Maps|Template:Colour]] | Badlands • Rotfield | |
| [[:Category:Special Maps|Template:Colour]] | Dev • Headache Headquarters | |
| Story Exclusive | ||
|---|---|---|
| [[:Category:Easy Maps|Template:Colour]] | Abandoned City | |
| [[:Category:Normal Maps|Template:Colour]] | Severing Connection • Tutorial | |
| Event | ||
|---|---|---|
| Undefined | Area 51 • Village of Despair • Eggy Island | |
| [[:Category:Easy Maps|Template:Colour]] | Rotfield | |
| [[:Category:Normal Maps|Template:Colour]] | Cyber City • Foggy Forest • D00M's Revenge • Cold Ambush • Krampus Frosthold • Outpost 32 (Operation I.C.E) • Outpost 16 • Banlands • Blind Faith | |
| [[:Category:Hard Maps|Template:Colour]] | The Heights • Nightmare Carnival • Tower Outskirts • Totality Tower • Classic Candy Cane Lane • Classic Winter • Classic Forest Camp • Classic Island Chaos • Classic Castle • Bathroom Approach | |
| [[:Category:Insane Maps|Template:Colour]] | Trick or Threat Town • Outpost 32 (Frost Invasion) | |
| [[:Category:Event Maps|Template:Colour]] | A Dark Tale • The Haunted Past • The Great Finale • Huevous Hunt • Failed Gateway • The Nightmare Realm • Containment • Pls Donate • Korblox Temple • Nil Zone • The Narratorium | |
| Removed | ||
|---|---|---|
| Undefined | Candy Cane Lane • Doomspire • Island Chaos • Subzero • Castle • Mount Amillion • End of the Line • Canyon • Castle Outskirts • Candy Valley • Fungi Forest • Freight Fright • Graveyard • Winter • Robloxia • Ancient Colosseum • Highlands • Voidlands • PVP | |
| [[:Category:Easy Maps|Template:Colour]] | PVP_1 • PVP_2 • PVP_3 • PVP_4 • PVP_5 • PVP_6 • PVP_7 • PVP_8 • PVP_9 • PVP_10 • PVP_11 | |
| [[:Category:Hard Maps|Template:Colour]] | Polluted Wasteland • Nightmare Carnival | |
| Unreleased | ||
|---|---|---|
| Undefined | Backwoods • Battlefront • Castle Outskirts • Dusty Ruins • Fogged Lair • Fraction Zone • Gingerbread Town • Hallows Ville • Mars • Petulance Ground • Pumpkin Patch • PVP_11 • PVP_3 • PVP_6 • PVP_8 • PVP_9 • Unknown Castle Map • Unreleased Halloween 2020 Map • Unreleased Tournament Map • Waste Ground • Weepers Gaol • Winterfall • WIP City | |