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Succumb to the dark sun! Like many before you.
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Description

Marshlands is a nighttime map that takes place in a forested wetland.

Design & Path

Marshlands takes place in a swamp surrounded by mountains. The terrain is split into three parts by the waters, which are connected by wooden bridges. Trees can be seen in the waters and on the land. Multiple small cliffs and large stones are also scattered across the map. A broken wooden building can also be found here.

The brown path starts and ends at a cave. It crosses over two bridges to get over the waters.

Marshlands took place in a canyon that had a waterfall. This flowed into a swamp-like area where it flowed off into a river into the mountains. The swamp appeared to have flooded part of the map, with a destroyed building and several planks being seen in the swamp. Despite being a wetland, several buildings could be seen around the map. Mountains surrounded the entire map and trees could also be seen growing in the wetland.

The grey slate path began and ended at two caves in the mountains. At several points, it went into the water. One water section of the path was supported by wooden planks.

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 1x.
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 Gem100 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)
Hardcore Gem150 ÷ (1 + [(45 ÷ Current Wave) - 1]^3.5) + Gem250 (Triumph Bonus) Experience200 EXP ÷ (1 + [(45 ÷ Current Wave) - 1]) + Experience200 EXP (Triumph Bonus)
Voidcore Gem250 ÷ (1 + [(50 ÷ Current Wave) - 1]^3) + Gem450 (Triumph Bonus) Experience200 EXP ÷ (1 + [(50 ÷ Current Wave) - 1]) + Experience300 EXP (Triumph Bonus)

Strategy

  • Your towers should be placed further down the path as they would have more time to hit enemies there.
  • The DJ Booth is quite useful as it can buff both ground and cliff towers to have more range due to the map's large size.
  • There are multiple cliff spots near the middle of the map, which allow cliff towers such as the Ranger to cover a decent amount of the path.
    • As the Ranger can cover the entire map, this tower is especially recommended.
  • This map has a very long path, possibly enabling the player to farm early waves with less risk.

Map Icons

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Top Down

Development Images

Trivia

  • A humanoid could have been seen sitting down on a computer monitor outside the first version of the map, with text on the monitor's screen that reads, "He came out of nowhere. He had no family. He had no dreams. He had one goal. Revenge."
    • This text is a reference to the game, SUPERHOT: MIND CONTROL DELETE.
  • There used to be a bug where some enemies would get stuck when the path dipped to the water onto the planks on the first version of the map.

Update History

  • 8 May 2021 - Overhaul v1.3.0
    • Marshlands added.
    • Bug: Enemies can get stuck when the path dips to the water onto the planks.
  • 12 March 2022 - v1.1.0
    • Bugfix: Enemies can no longer get stuck when the path dips to the water onto the planks.
  • 31 October 2022 - v1.4.2
    • Marshlands remade.
    • Made playable in Hardcore mode.
    • Difficulty changed from Normal to Easy.
    • Enemies Beta modifier added.
  • 25 October 2024 - v1.38.0
    • Difficulty changed from Easy to Normal.
  • 5 June 2026 - v2.0.0


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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