Marshlands: Difference between revisions

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{{MapInfobox
{{MapInfobox
|title1=Marshlands
|title1 = Marshlands
|image1= <tabber>
|image1 = <tabber>
|-|Icon= [[File:MA logo.png]]
|-|Icon = [[File:MarshlandsIcon.png]]
|-|View= [[File:MarshlandsView.png]]
|-|View = [[File:MarshlandsView2.png]]
|-|Top Down = [[File:MarshlandsTopDown.png]]
</tabber>
</tabber>
|developer=Your_Adversary
|developer = Your_Adversary
|difficulty=[[:Category:Normal Maps|{{Colour|00FFFF|Normal}}]]
|difficulty = Normal
|length_measurement = 01:02.94
|length=[[:Category:Long Maps|Long]]
|wave_structure=Normal
|wave_structure = Normal
|rewards = {{RewardsList|Normal|Hardcore = Hide|Voidcore = Hide}}
}}
}}
__TOC__

==Summary==
==Description==
'''Marshlands''' is a daytime map, with light haze, that takes place in a forested wetland.
'''Marshlands''' is a nighttime [[Maps|map]] that takes place in a forested wetland.


==Design & Path==
==Design & Path==
{{Tabber
'''Marshlands''' takes place in a canyon that has a waterfall. This flows into a swamp-like area where it flows off into a river into the mountains. The swamp appears 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 can be seen around the map. Mountains surround the entire map and trees can also be seen growing in the wetland.
|Current
|'''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 grey slate path begins and ends at two caves in the mountains. At several points, it goes into the water. One water section of the path is supported by wooden planks.
The brown path starts and ends at a cave. It crosses over two bridges to get over the waters.
|Version 1
|'''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==
{{Tabber
|Current
|{{Map:MarshlandsV2}}
|Version 1
|{{Map:Marshlands}}
}}

==Rewards==
The game calculates how many {{Coins|Coins}}, {{Gem|Gems}} and {{Exp|}} you receive based on how many waves you survived and if you won a match. During periods of 100% more {{Exp|}} (Friday – Sunday), any {{Exp|}} earned is multiplied by 2x through the [[XP Boost]] modifier. The VIP [[Gamepasses|gamepass]] also multiplies any {{Exp|}} earned by 1.25x through the [[VIP Boost]] modifier. These two boosts are additive. Regular {{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.

{{Rewards|Normal}}


==Strategy==
==Strategy==
*Your towers should be placed further down the path as they would have more time to hit enemies there.
*This map has awkward cliff spots, so the [[DJ Booth]] is recommended.
**With range boosting, cliff towers can have good coverage of the map.
*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.
*Towers, like the [[Sledger]], [[Toxic Gunner]] and [[Electroshocker]], can help slow down enemies, since there are many corners where they can be placed.
**As the [[Ranger]] can cover the entire map, this tower is especially recommended.
**Short-range towers, like the [[Gladiator]] and [[Shotgunner]], are also ideal for this reason.
*This map has a very long path, possibly enabling the player to farm early waves with less risk.
*Towers should be placed near the small pond, or the end as this is where most of the ground space are.

**The section near the destroyed building will likely be out of range unless you have a long-range tower like the [[Turret]] boosted by the [[DJ Booth]].
==Gallery==
{{Gallery|
{{GalleryHeader|Map Icons}}
<gallery>
MA logo.png|First version (8 May 2021 – 31 October 2022)
</gallery>

{{GalleryHeader|View}}
<gallery>
MarshlandsView.png|First version (8 May 2021 – 31 October 2022)
</gallery>

{{GalleryHeader|Top Down}}
<gallery>
RahnnemshNOWATERMARK.png|First version (8 May 2021 – 31 October 2022)
</gallery>

{{GalleryHeader|Development Images}}
<gallery>
MarshlandsDI1.png|Current version on a development image.
</gallery>
}}


==Trivia==
==Trivia==
*A humanoid can be seen sitting down on a computer monitor outside 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."
*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''.
**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.
*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==
==Update History==
*'''8 May 2021'''
*'''8 May 2021''' - [[Overhaul v1.3|Overhaul v1.3.0]]
**'''Marshlands''' added.
**'''Marshlands''' added.
**'''Bugfix''': Enemies can get stuck when the path dips to the water onto the planks.
**{{Bug}} Enemies can get stuck when the path dips to the water onto the planks.
*'''12 March 2022'''
*'''12 March 2022''' - [[v1.1.0]]
**'''Bugfix''': Enemies can no longer get stuck when the path dips to the water onto the planks.
**{{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|Hardcore]] mode.
**Difficulty changed from {{Color|Normal}} to {{Color|Easy}}.
**[[Enemies Beta]] modifier added.
*'''25 October 2024''' - [[v1.38.0]]
**Difficulty changed from {{Color|Easy}} to {{Color|Normal}}.
*'''5 June 2026''' - [[v2.0.0]]
**[[Enemies Beta]] removed.
**No longer playable in [[Hardcore Mode|Hardcore]] mode.






{{MapNavBox}}
{{MapNavBox}}
[[Category:Normal Maps]]
[[Category:Long Maps]]

Latest revision as of 17:06, 18 June 2026

<infobox>

 <title source="title1"><default>Marshlands</default></title>

<image source="image1"></image> <label>Developer(s)</label> <label>Difficulty</label> <format>Normal </format> <label>Length</label> <format>Long (01:02.94)</format> <default></default> <label>Wave Structure</label> <format>Normal </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>{{{music-1}}}</format> <format>{{{music-2}}}</format> <format>{{{music-3}}}</format> <format>{{{music-4}}}</format> <format>{{{music-5}}}</format> <format>{{{music-6}}}</format> </group> <group collapse="closed"> <header>Ambience</header>

</group> </infobox>

Description

[edit]

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

Design & Path

[edit]

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Interactive Map

[edit]

Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Rewards

[edit]

The game calculates how many Error creating thumbnail: File missing Coins, Error creating thumbnail: File missing Gems and Error creating thumbnail: File missing EXP you receive based on how many waves you survived and if you won a match. During periods of 100% more Error creating thumbnail: File missing EXP (Friday – Sunday), any Error creating thumbnail: File missing EXP earned is multiplied by 2x through the XP Boost modifier. The VIP gamepass also multiplies any Error creating thumbnail: File missing EXP earned by 1.25x through the VIP Boost modifier. These two boosts are additive. Regular Error creating thumbnail: File missing 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 Error creating thumbnail: File missing 250 ÷ (1 + [(20 ÷ Current Wave) - 1]^1.3) + Error creating thumbnail: File missing 50 (Triumph Only) Error creating thumbnail: File missing 50 EXP ÷ (1 + [(20 ÷ Current Wave) - 1])
Casual Error creating thumbnail: File missing 350 ÷ (1 + [(30 ÷ Current Wave) - 1]^1.3) + Error creating thumbnail: File missing 100 (Triumph Only) Error creating thumbnail: File missing 75 EXP ÷ (1 + [(25 ÷ Current Wave) - 1]) + Error creating thumbnail: File missing 15 EXP (Triumph Only)
Intermediate Error creating thumbnail: File missing 500 ÷ (1 + [(30 ÷ Current Wave) - 1]^1.3) + Error creating thumbnail: File missing 100 (Triumph Only) Error creating thumbnail: File missing 120 EXP ÷ (1 + [(25 ÷ Current Wave) - 1])
Molten Error creating thumbnail: File missing 550 ÷ (1 + [(35 ÷ Current Wave) - 1]^2.4) + Error creating thumbnail: File missing 400 (Triumph Only) Error creating thumbnail: File missing 135 EXP ÷ (1 + [(35 ÷ Current Wave) - 1]^2) + Error creating thumbnail: File missing 50 EXP (Triumph Only)
Fallen Error creating thumbnail: File missing 700 ÷ (1 + [(40 ÷ Current Wave) - 1]^2.4) + Error creating thumbnail: File missing 650 (Triumph Only) Error creating thumbnail: File missing 200 EXP ÷ (1 + [(25 ÷ Current Wave) - 1]^2) + Error creating thumbnail: File missing 50 EXP (Triumph Only)
Hidden Wave Error creating thumbnail: File missing 100 Error creating thumbnail: File missing 250 EXP
Frost Error creating thumbnail: File missing 800 ÷ (1 + [(40 ÷ Current Wave) - 1]^2.4) + Error creating thumbnail: File missing 1,200 (Triumph Only)
Error creating thumbnail: File missing 75 (Triumph Only)
Error creating thumbnail: File missing 200 EXP ÷ (1 + [(40 ÷ Current Wave) - 1]^2) + Error creating thumbnail: File missing 100 EXP (Triumph Only)
Hardcore Error creating thumbnail: File missing 150 ÷ (1 + [(45 ÷ Current Wave) - 1]^3.5) + Error creating thumbnail: File missing 250 (Triumph Bonus) Error creating thumbnail: File missing 200 EXP ÷ (1 + [(45 ÷ Current Wave) - 1]) + Error creating thumbnail: File missing 200 EXP (Triumph Bonus)
Voidcore Error creating thumbnail: File missing 250 ÷ (1 + [(50 ÷ Current Wave) - 1]^3) + Error creating thumbnail: File missing 450 (Triumph Bonus) Error creating thumbnail: File missing 200 EXP ÷ (1 + [(50 ÷ Current Wave) - 1]) + Error creating thumbnail: File missing 300 EXP (Triumph Bonus)

Strategy

[edit]
  • 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.
[edit]

Map Icons

View

Top Down

Development Images

Trivia

[edit]
  • 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

[edit]
  • 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


File:MapsNewHeader.png
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