The Last Stand

Overview

 * This is a survival map with an unlimited number of waves, although it is technically playable in "any" game mode.
 * The victory condition when started as a Campaign mode game, is to survive at least 10 waves.
 * While it is possible to put Feats of Strength in the lobby, they 'll not be enabled when the map starts, but 'll come in the waves like in a Survival game.
 * In order to unlock the achievement "Leaving Loek III", you don't need to play this map long enough to have all 5 Feats of Strength activated. Surviving 10 waves even on Easy Mode is sufficient for the achievement (provided you have completed the three other maps 100%).
 * In Campaign mode, the game mode on the menu is displayed as The Last Stand.
 * This is the only map where you can play Survival in Easy difficulty. If played this way, the curent game will be displayed as The Easy Stand.
 * The map has 5 Simo units. These are the same as the ones from the Roboticist perk.
 * There is a Rolfinator, that can deal high damage to lumes, at least in the first loops of waves.
 * Before waves 4 & 8 there are time limits, one minute each (in the first loop of 10 waves)
 * The resources given are 500 in the beginning & 400 after each wave.
 * The bases given are 10 in the beginning and 6 after waves 1 to 9, for a total of 58

Trivia
The map has some Easter eggs (link in Youtube: [1 ])

Notes & tactics

 * A common tactic of the first playthrough is to just survive 10 waves, regardless of whether Easy mode or usual Campaign is chosen, and then the player(s) to just remove towers & bases in order to accelerate the process of reaching the ending.
 * The 5 Simo units can help very well as a bait for enemies and as a last line of defense if lumes penetrate.
 * Pretty much any type of towers can succeed, depending on how long the player(s) want to survive. Same applies to perks, and at the same time most weapon perks and towers tend to lose impact if the game goes long, despite of their capabilities in Campaign mode.
 * This is the map with the biggest possible count of air enemies, so having Anti-air + Range spire can help greatly.
 * Bloating the Soakers can help for faster dealing with them, thus also assisting towers in the execution process.
 * If the player(s) wants to survive longer, then there is a big need of towers with a serious lategame capability, like:
 * ACP (unmatched when it comes to crowds, and the Range spire is able to boost it even to a degree, in which it covers the whole map and hits all ground lumes on arrival, if the game goes that long)
 * Anti-air (for longer runs in Survival mode it is a must in this map). It is good to set it to Least health, in order to kill most air enemies before the Healers, to prevent their healing on the air lumes, or to 'Closest' in order to protect the core from the flyng things. Overcharging is highly cost-efficient, although still it feels somewhat better to have two of this towers due to the excessive count of flying lumes in this map.
 * Range spire (generally more important than the Amp, the Slow fields and the Mind control spires, a great support for the ACP & the Focus)
 * Amp (needed later on after some overcharges and/or stacking of damage towers)
 * Slow fields (great co-action with the Range spire, a great support for the ACP & the Focus; mainly for coop mode)
 * Mind control spire (usually better to come after the other support towers; mainly for coop mode. It is less viable when it comes to non-aggressive lumes, since vs them it can hold only one lume at a time)
 * Makeshift cannons (just for the stun; mainly for coop mode)
 * Drone tower (just for a bit of an assist with the Soakers. This tower doesn't need overcharge and even upgrade, since the map has no Bobble Heads or Hoverers; mainly for coop mode)
 * Focus can do limited job vs high-health lumes, but is not quite good vs crowds and many of the important waves have high density. If using it, it's good to grant it as much sight as possible - with less obstruction of other tower(s). If it has sight to the core as well, it can help against penetrating lumes. One of the main problems with it lies in its low synergy with the Amp Spire. If there is much pressure on the Amp, then random other towers like Gatling and Friendship lasers can beat its single-target DPS at a certain moment.