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Re: One thing that bothers me in bfn maps:verticality

The verticality of GW1 and GW2 is one of the reasons that made those games so awesome. It really sucks that BfN decided to go the whole “Paladins/Overwatch” route of making every map so linear and bland. It makes the world feel so claustrophobic if there’s countless invisible walls everywhere I go. And it’s really apparent in Giddy Park, too.

1 Reply

  • stukapooka's avatar
    stukapooka
    Legend
    5 years ago

    @YaBoiMattyKYeah I hate the overwatch feel but even their heroes had more vertical options, like I remeber the castle in driftwood shores having to fight off soldiers and allstars (walnuts and shields allowed smart players to stack and get higher up but now all star is a bad tf2 heavy/Winston and cactus is a bad widowmaker clone in bfn) who would get to the ceiling and rain down on the objective as peashooters had to fight them off and how you could actually get on top of buildings in the backyard or soldiers getting on the disco robots plus junk towers in Zombopolis (Superbrainz was my main due in gw2 to his no cooldown high jumps which allowed for testing height and why I dont really like him anymore in bfn) but its impossible to get really high in giddy park or the regular maps.

    Another complaint I have with bfn is just how random and disconnected some of the maps feel with no underlying theme in pvz like time travel actually referencing the two sides and their present day conflict in gw2 or overall abandoned countryside/city in gw1 and it sticks out like a sore thumb with the pve areas having normal trex fossils (where did the chomposaurus go?) Or lack of character backstories from the almanac.

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