Forum Discussion

Iron_Guard8's avatar
7 years ago

Garden Warfare Talk Topic: Maps

Originally I was going to make one big post pointing out some of the key differences between GW1 & GW2 after playing them both back to back over the weekend but that post was getting so long, even for me, that I decided to instead move to individual categories for the community’s perusal and for comparison.

Overall I prefer GW2 over GW1 but GW1 wins in some categories despite this. To this day I see some players talking about how they miss GW1 and GW2 isn’t as good but what are the reasons we prefer one over the other?

This post will be the first of many I plan to make over the coming days. I want to give my own opinion but also want to see those of others. There are a few people that don’t post much if at all anymore like RealitySquared off the top of my head but maybe the new DLC will bring some back and we can get more people giving their thoughts on the subjects.

For this first post I want to talk maps. Now the general consensus is that GW1 maps are better but why is that? GW2 has some great maps and I think all the maps are above average compared to other shooters barring one map; Time Park. Time Park is a cool concept that works fine for Ops but for competitive multiplayer, not so much. All too often one side takes hold of a section, usually the center, and the other team is forced to attack blindly into the teeth of pea Gatlings, big bolt blasters, and the like.

Time Park aside I think the main reason people generally like the first game’s maps better is that they had a mostly suburbia feel; the greenery, the cozy houses, and the like. The zombies are the attackers and the plants defend and the maps reflect this, even in the maps that aren’t used for G&G but for ops and the other modes, the only one that fits the Zombies as home is the Zomboss Estate and that one in the daytime is still brightly lit overall. Chomp Town, Main Street, Suburban Flats, etc. all felt like the plants were at home and the zombies the invaders.

In GW2 the maps are more mixed and I’ve seen people comment they didn’t like the darker feel of the zombie themed maps. I also have seen people complain that the new game is too silly which is just weird to me. PvZ is always silly, that’s the point! One may say that Seeds of Time is an odd place to fight but surely so is Scallywag Shores? And Scallywag Shores is a personal favorite to boot! GW2 tried to vary things up a bit and while I appreciate it, I do miss my old stomping grounds. I’ve heard some complain that Zombopolis is too big but I’ve never really seen that myself and it’s one of my favorite GW2 maps as well. They did such a good job on the map’s style and flow that I really enjoy it, disco dance drones getting me vanquished and all!

I would argue that neither game has bad maps (barring Time Park for MP games). In GW2 it seemed like they were trying to avoid the 2 things I still see a lot in GW1; Rooftop camping by soldiers and peashooters and all the cacti sniping down open avenues. GW2 still has both things but with added wrinkles such as we see in Aqua Center modified from the original Garden Center to reduce some of the sniping as well.

In my personal opinion I do love certain maps in both games although some of my favorites are in the new game; my personal favorites: Chomp Town, Frontline Flats, Zombopolis, Main Street, Driftwood Shores, Crash Course, Cactus Canyon, Scallywag Shores, and Lunar Landing. If the old maps were in the new game, I’d be quite happy, even if modified to suit the mechs and other minor tweaks, but the new maps aren’t bad at all and in fact I’d argue that many of them are better balanced overall.

What do others think? I’d like to know what you guys think and I want to bring these things up to help the devs with the game and the new game in the works as well.

5 Replies

  • I can’t say wheteher I like one over the other, but there certainly aspects that I miss and welcome. In GW1 the majority of maps seem a little tighter or you able to get from one side of the map to the other a little quicker (laterally).  I agree that there were more tiers to fight from giving snipers the advantage in GW1.  In the first game I loved every level on there, yes even cactus canyon.  In the sequel I’m not a big fan of moon base z or GWN.  I can’t explain why.  I think it has to do with me hating ice levels as a kid in any game.

    The depth to GW2 is far greater.  With that comes some lag issues we’ve all succumbed to. To the point where I can say “ok, I have 3 party characters and one legendary on my team, so I can’t be a character where aim is crucial”.  The only real lag I remember from the first one is the false swallow by a chomper and you’re still alive.  I’ll gladly take that back by the way.  I’ll continue this later but this great topic just might make me late for work.

  • Iron_Guard8's avatar
    Iron_Guard8
    Legend
    7 years ago

    I really like Cactus Canyon myself, especially pushing the golf cart at the end as zombies. Never understood why it wasn't as well liked as some others barring that it has only 5 checkpoints compared to 6 for most and 7 for Wall-Nut Hills.

    I don't see the lag that often in GW2 past that first party event when the portal kept exploding anyway! I do see the Chomper displacement bug where the Chomper burrows someone and I go to shoot them but they suddenly jump a few feet away so take no damage until this 'warp' is finished. I know it's a common issue though. 

  • Iron_Guard8's avatar
    Iron_Guard8
    Legend
    7 years ago

    Also as a kind of throwback EA game comment. I had Racing Destruction Set on my Commodore 64, an old EA game where you could make your own tracks, and made a narrow all ice track with a lot of jumps. It was terrible! 😃

  • Maps in both games have issues, however each revolve around their specific aesthetic and characters.

    GW1 is the first attempt at translating the tower defense formula of PVZ into a third-person format.  Plants defend while zombies invade and try to ruin crazy dave's life;  a greater emphasis is placed around the plants protecting something rather than zombies milling about.  This aesthetic is taken into account for when engaging in Ops, Taco Bandits, and Garden/Graveyards except for team vanquish and vanquish confirmed as those are more player focused.  Most of the characters have the same jump height and obstacle placement is reflected to account for combatants to move around the field and avoid horizontal surpassing fire.  

    GW2 is the second attempt and concentrates more on the actual battleground of the zombies/plants; now both plants and zombies have a chance at defending in addition to 6 new unique playable characters.  The zombies have taken control of some parts of the plant's home and an opportunity is presented to showcase that in the form of a herbal assault.  As the endless struggle between plants and zombies keeps reaching consistent stalemates, a third neutral party (Gnomes) was introduced to provide an interlude to the continual fighting.

    The biggest problem in multiplayer (unsure about PVE) moreover present in GW1 is when the map remains too open and there is barely enough cover to survive suppressing fire either from a higher altitude or enemy lane tactics. Zomboss Estate can be a good example where the terrain is flat in the front and with both points(gnome bomb and suburbination) near there results in the victory for whomever controls those 2 points.  Walnut Hills last 2 points are mildly difficult for plants defending as scientists can enter dave's mansion using energy warp with no repercussions and zombies spawn closer to the 5th capture point. Jewel Junction is a pretty well-designed map, but has problems with separating fire-fights between outside and inside the house.  Sharkbite Shores has a long stretch before reaching the town where high houses provide ample cover for snipers, leaving chompers/sunflowers/engineers/all-stars pretty vulnerable.  Driftwood Shores' Marina and Castle are difficult to obtain as zombies as plants have excellent advantage in terms of setting up a defensive and engineers can be easily targeted and taken out.  Main Street's 1st and 3rd points can be hard to capture depending on where the engineer is placed and chompers have the advantage in these areas due to the buildings' many corners. Lastly, Cactus Canyon's 1st point, 5th point, and mini-game provides more opportunities for zombies to advance as the incline is close enough to the spawn allows for the just right cover to lay down suppressing fire without getting too hurt. 

    Gw2's issue is the conflict between its premise and characters.  Since the zombies have control of some areas, should it not be more fortified or decrepit?  Piles of trash or ransacked houses should litter the neighborhood and some areas should still have remnants of a friendly neighborhood. With the new characters introduced, the jump heights for these characters allow them to move more freely across the battlefield, however this restricts others from forcing them out of these spots as buildings or vantage points are too close to the battleground to allow allies to effectively see and remove the scouts.  My hope is in the future that these vantage points will be taken more into consideration in relation to the battlefield and any new characters released. The battleground also takes into account the size of a seven-person team instead of only 4, which results in long periods of walking between spawn and the choke point. For maps, Time Park has issues similar to Jewel Junction in that the fire-fights are separated between the center of the park and the surrounding area.  Z-tech Factory can sometimes spawns you and allies to close to points where it may not be advantageous to contest and the middle section of the map is utilized too often for team vanquish and vanquish confirmed.  Zen Peak is generous to plants defending, but the rooftops allow soldiers and peas to easily snipe grounded units.  Lunar Landing like Time Park/Jewel Junction has the fire-fight separation problem, but now places low gravity on all characters outside of the building.  Frosty creek is easy for zombies to move through and plants can be separated very easily from one another resulting in quick team losses.  Sandy Sand is pretty fun to play in as well, though team vanquish and vanquish confirmed make it difficult to separate enemy troops from staying together especially with electric variants. Moving onto Turf takeover, while Zombopolis is pretty fair overall, the death and stun hazards in the map make it difficult to maneuver through and provide less lanes to attack from.  Zomburbia is solid as well except for the 2nd and final assault as rooftop soldiers/peas, chompers, and snipers have an easier time attacking combatants in the 2nd point than close range zombies due to the obstacle placement; the academy graduation party's gallery is usually the only spot people pick to defend. Moon Base Z's 1st and 5th point are on opposite ends of the spectrum as the 1st point is difficult for plants to obtain due to the length of the map while the 5th point is less advantageous to zombies due to the many walls and enemies attacking the point at an incline. The same can be said about Great White North, though the 3rd point is less predictable and the mini-game usually results in zombie victory. Finally, Seeds of Time has an interesting difficulty curve, which other than the 1st point, results in a difficult cart push that leads up to the castle assault where zombies will often jump into plants' spawn to gain the advantage.

    Foremost, I would like to apologize for the long post, but at the same time address where I feel on certain areas.  Note that I did not mention the garden center, Frontline flats, port scallywag, and chomp town as they are pretty solid in terms of layout and help to even the odds.  For Gw1, I am more lenient to its dilemmas as they revolve around player interaction and are supposed to increase difficulty as you move from point to point.  Gw2's maps, despite the increased number of maps, I rather see less experimentation and a greater focus on balancing the battleground and decreasing the chaos that can occur outside of fight lanes as well as size.

  • Iron_Guard8's avatar
    Iron_Guard8
    Legend
    7 years ago

    I appreciate the long post @bobburgers6 ! It was very thoughtful and well written. I indeed felt that many maps in GW1 gave the rooftoppers (generally Pea Shooters and Foot Soldiers) and snipers (generally Cacti) advantages over the others. Rooftops give certain classes great advantages and there were a lot of them in GW1. Due to there being less of them, like your point about Zen Peak, they stand out when they are present in GW2 whereas in GW1 they were quite common. There also seems to be more cover in GW2 so it’s harder to he be sniped although it still happens of course.

    Your point on Jewel Junction vs. Time Park makes sense but I feel the fact that you can’t see what’s on the other side of a portal in Time Park makes it a chore in multiplayer. Jewel Junction also had the multiple levels around the train, especially at the center whereas Time Park lacks this; each area has fixed points of entry that are easy to watch for those waiting, and turret mode is heavily used by many classes on this map. Lunar Landing has some issues thanks to the indoor/outdoor nature and the change in gravity but I’ve never had the issues I’ve had on Time Park here. This doesn’t invalidate your point but it seems less of a concern than Time Park has been.

    The castle on Driftwood Shores is often a stumbling block for the zombies as you say. It’s a great area, I don’t think GW games have an area that doesn’t look good to be honest but that castle is one of my favorites. The Marina and Docks tend to be a bit rough for zombies but I would say the docks are worse than the Marina as getting a teleporter setup for the 3rd point there is really rough and the one position is barely out of LoS of that garden, along with the high positions the plants can take to snipe down on top of you while the other position is exposed to concentrated assault and has a long walk around, often under fire, if the teleporter isn’t up. The Marina does have a similar issue but it has rooftops that are easier for zombies to get to high ground while plants have the boats with Cactus parties onboard. Perhaps points 2, 3, and 4 on this map are all pretty rough? It sure feels like it at times.  

    As a zombie I have often held the gallery to prevent a plant win in Zomburbia. It always seems the easiest to defend, and likely is based on placement and spawns. I may harry the plants at the library and often that one courtyard pile of TP inside the academy between the library, dining hall, and the gallery, as its so exposed and any plant using it is a sitting duck, but the gallery is indeed often the spot the zombies will try to hold if the plants push them to that point.

    Thanks for your well-thought out input on the discussion!

About Plants vs. Zombies™ Franchise Discussion

Zombies trying to enter your house? Keep them in check and discuss the best gardening techniques on the community forum.27,693 PostsLatest Activity: 7 hours ago