Map hazards and gimmicks
Maps are filled with differing environmental hazards that can hinder players and differing gimmicks that make a map stand out more. Not every map has them but it makes them more unique if they do. Some of these gimmicks will be subjectivly included.
Gw1
Sharkbite shore and port scallywag: water is a massive hazard if you are careless and drown yourself.
Jewel junction: The trains are arguably the most well known pvz hazards. They strike through the center of the map with a warning before hand blocking shots and running over anyone satnding in their way. Disabled in ops as a garden relies on the railway as a position.
Driftwood shores has water throughout the maps which can be troublesome trying to traverse the boatyard and cliffside.
I included water for these maps because it isnt just the out of bounds map fall off and can be found in the interior of the maps as a hazard as well.
It also has the cannons in the finale to travel to the mega flower.
Gw1 didn't have tok many but gw2 will more than compensate for it.
These will be more map specific for gw2 do to maps like seeds of time having a bunch for example.
Zen peak: little gongs and fireworkds can be set off around the map. I get these are destroyable objects which are things found on any map but on Zen Peak the fireworks really stand out. A cool idea would be for the gongs to act a like stun grenades to anyone too close them when rung.
Boney island: lava inside the volcano is an instavanquish if you touch it.
While a long shot it would have amazing if every once in a while the volcano erupted and lava blocked off the entryways and vanquished anyone inside maybe even have flaming debris fall down to deal damage on the map. Or atleast like seeds of time where it rises to cover the first floor and threatens players.
Sandy sands: A sandstorm blows through the map that greatly lowers visibility so that you can't see very far and can only see close things around you. It also appears in ops. A similar siren to the one for the trains can be heard when it blows in.
My main complaint is that it barely shows up. In a hard round of ops with 4 players it only happened twice in between waves, made a cool background for the super bean wave though. For such a unique event that elevates sandy sands it doesnt get used enough.
Z tech factory: The portals allow players to travel around the map allowing better movement. Occasionally zombie supplies can be transported to these plrtals that will block combat but otherwise pose no risk to the people.
If a match has gone on for too long, a Zombot on the assembly line will malfunction, step off of the assembly platform and walk around the map in a preset course. Sirens will start blaring if a Zombot has malfunctioned which is signaled by an electrical surve anong its body. If the Zombot has activated, none of this map's other gimmicks will continue to function (except for the Teleportation Walls) as zombie cargo will stop in its tracks.
Before the Zombot joins the fight, multiple Zombots can be seen being assembled near the center of the map. The Zombots can still hurt the player though, (often instant KO), and will set them on fire if they are too close when they blast off.
Zombot and cargo transports are disabled in ops.
An amazing set of gimmicks for a map. Although I feel the zombot rarely gets used enough since it shakes the map up so well. I get why its disabled in ops as an instant ko would be rage inducing and the zombot would also step on incoming foes and negating a boss wave very easily, although it would be pretty funny seeing a three boss wave end because he steps on them.
Time park: has the gateways which act more like teleporters. This leads to many flaws with camping the gates since you can't see what's on the other side. An ability disabler right by them would be a step in the right direction.
Lunar landing: Half the map is in low gravity which allows for very high jumps.
Frontline flats: two cannons in the map to travel halfway across the map in a hurry.
Zombopolis: The disco machines outside the disco diner force their victims to dance leaving them vulnerable for a time.
The trainyard sees the return of jewel junction trains but right off the point and with less visual warning however due to platforms in the junkyard you can go over them now.
The finale has teleporters to go farther into the facility faster and a lava pit below the zombot you can fall into.
Moon base Z: half of the map is in low gravity.
Great white north: At windy pass a blizzard will blow through occasionally obscuring vision like sandstorms. The first area also has to areas where the ice can crack and break and you'll fall into water.
Imagine if this happened throughout the map rather than this one point.
Seeds of time: portal doorways, yhe bottom floor pf the dinoland volcano has rising lava ahich can cover a pathway you must jump over to make it or wait for it to subside, the natural vents outside also apply the ice status effect look to your character if your hit with a spray from them, zygpt has a door swith to open and close the middle door, Azia has fireworks and gongs, the finale has cannons.
So many one off things in seeds of time but I feel like some of these should've returned in future maps like the doors being closable/opening on both sides or the hazards of rising lava.
Some cools ideas but I feel like they should've been used more overall and that more can also be done.
Bfn maps are weird since they use some of these but to a less effective extent.
Colossal fossil: Two minecart tracks are in the mine can instavanquish players with a light warning of their arrival. They feel like a poor mans jewel junction since they barely affect the map as a whole and can just be avoided entirely.
Funderdome: hot cheese, water, and ooze.
Rocky flats: hot cheese that burns you and knocks you into the air. Its alright if guess.
Oozevoir: ooze that causes you to bounce into the air. Disabled in ops and replaced by metal floors.
Good potential but ultimately boring in ops and the ooze just makes firefights annoying which is a shame that bfn's first new map was such a letdown.
Goopy gully: the mines contain hot cheese that can also shoot up platforms on it. Once again it's alright.
Turning point: some water and a jump pads launch sequence alongside a electric device that can vanquish in specific areas.
Not every map needs some kind of gimmick/unique hazard but they are much more memorable with them.
Some i felt weird about to leave out like infinity times rainbow waves where the map itself changes color. Would make for a cool map if reused.
Imagine if there was a crazy setting that immediately activated a sandstorms in ops but kept going the while game like the low gravity setting.
The weather system getting scrapped after gw2 is also very strange as more could've easily been done with it like a cemetery map entirely encased in fog.
Bfn tried to in lude more hazards but a lot of them fell flat. The hot cheese just seems to mess with controls and is frustrating to get out of and the ooze makes firefights unfun and ops doesnt include it anyway.
Now back to the drawing board of what to post.