Forum Discussion

stukapooka's avatar
3 years ago

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.

3 Replies

  • I love it when a map has gimmicks, traps, and other notable effects, like that giant worm thing on MoonBase Z and the shark on Port Scallywag. The PvZ shooters are full of references and Easter eggs too, and I always liked how they had those little touches as well as adding extra challenges to the maps.

    Out of the 3 shooters; GW2 definitely does this best, although GW is second I feel, with BfN in last as usual. 


    I love the Zombot going nuts in Z-Tech Factory although I don't see it that often. Is it actually based on time though? It seems like I've seen them go nuts pretty early sometimes, and not seen it all for several matches. I thought there was some kind of random factor involved for it to happen. Either way, it's quite dangerous and I've seen the Zombot take out a lot of players when you get a rogue one!

    The Zombot at the end of Zombopolis was great too, as it attacks the plants that are trying to take it out, but the zombies have to be careful to avoid its attacks as well. You can always fall in that pit of lava below it as well!

    BfN does have the garlic by the waterfall in Giddy Park Easter egg which is pretty cool. 

    On Moonbase Z, those little info terminals can be interacted with by most characters to get some interesting 'info'. 

    The various plaques on the walls in Seeds of Time in the Rome area are quite fun to read, and those gnome info signs are hilarious.

    We could go on and on about these little fun tidbits. Some of it gets reused, but part of why GW2 is still my favorite multiplayer shooter, even 6 years after launch, is the combination of fun gameplay, great characters, the PvZ IP, and the attention to detail. GW2 did lose a couple things that GW did better (soldier's rocket showing missing after fired, better animation for spikeweed for examples), but GW2 is brilliant fun. 

    Now we just need an actual GW3 one of these days.

  • stukapooka's avatar
    stukapooka
    Legend
    3 years ago
    @Iron_Guard8 I forgot about the shark in port Scallywag.

    The zombot is randomly time based. At first I thought you had to shoot it but that never worked.

    The amount of detail in the gw games is criminally underrated even by its playerbase.

    Look at lunar landing for example: There are golf balls you can hit to shoot downrange and can actually see how far they get and the golf ball buckets gave you alot more to play with. This was also in cactus canyon and crash course. Or in z tech factory or the plane scraps in crash course had brain vending machines that when damaged actually shot out little brainz. Or golf cart wheels still spinning after being destroyed. It's not some huge gameplay changing thing but it makes those maps stand out just a bit more.

    There are a lot more that even in my aesthetics post and here I couldn't do them justice if i tried like the moon base trams that actually light up the areas they go over or the seeds of time/time park confetti machines that continually blast them out. This is someting even brand new modern fps games often struggle doung as things like a skda can can be considered a nailed down prop that you can't shoot off. Its way the physics in the source engine still astound people today.

    For a long time it took me a while to realize what I disliked about the bfn maps besides bad layout and that was just feeling more lifeless overall than gw maps.

    Gw1 despite arguably being the most flawed has still got so much going for that in some ways are even better than gw2 and its no wonder why the game was so succesful and is still player over nearly a decade later with strong numbers.

    I doubt we'll ever get a true gw3. The official twitter has been silent since I believe september. We are at the peak of the dark age right now but we don't know if we truly reached the absolute climax of it.
  • Map gimmicks add a nice touch to each map, and hazards are sometimes annoying, especially if you are vanquished by it. They provide extra attention to detail, for instance, Wall-Nut Hills because at the last point you have the Wall-Nuts rolling down the mountain which can instantly vanquish anyone is hit, which makes it harder for zombies to make it up to the mansion, although the plants can be vanquished as well if they attempt to spawn camp which is useful. Peachy District in Battle for Neighborville essentially did the same thing with the TV station except that the Wall Nuts no longer instantly vanquish plants and zombies hit by them, I'm not sure why this change was made.

    I like the sandstorms in Sandy Sands too, however unfortunately I do not see it occur much either, although the sandstorms tend to occur at least once per match when playing Ops from my experience. Lots of maps have a fall hazard in some locations at the edge, resulting in some locations being semi dangerous if you place your garden or tombstone there in Ops. I know that Garden Warfare 1 had some notable gimmicks as well, such as Driftwood Shores having a Mega Flower at the last point in Turf Takeover which I have seen gameplay of.

    Actually, it would be useful if every map had a hazard which would instantly vanquish any player, even if it is simply a bottomless pit or an occassional self activated trap of some sort. Occassionally in Ops the game will glitch and we will be unable to finish the wave, therefore being forced to leave the match entirely. I would rather just vanquish our whole team and then use a team retry than have to leave the entire match. I tried to jump off the map in Time Park when this happened, unfortunately this did not work though.

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