New Map Ideas/Map Changes/New Varients
. As a player who enjoyed GW1 dearly, playing GW2 allowed me to come up with some ideas for this game. I came up with ideas for some potentionally promising maps and some map changes that I feel are needed in one of the games current maps. I also came up with some ideas for varients for some characters on both teams. Some statements I say are my personal opinion you do not have to agree with them for it is just my opinion.
What I first want to address is a new map idea while incorporating some of the old maps from the first game. As a player in GW1 and GW2 I play gardens and graveyards or the new term turf takeover whenever I play. There were two maps that I loved to play and those two were "The Mega Flower" and "Main Street". I think that the mega flower map should be brought back but with a unique twist to it where the flower is dead and the zombies own the territory that was previously owned by the plants. The original map the plants defended and the zombies were attackers where the zombies goal was to destroy/kill the mega flower while the plants were trying to stop them. With the new map zombies are defending and plants are attacking. The plants goal is to revive the mega flower before the zombies uproot the recently vanquished mega flower(uproot like a tree stump). Now since the zombies started in zomboss mountain in the original map I think the first two points in the original layout should be removed instead these two points are reworked to be totally new where the map layout starts with the plants capping these first two points which lead into some of the original points from the original map. The point of this is to create a feel of familiarity while also introducing newness. The first two point layouts are different and new while the last three points have layouts as the original map did. However because zombies own this territory when the player arrives to the third point to cap it will really spark this feel of familiarity. Since the layout is the same which these three points are the castle, the port, and the lighthouse(finale). Because the zombies own this territory they made some changes to what players like me are originally used to seeing from the original map. For example the castle could be a zomboss labratory now instead of the old castle players were used to seeing. Now my ideas with the finale is the plants need to attatch plant food to the roots of the mega flower. This concept is derived from the GW1 map Main Street. In the finale of the map the zombies are trying to stop the tactical cuke from taking out their home base. In order to achieve this they must plant explosives on four support beams while the plants have to defend the support beams. For this mega flower finale the zombies must defend four major roots while the plants need to attatch plant food to these roots to be injected into the mega flower. Now I feel this would make an interesting finale for because of the plants more defensive abilities they could place mines,tallnuts, and spike weeds. Meanwhile the zombies only have sticky explodey balls and tackel shields. Thus compensates for the zombies high damage due to their more offensive build. I also feel bringing back main street as it was in the first game with the plants defending and the zombies attacking. I feel the maps currently in GW2 are small, not by entire layout, but the distance attackers must walk to get to the point. It sometimes makes teleporters useless which I think is most noticeable in Moon base Z with Miner Diner. Bringing back the long distance the attackers must travel gives the teles a bit more use. Now there might be some changes to some layout in the old maps since the new characters are now in play and might get some advantages that were not possible before.
Now moving on to some tweaks I think should be put in one of the current maps in GW2. I have played a lot of turf takeover and I am currently at, I am not sure what to call it, prestige 15 and have seen an issue in Seeds of Time. The finale is what needs attention for I have seen and done this and that is lowering the drawbridge. From what I can infer the drawbridge is meant to be lowered by the time the zombies push the bootering ram towards the second checkpoint. From a lot of the games I have been in the drawbridge is lowered before the zombies even reach the first checkpoint. The zombies would sneak behind the plants and lower the drawbridge to get extra time and make things easier to reach the castle. I feel their should be a out of bounds barrier where the levers are until the zombies begin pushing the bootering ran down the hill toward the second checkpoint or when they reach the second checkpoint. That way the plants have a chance of defending the levers instead of the zombies sneaking past their spawn points. Another thing I would like to touch on is when the bootering ram reaches the gate it is basically game over for the plants because it takes almost like two seconds to activate the bootering ram. When defending it all it takes is one zombie to rush in and activate it before the plants have time to react. Even a scientist can run in and activate it while under fire. I think that the time to activate the bootering ram should be increased slightly so the plants actually have time to react. Now don't get me wrong there have been some rare games where the plants win but most of the time the zombies win. Now I am not trying to say that the teams are unbalanced or balanced I am not going to give my opinion on that greatly. I just felt the plants had it a bit unfair for defending the castle.Another thing is I feel the different points to capture in any map in GW2 for turf takeover favors the defenders. From my experience in the first game the defenders just had to stall the zombies until the time ran out. But that is just my opinion on that subject.
I felt like I had some creative ideas for character varient concepts. Now this is concepts not stat wise for I am unsure what they would be like stat wise and how to execute them properly. Starting on the plants team is corn I thought up of about three different varients. The first is a toxic varient where the corn has a look of a moldy decaying corn sorta like a rotting apple. Now with corns fire rate I feel he could be a little powerful so I think he might have less damage or lower fire rate. The second varient a Kettle corn who is similar to the popcorn and jade cactus. For anyone who doesn't know what kettle corn is it is popcorn with a sugary caramel glaze on it. The way kettlecorn would work is he has a three burst fire rate maybe and like jade cactus if his shots missed they would explode a second or two after hitting a surface. The third varient which I am unsure of what his special attribute would be is a Indian corn. Now I am not sure if it is something that could be in the game but I just wanted. to put it out there. For citron I had two new varients in mind. The first is similar to toxic corn with the decayed look to citron. The second is Blood citron, when I first thought of this I thought of him similar to Vampire flowers life leech. However I decided to scrap that attribute since I felt it would be to powerful for a character with 200 health. Now one which I am not sure would work is a Clemetine citron, what would make this citron special is he is smaller and faster sorta like imp. He will have less health but be a more mobile citron and being a annoyence. The last varient for plants is for cactus which has been in GW1. That is the three burst cactus AKA citrus cactus. Now I know citrus cactus was added for sponsership, but the mechanic is something I would like to see again. Because the three burst would do a decent amount of damage and really help with mid to somewhat close range. This will add another offensive cactus that will really help with herbal assualt maps. So far the only offensive cactus is bandit cactus which in my opinion kinda sucks. Now I am not saying the character citrus cactus should come back instead make a new cactus and give her this mechanic for I think it was a cool attribute for cactus. Now moving to zombies the first is All-star, with a legendary known as soccer star. Now I saw from another post about this cool legendary for a All-star. Now the concept of shooting soccer balls was a bit shakey. What I thought of was having him shoot soccer cleats. Now I am unsure what the special attribute would be to him and since he is a legendary what the special bar would be. The next character is scientist and that is the Epidemologist or a disease researcher. The way he would work is he would shoot little parasites that would latch on to plants on a direct hit with a temporary lingering effect. It would be a effect like fire damage however I am unsure what this effect would be. The next is for pirate which I have two varient ideas. The first is related to the different positions on a pirate ship. That is the crows nest, this pirate although I am unsure what to make him look like would be like the camo cactus where he would have a enhanced zoom since he always is looking out from the crows nest. The next varient could possible be a toxic depending on everybody elses response. This pirate would be covered in seaguls and have bird poop on his cloths since he has birds on him. Again another reference of life at see sort of, now kinda like park ranger he shoots skunk spray at his enemies. This seagul pirate would shoot bird poop which makes sense for a toxic class. Now I have been unsure on what other people will think of this so I also came up with him just shooting seaguls.
I hope everybody could potentionally use these ideas to make some great characters or inspire them for other new creative ideas. I really hope this new map idea will be something in a future update for I fell is a fan favorite along with main street. Let me know what you think of these ideas and this new map idea for mega flower doesn't have to be plants attacking it could be the same as it has always been.