Terrain Discussion: Flanks
Next up on the map/terrain discussion train; flanks.
Most maps in multiplayer shooters have multiple pathways of engagement. This includes many things (teleporters, portals, wraparound maps (thing of the original Pac-Man game), tunnels, and so on), but one of the most important and most interesting are flank routes. These are especially important for TT mode games as the focus is on taking the current point to fight over the next one, but they make any map more tactically exciting and enjoyable to play.
The importance of having multiple routes to a target cannot be overstressed in such a game as the 3 PvZ shooters, and having multiple routes, and especially with good cover for those routes so that players can’t just camp out on a high point near the center of the map and blast people on both flanks, is crucial to keeping matches interesting and not breaking into camp-fests. This is the main reason I, and many others, don’t like Time Park all that much; it’s too easy for one team to grab the crucial middle point where all the other areas link into and camp it.
For a good example of solid flanks with good cover, the very first point of Zombopolis in GW2, the Park, works out so well. The plants can attack via the central paths or the far right/left flanks to get to that control point; there’s a lot of houses to be found for cover and therefore lots of high ground with hills and roads winding around the area so you not only get rooftops, you get rooftops on hills, hills, and the roads as well, there’s that tree at the back of the point zombies can snipe from, and the plants can use the creek by the spawn to keep their heads down if the zombies get a little too spawn camp happy. I’ve had many a game as the plants where we had issues getting a teleporter up, and the zombies tried to camp to a crazy degree but while they were doing that, a few of us snuck around the other flank or even right down the middle, and took the point behind their backs. Zombopolis is one of my favorite maps not just for TT or for GW2, but for online shooters ever, and the layout is possibly the best reason, even above how great it looks.
Obviously, that isn’t the only point or only map with such a great setup. Even some camp heavy points, like the beginning of Zomburbia where the plants are after the Scientist’s house first and zombies will often camp the plants to an obnoxious degree, the flanks can make a world of difference. Get those walls broke open on both sides, use that high point on the plant’s left, and be aware of the battle over the center opening once the big zombots on the wall are gone, and I’ve seen bottled up plant teams not only take that first point, but go on to win the game at times! That point would still be better to be less campy, I’m first to admit, but it does at least have some options.
Most of the maps in the 3 PvZ shooters have some kind of flanks, but besides the problem with the aforementioned Time Park, BfN has problems with small, or less usable flank routes, which makes the matches feel a bit monotone in character as opposed to energetic and interesting, although some of that is the changes to some characters as well. The worst example of this is the first point of the Turning point map; the plant’s left flank with the beached ship is a nightmare for the plants when engineers, especially with the rubber upgrade so their shots bounce further, spam their attacks into that area, and their turrets keep them supplied with ammo so they never have to let up. You can use the other flank, and a zombie team that over relies on this is likely going to pay for it, but it’s not fun to deal with and if you do push the right flank, the map at the first point to get the cart is so narrow that the camping engineers can still hit the plant’s right flank with ease and cover is less effective when the shots can bounce around like that.
In conclusion, having multiple routes to fight the other team and contest objectives makes for more exciting matches. It keeps games from devolving into the same tactical situation every time you play on a particular map, which means you can’t just use the same approach every time, which is good for the game as it doesn’t degrade to just playing by rote. Having flanks that are close enough that you can react to the opposite one, but far enough that you can’t just camp at one and hit all the routes of approach is important for good map design and game play. Having maps that give us options and have varied tactical situations make for a better experience, and good flanks are a huge part of this.