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Iron_Guard8's avatar
4 years ago

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.

6 Replies

  • @Iron_Guard8A flank ahould not simply exist for the sake of exisitng but also provide valuable reason to use it. Look at the bowling ball lane in zgypt which allows you to flank behind the enemy team while also keeping you relatively safe yet at the same moment a plant like peashooter can use it and ambush you at the start of the area.

    Main street also uses this well with buildings and sewer systems as you are less likely to be picked off at range and can gain the vantage point of building windows but have less room to move around in a firefight.

    Flanks should offer advantages and downsides to the scenario and not just be there to be there.

    Zombopolis does have some good ones like the flanks to the disco diner that keep you off the street and avoid the disco balls but risk taking longer to get to the objective or being picked off by a straggler.

    Bfn is horrid at this as why would you ever take a flank since it never provides any tactical advantage like the third point in peachy district or the 3rd point of loggy acres. They are also terrible to defend as pots die horribly and they can't get corner shots like bonk choys in gw1 who were a serious threat potentially looming around the corner and you couldn't just charge in braindead.

    Another thing to address with this is the AI. In gw you could have some follow you or go their own way but in Bfn both classes and fodder AI alike run into the front door and never flank. In gw2 the AI classes would even have defenders flank the attackers occasionally.

  • Iron_Guard8's avatar
    Iron_Guard8
    Legend
    4 years ago

    @stukapooka A good point about the Zgypt point on Seeds of Time. The left flank for the zombies has the other secret lane where you have to stand on that one sarcophagus and the wall opens, leading to a path that not only flanks the point, but also gives some extra high ground and has a few traps. Not using these 2 extra routes enough is probably why a large percentage of games on Seeds of Time ends at that point.

    I would add though, that flanks existing at all add a lot to a map's design. It's one piece of a tactical puzzle that may not be as appreciated in general as it should be. Designing maps that are fun, interesting, and memorable isn't all that easy, and the maps we love most are often exactly because the devs put a lot of effort into the work. 

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago

    @Iron_Guard8I literally did not know about that sarcophagus for a year until I found it on youtube. Generally everyone by now knows of the bowling pit though. AI games almost always end on zgypt becaus of that.

    I'm not disagreeing as good flanks make a good map memorable simply that im arguing that if it really doesn't add anything to the map than maybe the devs should reconsider its design and make sure it has a valid reason to be used.

  • Iron_Guard8's avatar
    Iron_Guard8
    Legend
    4 years ago

    @stukapooka Yeah, I knew about the bowling alley first too. I think I found that camel switch when playing solo to hunt down gnomes back near launch. It wasn't until quite a bit later that I found out about that other flank. Even later than that, I found out about getting that moon worm to appear on Moon Base Z thanks to Zero.

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago
    @Iron_Guard8 The flanks really help zgypt and they're pretty fair as defenders can see them activate with the walls raising and there is risk to using them that's inspired by Egyptian movie booby traps.

    The worm is so difficult as it requires multiple players. They should've added a sign that at least said "taunt here". At least you can see the big guy in the mines.
  • Time to talk about flanks!

    I do know about the concept of flanks quite well, as I often take it into consideration when playing a shooter. I will generally stick with my team, as I like to be a team player, and not really seperate from my team that often, and I might retreat if our team seems to be losing a fight (but may continue to provide additional firepower from a safe distance). As I have a lot of experience in GW2 and BFN and know most of the maps inside and out at this point, with some exceptions, I am familiar with most of the different routes that you could use to attack from in order to surprise your enemies and make your enemies unaware of your presence until you strike. If you and your team are always approaching your enemies from the same direction, this becomes predictable and your enemies can use this opportunity to set up in that area and stop your team from breaking through all, although if your team loses a fight once or multiple times, you can attack them by surprise by approaching from another angle that they did not expect, which will hopefully distract or scatter your enemies and using this method can allow your team to win fights.

    Having the different routes to approach your enemies from allows you to attack them by surprise, which can be used to create a diversion for your team by distracting your enemies. Your enemies will wonder where your attacks are coming from, and then may focus on attacking you, which can allow your team to set up an attack while your enemies are distracted. Knowing which areas in a map that you can flank your enemies from is greatly useful for breaking through objectives or areas guarded by enemies, and I have flanked multiple times in the past this way, by temporarily seperating from my team and launching an attack or powerful abilities to weaken the enemies, making it easier for my team to vanquish the enemies and I can go back to my team. If your team flanks enemies from different angles, it will be harder for your enemies to defend against attacks from all different directions. I can see why flanks are really useful, and flanking your enemies could even be the difference between your team winning and losing the match. Because face it, if your team only had a single path to attack from, your enemies could take advantage of this and can set up and completely deny your team from breaking through.

    This is why I can see that flanks are so important!

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