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DeliciousSamosa's avatar
6 years ago

Turf Takeover Maps...

I'm disappointed that they don't rotate between day and night. This is something GW1 and GW2 did well and gave the game more variety. But instead, we'll play the same old maps over and over... What made GW1 and GW2 maps amazing was how the visuals were always so different and unique from before.

Peachy District is aesthetically an attractive, upbeat map, going from a park to a restaurant to a museum to telecommunication station,  but we've already seen this sort of aesthetic from Main Street and Walnut Hills in GW1. Rotating between day and night would've been really cool but no...

I'm convinced Turning Point is the worst map in the history of PvZ TT, with some of the blandest and most repetitive visuals I've ever seen. The first and second points are too similar which is not so great. The 3rd and 4th point aren't any better. Pushing a payload is a very good objective feature but it moves so slow and is awkward to move.

Goopy Gully had potential to be one of the best maps in TT history but it just became repetitive after the 3rd point. If you've ever played Mount Steep in single-player, you would notice that if you go even deeper underground, then you'd find an industrialised mining factory underground. If this was included in the Goopy Gully map, this map would've easily been the best map in the game with some of the coolest visuals in TT.

Loggy Acres is boring. Just a lot of trees and destroyed scenery due to the latter. The best part about the map is the 4th point which isn't even that good. Including the swamp from Camp-near-a-Lake single player would've help make the map more unique.

Preserved Pastures shares the same story as most of these maps, getting repetitive visuals after the 2nd point. The best parts about this map is the first point and the right of the fourth point.

All of these maps can have a day-night alternative to give more variety. Maps like Peachy District would very much benefit from this.

Why I made this is because in this game TT maps are bland and lazy compared to GW1 and GW2. Just look at maps like Cactus Canyon and Driftwood Shores from GW1; Moon Base-Z and Seeds of Time from GW2. They are some the best in the series.

Thanks for reading...

20 Replies

  • @Shinobicap It happens to me a lot. I sit through it sometimes and even kill these tryhards. What I really detest is as soon as they start losing, they LEAVE which is infuriating.

    @stukapooka Couldn't have said it any better myself. 

  • Shinobicap's avatar
    Shinobicap
    6 years ago

    @DeliciousSamosa  and not to mention most of these people are on zombies 90% of the time. We all know zombies are stronger than plants.  These are people that ruin the game for new players that are trying to learn.

  • Lybry_Book's avatar
    Lybry_Book
    6 years ago

    Bringing the gw/gw2 maps back wont work gameplay wise.

    The gw1 maps are way to open and without falloff you would just randomly die from a mile away and with falloff, snipers would dominate the maps, with flankers not having any viable way to approach them.

    The long range classes in gw1 wherent really snipers, since most of them couldnt burst you down in two shots.  BfN sniperdesign is fine, but maps need to have flanking routes and limited sightlines so that they dont dominate.

    (This is a issue regardless of falloff exists or not)

    Gw2 Turf maps have the same issue, with the only difference being that they overuse the colour purple.

    So the maps wont work in bfn without a redesign.

  • Recently I feel that in 1st - 3rd points, defense team became easy to win.

    I think it is good change, if it is not my misunderstanding.

  • @DeliciousSamosa I can agree with most of the post, accept that i really like the BfN maps, (they are rlly good) and that i hated Moon Base Z!!
    Its the worst map in the whole series!
  • Iron_Guard8's avatar
    Iron_Guard8
    Legend
    6 years ago

    The only map of any mode between the 3 PvZ shooters I actually dislike is Time Park in GW2, at least in most modes as one team would just camp one section and make the matches very tedious. That being said, the TT maps in BfN are my least favorite of the lot. Preserve Pastures is my favorite of the group so far, but GW1 and 2 have better maps overall.

    BfN TT maps aren't as exciting or silly as the previous games, even if they do have their own charm. I do like that they only have 4 points as that means the matches can be shorter, I love Main Street from GW1 but it has 7 total points so can be a long match. At first I wasn't happy with the smaller number of points but in practice in means they can make the maps go faster and hopefully make more maps over time. 

    Tourist Trap Isle is a good map but the end game is not as good as we have elsewhere, I especially loved the end game on Moonbase Z with the space balls even if it could get a bit too sniper/camp happy. 

    I would love for them to update the old maps to the new textures and more open spots to allow the big characters to function on those maps. Daisy Drive is an homage to Suburban Flats and other references exist in other maps but some of these old maps have a lot of love in the community and it would be nice to have them brought forward to BfN.

    While we're at it, I also miss something pretty minor, but I really liked in GW1; when the G&G match was over (GW1 only had G&G so wasn't called TT back then), there was an animated map that placed the gardens and graveyards on it based on the current map so instead of the generic end scene like we had in GW2 and BfN, it added a little individuality to the event and was a nice touch. For those that haven't played GW1 or don't remember, like this:

  • My issue with bfn maps is how on most points the corners are completely covered so not only is hard for the opposing team to remove someone from the point without entering it themselves, its very easy to ambush the opposing team because they can't see you in the corners until they're on the point. Another issue is the payload sections. While I'm not against the idea of payloads, once it starts moving its really hard to stop because of the large lobby size and how beneficial it is to the attacking team. You go to stop the payload, eliminate a few people pushing, then there will always be a group behind them to continue pushing because of the large lobby size while the ones you eliminate become the new backup team all the while the defending team also has to contend with the frontal offensive.

    One last note is that I can I make a separate post on why Peachy District is the worst TT map in pvz. Actually I could make a list of problems for the other initial TT maps except for Turning Point which is pretty good gameplay wise. The new maps are also pretty good.

  • All base of operation (attack team's respawn area in first stage and defense team's respawn area in last stage) have auto healing effect, except zombie zone in Turning point's last stage, is it true?

    I don't test it in July, but according to my memory this bug(?) remains long.

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