I would like to make a thread about a topic that I have in mind quite some time now.
I’ve played GuildWars 2 since the release and something what bothers me further and further is the missing depth the maps have.
The issue can be parted in two different problems:
1) Missing depth in towns: There are no corners. You got wide places everywhere but almost no corners, secret places or alleys, very few accessible houses and confusing measurement for objects.
Basically, what I mean is, for the most part, if you can’t look behind a corner from afar, you probably wont be able to get behind this corner.
2) Missing detail in landscapes: I’m not talking about grass, trees or the texture quality. I am talking about the lack of realistic landscapes, caves, bays, hills, anything that would give some variety. There are already some things like that, but it’s not common. The areas without anything on it beside a tree or a rock are way too dominant.
I know these things are like they are for the sake of the performance but I hope this could be considered for future maps.
So what I’m suggesting is to get rid of big wide areas which are simply empty. Areas which fill no purpose but to be passed. I would like to give roads and routes more meaning by cutting of some other paths and by “concentrating the action” on those roads. The other parts of the maps shouldn’t be meant to simply travel through, that’s what the raods are for, but to be explored. Nice landscapes, that aren’t easy accessible, neither to see them, nor to travel to them.
I would like to explain the problems I have by showcasing Drytop, the new map. There is a village, which is basically just a wide place with two rocks in it and a canyon which hardly fills any purpose. If I think of an oriental town I think of small, winding alleys between all houses, lots of angles and impasses. Prosperity, the town, is basically just one wall and one house you can go into. It greatly lacks detail. Another thing I would like to point out is the lack of details in the skybox. if you go all the way up to the diving goggle and look around, you hardly get the feeling of being in a real desert or wasteland. I think this feeling could be easily countered by a better skybox which has some hills, dunes or Oases. It would get perfect if the skybox of one map would teaser the landscape which can be found in the next map. A map which also greatly lacks detail is Snowden Drifts which I highly dislike. Almost the whole left part of the map serves no purpose at all, it’s just a big, open, wide area which is completely boring. There is no difference if you would take the southern route, the northern route or the road in the middle. It lacks also proper mountains. Either there is a single rock which is so steep that you can’t climb it or it’s just a flat hill.
I would at last leave some positive things, areas where the map creation has been done right or where the current map design doesn’t suffer that much.
Map creation done right: Salma District. This is what I think would be a good rate of detail. Personally, I would like to be able to walk into all houses, I know this wont be possible. But I would like to get into every third house atleast, I would like to have smaller but more ways around, more to explore, more secrets to discover.
Where the current map creation works:
Wayfarer Foothills. The current map design waives large woods or anything that blocks your vision, mostly because it would hit the performance too hard. This is however the problem I have with the most maps, the quantity of stuff you could find. A map which that doesn’t apply to is Wayfarer Foothills, where you would expect, based on its snowy mountain theme, no great detail. Yet the south part of it has a good degree of detail, it simply fits.
(edited by HHR LostProphet.4801)
