Map / Mode Concept

Map / Mode Concept

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Posted by: Zietlogik.6208

Zietlogik.6208

This is a quick sketch / concept I was thinking up at work (bored…yep)

Anyways, the current map layout looks like this:

http://imgur.com/AfXVQmj

I will go into detail over the different sections, but overall, just want to get some impressions, and feedback.

The map itself could potentially be used for both sPvP, WvW (2 servers), or a new gametype all together.

NOTE:The premise is that it can support as a variety of different game modes with varying objectives, while still maintaining the same shape and functionality. This is not necessarily about the game-modes themselves, but instead having maps that support more than one game-mode.

The 4 main game modes I can think of would be as follows:

Capture the Flag – 2 Teams face off and attempt to claim a flag located in the center of the map and return it to their home base, while being awarded additional points for running supplies from the nearby camp to their home supply depots.

King of the Hill – 2 Teams fight for control of the center location of the map, being awarded points for the amount of time the point is held by their team.

In this game-mode each team has a limited amount of lives that can be expended before the team is defeated. Gaining control of nearby supply camps will steadily return “lives” to the team that captures it.

Lord Rush – 2 primary teams fight to breach the enemy castle and defeat the Lord that resides inside. A secondary team will be provided the tower in the center to hamper the enemies advances towards each others base.

In this mode, the matches will consist of 3 rounds, each round swapping teams to a different position (2 castle teams, 1 tower team) If a lord is not killed within the time limit, the secondary team is awarded the victory (center team) In the event of a 3 way tie, the team with the highest accumulated score across all 3 rounds will be the victor.

Supply Chain – 2 Teams fight to control the 2 supply camps on either side of the map, points are only awarded for successful escorts of supply to their respective supply drop. (think kinda like Jade Quarry in GW1)

I have no real insight on what optimal setups for player numbers would be to make this entertaining, but I assume anything from 8v8 to even 30v30 would be feasible.

That’s it…thats my random thought process when I am bored. Hopefully people will understand that this isnt a serious set-in-stone suggestion, but more of a hopefulness that we can see larger scale maps, that may be able to have a wide variety of uses in the future.

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

Map / Mode Concept

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Posted by: Josh Davis.6015

Josh Davis.6015

Hey Zietlogik,

That’s a pretty cool sketch! Some of the aspects of it are similar to something we’re working on.

Thanks for taking the time to design this! I hope this catches on and people post more ideas.

Map / Mode Concept

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Posted by: KrisHQ.4719

KrisHQ.4719

Mortars/Cannons and other gadgets that people can use to their advantage instead of fighting is a bad idea. The treb in Kyhlo is okay because its relatively easy to dodge, but I’d suggest everything that is easy to use and gives a huge advantage should be kept to a minimum.
If you have ever played just a little bit of WvW, you know how ridiculous it is to be fighting while a dude is spamming a cannon in your face.

Lysis Kawahara – D/D Elementalist
Zaphiel Faires – DPS Guardian

Map / Mode Concept

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Posted by: Locuz.2651

Locuz.2651

Thanks for taking the time to design this! I hope this catches on and people post more ideas.

Might be an idea to organize a map designing contest, with some cool prices etc. Custom arena packages, gems or maybe even some hardware.

- Might be a great way to feed the allready excisting ideas you guys have in house.
- Good way to get the community involved and thinking alongside the devs.
- 100.000 minds have a bigger chance to come up with something that will be succesful than a small team of pvp devs.

You could create a certain set guidelines + assignments to make sure entries are actually usable and not just original.

(edited by Locuz.2651)

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Posted by: Zietlogik.6208

Zietlogik.6208

Hey Zietlogik,

That’s a pretty cool sketch! Some of the aspects of it are similar to something we’re working on.

Thanks for taking the time to design this! I hope this catches on and people post more ideas.

It feels as if someone over there cares sob :’)

Hopefully there could be some community round-tables or contests that could help throw more ideas (that actually get SEEN) that may speed up or aid in some development of new interesting additions.

Mortars/Cannons and other gadgets that people can use to their advantage instead of fighting is a bad idea. The treb in Kyhlo is okay because its relatively easy to dodge, but I’d suggest everything that is easy to use and gives a huge advantage should be kept to a minimum.
If you have ever played just a little bit of WvW, you know how ridiculous it is to be fighting while a dude is spamming a cannon in your face.

Unfortunately you are not thinking outside the box at all, you assume the damage is massive, that it gives a huge advantage. It is not a case of “it works like this in WvW, so it must work the same way here”

In Capricorn, there is a cannon, you must get the cannon balls and bring them to the cannon, giving you a total of 5 shots. This could easily be tied into the supply drops near the bases, where players would need to capture the area with the siege, then bring the appropriate ammo/supply from their base to the site.

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]