So, Fort Aspenwood was my favorite forms of PvP in the original Guild Wars, and I was hoping that you might bring it back… I put together a concept for a map similar to Fort Aspenwood, but with twists incorporated directly from the new Guild Wars 2 combat style. I did my best to try to match the teams equally, while leaving room for more than just one mode of combat.
This is the idea I have, and I would loooveeee to see something even remotely similar to this in the future.
I know there is a lot, but please bear with me. I bolded each section so that you can skip through things that do not interest you.
Map:
-Length, 20 minutes.
-5/5 Players.
-Teams swap roles on Defender defeat, or after the 20 minutes elapse and the defenders are victorious.
Npcs:
Defending Team:
5 Courtyard.
4 Tower
5 Fort(Main) Npcs
I am not sure what would be what for the npc classes etc, but the Main npcs would be 2 Soldiers, 2 Casters and a Lord, exactly the same as other structured pvp.
Attacking Team:
(10) at start. Yes, the attacking team gets extra attackers at the start because the defenders have walls that must be broken down in order to win.
(4) Tower.
3 per squad, (9)
6 For courtyard
3 for Halls
1 Legendary Defender
Perhaps the squad classes could be randomized, to help the game feel more unique and provide a less predictable pace of battle.
14/14 Npcs total.
19 characters present, in total.
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Balance:
All npcs, for both teams, are revivable when defeated, as long as that team owns the related hold-point.
The Attack/Defend fronts:
The Courtyard:
-Heavily fortified, 5 defending Npcs, and possibly your defending team; allows for a strong defense.
-Supplies are located close to the gates, allowing for easier gate repairs.
-Large open space. Not as easy to use AoE, but more mobility to dodge and evade.
-If captured by the Attacking team, it provides a slightly nastier ground for their attack, as they can potentially have 6 npcs occupying the courtyard.
The Halls:
-Great place for AoE, to infiltrate the enemy base, or suprise solo invaders.
- Very susiceptible to AoE. Chances are, you will enjoy demolishing your enemies in these tight walkways, or become trapped, victim to it’s narrow passages.
-Little to no defense, with the exception of whether of not the Defending team is in possession of the Tower.
-Supplies require a greater travel distance in order to repair the gates.
-There are several choke points that can be used to prevent or hinder enemy movement for both parties. These Halls can easily deter attackers, as defenders can an attackers alike can set traps or spike targets with ease.
-The Halls were left forgotten for a reason, they contain several deadly traps that can injure Attackers and Defenders alike. You can use this to your advantage as a defender, by pinning your foes against flame traps.
“Too bad you cannot Bodyblock like the good old days… >.>”
Game start:
All Hold-Points are owned by the Defenders.
-Two squads of 5* will spawn at the Attacking team’s base, one will attack the tower, and the other will attack the Courtyard. Both of these squads cannot be revived once downed and are removed from the game shortly after death.
I realize that something like that may need a que, to insure that it has 5/5 or close to it. Or, I may just have to come up with a way to auto-level the match to make it fair even with 1 on 1 etc… Honestly, I believe a que would be the best course of action. And it shouldn’t be THAT hard to get 10 people onto one map. xD
There is always a way to exploit, but unless you point out something I missed, I do not really see an easily exploitable part of this map. As it contain random elements, traps and various npcs and gates that you must pass through, as a team, to insure victory.