Urban Warfare in WvW?

Urban Warfare in WvW?

in WvW

Posted by: CHIPS.6018

CHIPS.6018

I would love a urban warfare map in WvW. A city with messy and tight streets that only fits 3 guys though at a time. A city like Venice.

http://www.airpano.com/files/Italy-Venice/image7a.jpg

The battles would be fought in close quarters, house to house. Ambushes from rooftops are common place. A huge zerg would be picked off by well organized mini zergs.

My idea of map size would be similar to the current maps. The city would have 20 streets by 20 streets, giving it roughly 400 street corners and at least 1,000 houses. All the houses are destructible by siege weapons and cannot be repaired, but each will be self rebuilt every 60 minutes after destruction. And there is a sewage system underneath the city that leads to everywhere.

Thoughts?

Chipsy Chips(Necromancer) & Char Ashnoble(Thief)
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs

(edited by CHIPS.6018)

Urban Warfare in WvW?

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Posted by: Jayne.9251

Jayne.9251

Using a map like Ebonhawke would provide great gameplay for solo or small groups. The Lord could be in that centre circular square.

L’enfer, c’est les autres

Urban Warfare in WvW?

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Posted by: SmokeyNYY.7841

SmokeyNYY.7841

this would be amazing

Urban Warfare in WvW?

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Posted by: Jayne.9251

Jayne.9251

Here’s a quick mockup of how I could easily see Ebonhawke converted into a WvW area … Note the gate upgrades to seal in the Lord aren’t there initially and the path in is wide open until the upgrades are done.

Attachments:

L’enfer, c’est les autres

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Posted by: silverfire.2547

silverfire.2547

Unfortunately, the relatively long straightaways (even the curved paths have fairly long stretches of unobstructed area) will turn into a turtle of 9001 ballistae.

Mira Alluvion (Me) | Hanna Bulwark (W) | Sophie Dusthaven (Th)
[CoSA]/[WWGD] // Sorrow’s Furnace (since August 2012) US West Evening Shift

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Posted by: Jayne.9251

Jayne.9251

Yep, makes it both defensible and challenging .. there are ways around .. climbing on top of buildings and jumping over etc … trebbing from the farmland within Ebonhawke, or even the graveyard, etc .. tons of ways in .. just adds a layer to the strategy.

L’enfer, c’est les autres

(edited by Jayne.9251)

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Posted by: Thresher.3049

Thresher.3049

In WAR* there was the Praag map which was basically a sacked medieval city, nothing like running around the corner and slamming into 30 angry people, then having to bail down the nearest alleyway!

*aside from that, the game was 80% garbage, but the map was good!

Pinot Noir (Necromancer) Pinot Blanc (Warrior)
KnT Blackgate

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Posted by: Jiiub.7135

Jiiub.7135

´Hahaha.. new maps for WvW, aah prizeless… :´(

Rorgash
Necromancer
[IRON] Gaming

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Posted by: loneknight.8425

loneknight.8425

Sure, I always imagine to be able to WvW in expanded map of Urban Battleground Fractal that accommodates 3 sides:

Attachments:

The thief who did dat – Crystal Desert

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Posted by: kylia.4813

kylia.4813

In WAR* there was the Praag map which was basically a sacked medieval city, nothing like running around the corner and slamming into 30 angry people, then having to bail down the nearest alleyway!

*aside from that, the game was 80% garbage, but the map was good!

+! Praag had some of the most awesome battles of all time, as well as being able to create new and interesting tactics.

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Posted by: Braxxus.2904

Braxxus.2904

that only fits 3 guys though at a time.

No collision detection means this is impossible.

Blackwater Vanguard
Yaks Bend

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Posted by: thewho.5841

thewho.5841

Here’s a quick mockup of how I could easily see Ebonhawke converted into a WvW area … Note the gate upgrades to seal in the Lord aren’t there initially and the path in is wide open until the upgrades are done.

I can see it to have a great potential just by looking into the image. Also between two npc in a right corner could be placed an enemies treb which could be upgraded by attacking side. This treb would be able to do damage to defenders and the gates to the lord room. This would add more tactical decisions which could result some significant results depending on players choices. Since defenders need to defend the lord but also attack their treb/s and visa versus as attackers have to attack the lord but at the same time have to defend the trebs. It would add some twist to game philosophy and target priorities.

ps However I would suggest some siege deployment restriction.

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Posted by: Polismassa.6740

Polismassa.6740

I actually mentioned this in another “map design” thread as a great idea. There are really two ways to make small group play more viable, and zerg gameplay less viable, that is to either make the maps much larger, allowing room for small, quick groups to outmaneuver zergs, or create relatively small, but complex maps that would accomplish effectively the same thing. My personal prefference would be an urban map, because first of all, it rewards experienced players who really learn the lay of the land and learn how to use the terrain to their advantage, and it also removes one of the problems of huge maps: travel time.

There were a number of complaints back in beta about how large WvW maps were, and how annoying it was to have to run back and forth between objectives, and how players were spending more time running to battles than actually fighting in them. Now, today, i don’t know of a single dedicated WvWer who still thinks that the maps are too big, but this could become a problem if maps become too huge.

Although I definitely consider the current maps to be too small, the main problem with the current maps is in their setup, there is generally only one good way to get from point A to point B on the current maps, encouraging no variation. An urban map with side streets, alleyways, and multiple roads to any particular destination would be absolutely ideal.

[IX]

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Posted by: Jayne.9251

Jayne.9251

I’d actually prefer the city part .. ebonhawke .. be incorporated into EB somehow .. maybe replace SM with it?

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