Map themes? — Guild Wars 2 Forums

Map themes?

Discussion Starter: If we were to see a new map..what type of visual them do you guys like best? Lava fields, Snowy Forest, Swamplands...etc etc. I've always been partial to enormous forests, the type that remind me of the redwoods. It'd be cool if it were crystalline though.....I don't know if there's lore available to explain a 'Glint's Forest'. Does a wvw map need lore tie in anyway?

Comments

  • Arimas.3492Arimas.3492 Member ✭✭✭

    Well we have alpine which is kind of a snowy/small forest area and the DBL which is mostly desert/cliffs with the middle being jungle-ish. I'd like to see either a very large forest (so like all green, huge trees covering majority of map and maybe an upper level of the map with tree-house style areas, like the jungle on DBL with its pathways but on a larger scale) or maybe a big mountainous cliffs map that's snowy (so like DBL Air keep area, but a whole map and snowy).

    The DBL map wasn't well received on launch for good reason (blocking paths, crappy gimmick in center, etc.) but I think its a pretty kitten good map nowadays and I almost prefer going there than Alpine because Alpine is just so familiar. So using ideas from DBL on other maps wouldn't be bad so long as its not gated with paths blocking areas or have silly gimmicks.

    I'd also just like to see the current maps have more objectives, lots of unused space in the maps (like on Alpine all of the northern section besides the north camp, could easily put 2 more towers or something new there in place of skritt/centaur areas). And I'd also like to see more objectives based on small group play that are actual objectives and not ruins/sentries/camps.

    In my ideal view for WvW I think if the servers/game could handle it just combining all maps into 1 larger map would be awesome if it allowed for more players (larger map makes it easier for smaller groups to accomplish goals while avoiding getting rolled by zergs). I really enjoyed the ESO open PvP campaign maps as they were really big. Having a larger map would also allow for more types of mechanics (like ESO had camps you could set up as respawn points if you were laying siege to an objective).

    Posts like this where I get carried away speculating on WvW makes me wonder what the fabled WvW Overhaul had in store.

  • Orpheal.8263Orpheal.8263 Member ✭✭✭

    GW2 needs more WvW Maps.

    Personally i would find it perfect, if Eotm and EB would get merged, so that actually you can always play on the single map, that has the castle to be claimed/defended, making it a multiple tier map, where falling down from EotM isn#t anymore a death, but you just fall down practically to EB, where you can ten glide down and if you want to go back up, use either a WP, or go to the castle and use its teleporter there at the top of the castle to get up again to EotM.

    A third borderline map is needed, would love personally one, thats themed after tropical islands with alot of underwater combat, naval battles and the like being involved there (which could include also a volcano).

    But aside of this I'd love also completely fresh new WvW maps that have nothing to do with borderlines and would work as alternatives to EotM/EB
    Id love to see a map, that is Cantha based for the return of Siege Turtles :3 allowing players to play as Siege Turtle Rider ^^ basically as a big but slow mobile Cannon xD

    Id love to see some kind of postapocalytic dark themed WvW map, that kind of palys maybe in the Underworld or so, that would be nice as well, where Chaos reigns and is part of the map design with a constantly changing map that is never the same when you enter it, if that would be kind of possible to make somehow


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  • Zephyra.4709Zephyra.4709 Member ✭✭✭

    I'd like to see a vibrant pastoral countryside or tundra theme so long as the objectives are strategical.

    Another addition would be large flat landscapes suitable for GvG/open field fights.

    The current Alpine BL theme looks meek and gloomy most of the time.

  • Orpheal.8263Orpheal.8263 Member ✭✭✭

    Id love it if the Alpine Map would receive a complete overwork, so that it is not so flat anymore, it should be made also snowier.
    Both maps should have also dynamic weather effects, like Snow/Sandstorms which could have inluence on battles, liek for example Snow Storms slowing players of all sides down with Chill, and in regard of Sandstorms playxers getting every few seconds blinded, thus the weather havign also some strategetical influence on the outcome of battles

    Remove all water out of alpiune map.. seriously , sharks in a bay in an alpine map? How does that make sense at all??? Woudl be have seriouslxy an alpine (cold) map, then that lake at the bay should/would be frozen normally and there woudl live no sharks in the water there ... (despite these skarks being anyway totally useless nontheless)


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  • SpellOfIniquity.1780SpellOfIniquity.1780 Member ✭✭✭
    edited September 17, 2017

    If I had to choose a theme for a new WvW map, I'd probably go with islands. Similar to EOTM except that it's floating on water rather than in the air. Lots of significantly large islands interconnected by this or that with a couple objectives underwater. Nothing like towers or supply camps, but destructable gates, walls or maybe sentrys so that going underwater isn't 100% avoidable. It would also be neat to add destructable floors to certain objectives so you could push zergs in to a pool in the middle of your tower/keep and trap them in the water. It wouldn't be an aquatic map, just one where there are enough breaks in the land that more people would consider using aquatic weapons that aren't greens or blues. I would love to go roaming and chase people beneath towers and pathways, back on to land, etc. Or have a fun way to escape zergs because most probably wouldn't want to chase you underwater unless they were headed that way to avoid detection.

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  • ThomasC.1056ThomasC.1056 Member ✭✭✭
    edited September 17, 2017

    Alpine Map already has the snowy feeling, alongside the "kryta" feeling in the south, much like Lornar or Timberine Falls. It'd be hard to focus a new map on those without shading Alpine too much.
    Desert Map is a tad more homogenous, from the plain desert to the wasteland (palace) or the lava place (crypt).

    The two ideas I find the most appealing are :

    • Aquatic map and islands : eventhough I'm confident it won't happen before the long overdue long expected underwater combat system revamp
    • Tainted by dragons map : like Zephyria said, with maybe 3 distinctives areas : branded, corrupted and "primordius-themed". Just imagine how awesome a branded keep or a corrupted keep would look like !

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  • For a new borderland map, I'd rather prefer an urban theme rather than mountains or forests. We've got plenty of that already, but something similar to Divinity's Reach with narrow alleyways, buildings and market squares could work really well as a WvW battleground. That would require much more planning and tactical play than open areas where it's zerg versus zerg and the one with larger numbers wins.

  • Pixlboy.5296Pixlboy.5296 Member ✭✭✭

    Jungle-themed vertical map :)

    But for real I think the Fire-Ice theme would be great.
    Or as someone have already said remake (mostly graphically) Alpine Borderlands to be more Snow-Ice based.
    Then add third map which would be Forest-Plains based.

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  • Some urban themed map would be nice,like a city with roads and squares. and rooftops.
    Think like the area outside kaineng where it was layered in street paths and rooftop paths.

  • Yeah, I'd not thought of an urban setup before, but when you consider how gorgeous Divinity's Reach is......I'd totally take that map for wvw if it were possible.

  • @Zephyria.6103 said:
    Yeah, I'd not thought of an urban setup before, but when you consider how gorgeous Divinity's Reach is......I'd totally take that map for wvw if it were possible.

    I personally would also include some town outskirts for more space-requiring battles, but most of the map would be in a city. Nothing too hard to navigate, but not flat ground either. I don't imagine creating something like this would be easy, but it definitely would be amazing.

    If an urban setting is completely out of question, I really would like to see a dark and shady swampland border map, with pitch black nights. We already have some jungle, desert, snow and forest, but no swamp. I think this would make an interesting setting.

  • Urban sounds amazing, long as there aren't too many gimicky things!

  • Aeolus.3615Aeolus.3615 Member ✭✭✭✭

    well the ending of servers could make tiers be islands theme based or each tier a zone in a continent :\

    but that be impossible to change i think, if i reccal Anet have stated that makin maps is very expensive and time comsuming ??

  • @Aeolus.3615 said:
    well the ending of servers could make tiers be islands theme based or each tier a zone in a continent :\

    but that be impossible to change i think, if i reccal Anet have stated that makin maps is very expensive and time comsuming ??

    Arent we the wvw customers worth some map variety?

  • @Zephyria.6103 said:
    Yeah, I'd not thought of an urban setup before, but when you consider how gorgeous Divinity's Reach is......I'd totally take that map for wvw if it were possible.

    Now that would be be plainly lovely,multilayered and with a wheel architecture it would play quite nice.

  • Sovereign.1093Sovereign.1093 Member ✭✭✭✭
    edited September 18, 2017

    theme could follow race's home town. would be nice - sylvari x char x asura since alpine seems nornish

    my opinion about desert map is it could be a little less vertical and more easier to travel for over all border defense. maybe make use of towers so they can be used to treb keeps etc rather than just towers.

    midle serves no purpose now so that needs to be edited out to remove space.

    as for new maps hoping it would follow the template of eb. always nice having something to fight for in the mid

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  • Aeolus.3615Aeolus.3615 Member ✭✭✭✭
    edited September 18, 2017

    @grave of hearts.7830 said:

    @Aeolus.3615 said:
    well the ending of servers could make tiers be islands theme based or each tier a zone in a continent :\

    but that be impossible to change i think, if i reccal Anet have stated that makin maps is very expensive and time comsuming ??

    Arent we the wvw customers worth some map variety?

    Ofc WvW players deserve that, that is out of question, 5 years with same BL's and 2years with DBL sufering form the poor game design is not a good thing..

    addin new stuff by just adding w/o changing what is wrong or lacking is not a good business, just look at DBL ended with quite some issues, most players even find it impossibe to ktrain since they have to walk 15-30seconds more... Anet hould have just rethink WvW before add new maps.
    Gw2 WvW are mostly eotm alike players, blob and if server cant blob they will play other game or do some pve, this is what i would love to be adressed before any more map productions..

    This server ktrain system needs to be changed "we" should be loving siege pvp warfare and openfield fights.... figthing for something besides a dull ppt system.
    Meanwhile achieve a change concept that allows for more easy for ANet to support with simple stuff besides broken link system, ppt rank that makes servers up and down, achieve something that allows more player freedom of choice as well.

    What can be done? only Anet knows what they can introduce/change on the game engine but:

    A little bit of brainstorming....
    End the server system, and make the servers diferent zones where guild couldactually fight for things that matter would be a good change, the maps we have could become recycled and added to tiers(Zone isntances) over time, even EOTM could be addded.

    flyign islands if ANet could add flying ships for guilds on a flying battle zone
    Salvage the current maps for undergorund theme set?
    Salvage current WvW maps with no borders like EOTM, as in transform them in floating islands
    add a guild ladder ? ._.??
    More of the same floating maps but with diferent themes...
    it could even be possible to rebrand it to Guild Wars....within several batleground on the mist.

    Alot can be done to fix WvW, mostly use what exist and make it behavior a little bit different.. and kept adding maps and mechanics... oh and something that make structures desirable...

  • Svarty.8019Svarty.8019 Member ✭✭✭✭

    @Orpheal.8263 said:
    GW2 needs more WvW Maps.

    Be careful what you wish for.

    I think WvW needs maps that are for WvW, not aesthetics. They need to be designed for fighting over objectives and the objectives should have PURPOSE. Towers should be staging posts to attack Keeps, and also be in positions of strategic importance for defenders so that there is logic to them existing. Otherwise, like we all ask about doors on towers and keeps, why make them if only enemies are going to use them?

    Necro. Never knowingly blasting combo fields since 2012.

  • I want to see a water world. where most of map is submerged.

    lol

  • Shadowresli.3782Shadowresli.3782 Member ✭✭
    edited September 18, 2017

    a big flat square (it could also be a round map) with only gray floor textures, where condi doesn't work

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  • Svarty.8019Svarty.8019 Member ✭✭✭✭

    @Shadowresli.3782 said:
    a big flat square (it could also be a round map) with only gray floor textures, where condi doesn't work

    ... and the walls are padded...

    Necro. Never knowingly blasting combo fields since 2012.

  • @Svarty.8019 said:

    @Orpheal.8263 said:
    GW2 needs more WvW Maps.

    Be careful what you wish for.

    I think WvW needs maps that are for WvW, not aesthetics. They need to be designed for fighting over objectives and the objectives should have PURPOSE. Towers should be staging posts to attack Keeps, and also be in positions of strategic importance for defenders so that there is logic to them existing. Otherwise, like we all ask about doors on towers and keeps, why make them if only enemies are going to use them?

    Well....obviously they should be designed for purpose....but regardless of that, art is involved in their creation and this thread was simply a discussion for that aspect.

  • Aeolus.3615Aeolus.3615 Member ✭✭✭✭
    edited September 18, 2017

    @Svarty.8019 said:

    @Orpheal.8263 said:
    GW2 needs more WvW Maps.

    Be careful what you wish for.

    I think WvW needs maps that are for WvW, not aesthetics. They need to be designed for fighting over objectives and the objectives should have PURPOSE. Towers should be staging posts to attack Keeps, and also be in positions of strategic importance for defenders so that there is logic to them existing. Otherwise, like we all ask about doors on towers and keeps, why make them if only enemies are going to use them?

    well hide n treb while blob ktrains other structure isnt actually a tactic, its just a faster way to ktrain.... that is what WVW has..

    I would not call that strategic towers if those towere are more like ktrain rewards stuff than anything else...

  • Just let us fight in Divinity's Reach-ish map. It has a castle and different areas to contol and elevation differences. Would be awesome!

    Most people know the map, lots to hide behind to get away from ranged.
    It probably need some adjustments to make it work, but it would be cool I think. :)

  • Jungle/Forest map. We have the alpine snow map, we have a desert map, lets get a map with some green on it for the green borderland!

  • MithranArkanere.8957MithranArkanere.8957 Member ✭✭✭✭
    edited September 18, 2017

    Let's see, first let's see the main themes of each map:

    • Eternal Battlegrounds:

      • Hills
      • Cliffs
      • Grasslands
      • Swamp
    • Alpine

      • Snow
      • Forest
      • Mountain
      • Lake
    • Desert

      • Dunes
      • Canyons
      • Volcanic
      • Oasis
    • Edge of the Mists

      • Arctic
      • Desertic
      • Tropical
      • Ruins

    If we look at the edge of the mists, it would make sense that a third borderlands, the green borderlands, would have jungles and forests.

    Id go with something inspired in Cantha.

    • Home base inspired in Kaineng's imperial districts.
    • Central keep and surrounding area inspired in Kaineng City, its slums, undercity and sewers.

      • Getting the shrines makes the place darker for enemies and the water under the city toxic to enemies.
    • East keep inspired in the Jade Sea, with giant turtles and structures made of jade and floating in a large lake.

      • Getting the Shrines freezes the water into Jade and forms jade walls that act as an extra protection to some walls, but not all, by making the walls and gates to which they are attached take 50% damage until the jade wall breaks. They can't be repaired like walls and gates, and instead slowly regenerate over time as long as the wall is not broken. Once a jade wall breaks, it takes 5 mins to start regenerating again.
    • West keep inspired in Echoval forest. Stands high on top of huge pillars of petrified trees. Lots of it is in high places, and there's paths formed by petrified mushrooms on the sides of the trees and petrified wooden bridges connecting stone platforms.

      • Getting the shrines would unlock grappling hooks similar to Oakheart Essences, allowing players controling the area to reach high places faster. And allow using an object to turn into winged Stone Guardians.
    • Central area is more jungle-like. Similar to rainforest found in southeast asia. The ruins would be covered in vines and thick vegetation like the overgrown keep in Edge of the Mists.

    It would be cool if alpine also got shrines with jump pads because they are a nice addition that helps you reach your squad ahead and add some change to the areas. For example, they could be something like this:

    • Ascension Bay

      1. Adds blocks of ice in the water and patches of ice in a few spots over the territory of the keep. They are slippery to enemies. Similar to the slippery ice surfaces in Super Adventure Box. Players can stand on these without problems.
      2. Being underwater and on the ice blocks and patches causes Hypothermia to enemies. Being on the ice blocks and icy patches causes Frost Armor to allies.
      3. Activates the shrine jump pads.
    • Askalion Hills

      1. Activates 4 thermal tubes around the keep that can be used to get up high into it faster.
      2. Players can now use a Griffing egg somewhere in the keep to gain a form that has attacks similar to the Desert hound fomr, and that can glide even if the player does not have the mastery, Players in this form would only be able the basic gliding without the mastery, though. So they would not be able evade and use lean techniques and they would run out of endurance unless they got the masteries for that.
      3. Activates the shrine jump pads.
    • Garrison : The shrines in this one would be different. Instead being only inside the territory of the keep, the 3rd one will be all the way in the northern camp where the Cradle of Power with the Orb of Power used to be. The other two would be down the cliffs between the towers and the keep.

      1. Adds a thick fog on the east and west sides of the garrison that difficults visibility. The interior of the garrison, and southern and lower parts of the garrison won't have this fog.
      2. Now allies in this fog will not be shown as red dots in the minimap to enemies, even when detected by sentinels and Watchtowers. The fog slowly extends around the citadel the longer the keep has been captured, and farther the higher the keep upgrade progress, At tier 3, it extends all the way to the north camp.
      3. Activates the shrine jump pads.
  • Svarty.8019Svarty.8019 Member ✭✭✭✭

    @Bluespell.1926 said:
    Just let us fight in Divinity's Reach-ish map. It has a castle and different areas to contol and elevation differences. Would be awesome!

    Ahhh... Praag ...

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