User blog:Tecku/TT: Garden Warfare Map Design

Hey guys! This week, I want to talk to you guys about a very important issue in Garden Warfare: map design. Map design is what provides the experience and flow of each match. If characters and players are the heart of the experience, then map design is the brain. For this reason, I'd like to discuss how map design affects the GW experience, I and how I feel map design should be used in the future.

Tecku Talks About: Garden Warfare Map Design

Garden Warfare 1
In GW1, the maps are fairly well designed. The main emphasis was creating open fields and short but plentiful cover, with a more enclosed route along the way. For instance, the Rooftop from Main Street is fairly open, uses air conditioner units for short cover, and has a secluded corrider on the right hand side (Zombie POV). These areas also include sections with good height advantage, but are usually without cover, such as the Rooftops' tower at the end of the corridor.

This map system grants a large amount of options for different players- direct players like Peashooter and All-Star will weave in and out of cover while getting closer to the enemy, sharpshooter like Cactus and Foot Soldier take the high ground use the open area to snipe, and sneaky classes like Scientist and Chomper take advantage of the secluded route.

Furthermore, this cover system is expanded by how players mix and match in different scenarios- Cacti can lay down Potato Mines and Tall-Nuts in the secluded routes, Chompers use the heights to get the drop on enemies, and All-Stars take the side to avoid Cactus fire.

So, yeah, I really like the map design. In fact, I'd like to share my favorite maps with you:

(BRB)