Suggestions for new GW Map

1) Map is too small for mobile
2) It will be zoom back to normal when I touch somewhere after zoom in.  
[Deleted User]ZeTURTLEmirADPaq


  • brucewayne007brucewayne007 Member Posts: 629
    I play on a Mobile 9 times out of 10. 
    I would have to disagree that the map is too small. 
    It’s just a matter of learning where everything is. It’s only the 1st War with the new map. At least give it some time. 
  • ghost_pepperghost_pepper Member Posts: 837
    He's right. The text for the rsl is too small. Make that font size bigger.
  • ZeTURTLEZeTURTLE Member Posts: 4
    edited March 20
    Not only is the lettering small but its so compact that even adjusting to a high resolution and background doesn't help. There are various color schemes surrounded by printed lettering that obscure the round points. In the nutshell, It's just difficult to read. If you happen to breathe while zooming, it will zap back into the full map again. 
  • QueenOTDQueenOTD Member Posts: 196
    Agreed to that. And also, confusing.... Like really confusing...
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  • Khazad7Khazad7 Member Posts: 1
    The map is too big it's difficult to keep track on where your guild is/been also the levels seem to jump around. I'm not enjoying the new layout just completing this sequence of wars before deciding if I should continue playing them. Please can you lock the map starting location to your marker.
  • EngAamieEngAamie Member Posts: 79
    edited March 23
    the new layout is quite perfect, no need to change it much, its not confusing, although there is a need to add some type of markers/highlightings to improve the player experience.
    i propose to add some more varied types of missions/maps to it and make it more big.  gw need 2/3 more variable type of missions... i think ng maybe working on that for nexxxt gw iteration...?

    u people need to learn to use it better... 
    ATLAS-Z[Deleted User]
  • ATLAS-ZATLAS-Z Member Posts: 5,310
    I agree it's definitely not too big. It just needs some better indicators, contrast, navigation elements etc.

    Bigger is better, take from A BIG GUY. 


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  • hunter_xhunter_x Member Posts: 388
    Why not having like a page
    Page 1-2-3-4
    so the map looks bigger and clustered too
  • ghost_pepperghost_pepper Member Posts: 837
    Have the FOREST side of the map be green. Text. Background. Rsl. All of it. Something. Because forests are green.

    Have the JUNKYARD area of the map be tan or khaki or light puke brown. Same thing. Text, background, rsl etc. 

    Have the SANCTUARY side of the map be grey. Same thing. Text, background, rsl etc.

    This is in addition to increasing the font size so it can actually be visible. White out behind the increased font size so it becones still easier to read the map.

    The islands themselves should have a much more prominent and easily visible number. This is how players are referring to them now. "Let's go play in 4." "Humans need killing in 5." "Not enough kaw's in 10." That's the type of stuff players are saying. So, have the map reflect this by putting the number of the island right in between each of the areas for the island.

  • SkywithinSkywithin Member Posts: 29
    I like the "islands", however, it would make more sense if section difficulty increase was made in a natural ascending order (e.g. #1 is the easiest, followed by #2, #3, #4 etc). At the moment it a bit of a mess: #1, #6, #13, #2, #7, #14, #3, #8... why is it made in this strange order?
  • FuriousMoldovanFuriousMoldovan Member Posts: 1,383
    Skywithin said:
    I like the "islands", however, it would make more sense if section difficulty increase was made in a natural ascending order (e.g. #1 is the easiest, followed by #2, #3, #4 etc). At the moment it a bit of a mess: #1, #6, #13, #2, #7, #14, #3, #8... why is it made in this strange order?

    Because now numbering is based on the map type (Forest, Junkyard, Sanctuary) not on difficulty lvl.
    But yes, I agree - was quite confusing when new GW map just came out.
    Could use a rework.
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