Maps have been given a full makeover, from registration proccess to ending toplist, i'm going to mention only the major changes, hopefully not to forget anything.
No more temporary faction change, players will be added to a queue and as soon as possible, they'll be teleported to the event.
Registered players will see estimated waiting time and time elapsed since they registered.
Added new territory system, every territory have a couple of maps belong to it, when a certain faction owns all maps in a certain territory, they get a special bonus.
Players can see territory status from the Informer NPC in town, maps colored in blue are owned by Order, maps colored in red are owned by Chaos, white are not owned by anyone.
An aura in the center of the town will represent which faction has more territories (blue = Order, red = Chaos, none = Equal), blue in this example:
The toplist at the end of the map was changed, it will now show top 10 players from both factions, and will show much more details than just score / kills / deaths as the following image (data is randomly generated, therefore it might make no sense).
Rewards:only winner side will get rewarded from now on instead of both sides, in addition to being able to capture and get rewarded from territories, winners will also get a random item (such as BOG, enchants, LS) plus a chance for a recipe / keyparts / materials.
Spawning: now area based (not a single point), therefore when players spawn they will have a much wider spawn area (no more spawning ontop of each other, aswell as avoids spawn killing).
Onscreen messages:these messages no longer block mouse clicks,scores and time are now shown onscreen top centerorder score shows in blue, while chaos score shows in red.
.info:info voiced command was removed, instead, after joining events players will have a small icon of 2 swords in the bottom right corner of the screen, clicking it brings up a window with players current scores.
There can be more than 1 spawn area now, each spawn area is surrounded by spawnguards, depending on map size.
When the event starts, all flags are neutral (instead of initialy belonging to a certain faction), capturing mechanism is same as before.
When a flag dies 10 points are shared among the top 10 attackers.
Capture the Flag Maps
In order to steal a flag, players need to be near the flag (instead of talking to it) for a few seconds, there's a mark on the floor that shows the area.
Every time a player takes damage or leave the flag areawhile trying to steal a flag, the timer resets, so you need to kill any nearby enemies before attempting to steal the flag.
When taking the flag, you will have 2 minutes to bring it back to your base, as soon as you'll enter your flagpole's area, you will score for your team.
You can gain 5 points by just stealing the flag, returning an enemy flag and bringing back a flag to your base.
The domination zone is now marked by a colored border and an NPC, the NPC and border color changes according to zone current owners (yellow = neutral, blue = order, red = chaos).
The zone will be captured faster the more players are inside it, however, the capturing process will be paused if enemies also enter the zone, and will continue only after all enemies are killed.
If during the capturing process all players leave the zone, the capturing percents starts to drop, players get 1 personal score per 2 seconds of being inside the zone.
After the zone is capturing, the faction's score will start to raise by 1 per 2 seconds, however personal score will no longer raise unless the zone is under attack.
Fortress maps no longer require using a skill on an NPC in order to capture the fort, it has the same mechanism as domination maps,with the only difference that after a certain faction reaches 50 points, the zone resets back to neutral and sides are switched, both factions will be teleported back to bases outside of the fortress.
This will allow a chance for the enemy faction to capture the fortress, even after the fortress was already captured by a certain faction.
Siege maps no logner has guards / king, instead, the same mechanism as domination maps is used, with the only difference that every 150 points a certain side makes, the sides are switched, this will allow attackers a chance to score as defenders even if they weren't able to capture the castle while being attackers.
This also means that the winners are no longer the faction who owns the castle when the map ends, but rather the faction who managed to get the most score (in order words, the faction who owned the castle for the longer period of time).
Finally, spawns are also changed, there's no more mass GK, instead, there are spawn points spread inside and outside the castle protected b spawnguards for both attackers and defenders, spawn points will rotate every certain period of time.
While a castle owned by Order or Chaos, the castle gets an aura representing Light and Dark.
Escort the PayloadMaps
The NPC is no longer attackable, however if there's at least 1 enemy near the NPC, it will stop moving.
The NPC will move faster the more players near it, and will score for the faction 1 point every 1 meter (each player near the NPC will gain 1 score per 2 seconds).
If the NPC reaches the destination or 8 minutes have passed, the sides are switched.
Spawn points will change according to the progress the NPC makes, always the closest spawn point to the NPC will be choosen.
The NPC route will be marked on the floor, depending on the escorter's faction (blue/red).
Team VS Team Maps
Spawn points are now spawn areas (allowing a wider space for spawning to avoid spawn killing).
Besides of that, not much changed, enjoy the same old good TvT map type
Only 1 change regarding the raid boss - it now spawns in the center of the map instead of spawning on one of the spawn points.