I think Grand chase doesnt necessarily need more maps... I think it needs to rethink how its maps are designed, so I want to bring up this point in a discussion, shall we?
Harrier is probably the clearest example of why the old level design doesn't work very well for new endgame content. We still spend most of the mission moving through disconnected rooms, killing everything, changing screens, and repeating the same structure until we reach the boss
Solene has already started experimenting with some new ideas, but there's an older example that I think we completely overlooked >>>Frostland, Edel's starting region <<
In Frostland, the map doesn't feel like a sequence of isolated rooms. Areas are physically connected as extensions of each other, with barriers preventing progression until enemies are defeated. The Divine Beast Sanctuary in Solene uses a similar idea.
I think this concept could be pushed much further!!!
Imagine future endgame missions built as larger interconnected maps with different paths, optional rooms, shortcuts, secret areas, treasure chests like the ones in Aton's Bandit Village, rare encounters and optional bosses, sounds good, doesn't it?
Instead of always going:
Room > kill everything > next room > kill everything >> boss
we could actually explore a dungeon!!!
And why stop there? Grand Chase could introduce simple puzzles and environmental challenges into missions. The game already has platforming and parkour sections, so these mechanics could easily be combined with exploration.
Imagine finding a secret path that requires activating mechanisms in the correct order, completing a parkour section to reach a hidden chest, or solving a small environmental puzzle to unlock an optional boss.
It doesn't need to turn Grand Chase into a puzzle game. These mechanics would simply break up the constant combat and make the dungeon itself part of the gameplay.
Combat + exploration + secrets + puzzles + parkour could make future missions feel much more like actual adventures instead of another sequence of rooms filled with enemies.
This could also offer an alternative to Raids. Raids are interesting, dont misunderstand me,but they require coordinated groups and can become stressful for players without an active guild or regular party. Exploration focused endgame missions could provide challenging content that is also enjoyable solo or with casual groups.
And the biggest advantage is replayability.
The mission doesnt necessarily need to be procedurally generated (no no no) A well designed map with multiple routes, secrets, optional objectives and different encounters could make each run feel slightly different depending on where you decide to go.
Grand Chase has already experimented with pieces of this idea. Frostland showed interconnected stages. Solene is experimenting with more dynamic environments. Aton showed us that exploration could reward players with chests. And the games parkour sections prove that missions dont need to revolve exclusively around combat.
Maybe it's time to combine all of those ideas.
I'll leave an example of a map I designed myself to illustrate what I mean.
What you think???
Should Grand Chases future endgame continue with the traditional room by room structure, or are we ready for something more focused on exploration, secrets, puzzles, parkour and replayability?
Is the future of Grand Chase really just more of the same, or are we ready to try something different?
Ps: I translated it using Google Translate and did some parts myself, so please excuse any grammatical errors!
#grandchase