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Map Time—Level Design Improvements for HD Maps


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Community #1 Posted 05 February 2018 - 03:40 PM

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Catch up on remastered maps from Supertest: Fisherman’s Bay, Ruinberg, and Pilsen.

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WorkingasIntended #2 Posted 05 February 2018 - 03:46 PM

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Yay, they must have removed some of the corridors after all the feedback.... :)

 

Surely.



Dava_117 #3 Posted 05 February 2018 - 04:01 PM

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Not bad! I'm just a bit worried for that camping hills...

Milpac #4 Posted 05 February 2018 - 04:11 PM

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Good news that maps are being revised but why make changes that remove advantage of good depression? Is this a move away from corridors but a move towards making all tanks equal in all terrains?

 

Having a variety of locations which favour the attributes of different tanks keeps it interesting, removing the advantage of a particular tank seems absurd.

 

In fact, this will now disadvantage many of those tanks with good depression, they will be unable to hide their often weak lower plate. This negates the advantage of, say a T29 with it's strong turret and good depression.

 

What next, removal of all building so arty can get a clean shot at everything?



IIAtomicToastII #5 Posted 05 February 2018 - 04:11 PM

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The best part about all of this is Province coming back, I can imagine it'll look incredible in HD considering it's already nice at the moment, good job guys, one of the very few things you're doing right :P

Cataphractarii #6 Posted 05 February 2018 - 04:15 PM

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Was it the intention to make tanks with gun depression less useful on Fisherman's Bay, particularly as this is a selling point for certain nationalities and justifies the lesser tank attributes they tend to have? In other words, has this map been used to re-balance tanks with good gun depression?

Pilsen, the hills at positions 2, allowing effective fire support, will be restricted by view/draw range?

Whilst I am happy to see positive change, I do wonder who WG listen to when redesigning the game, tanks, maps, the whole lot. WG need to remember that much of their advice comes from high tier players with their own appreciation, or even agendas, on how the game should be.


Edited by Cataphractarii, 05 February 2018 - 04:28 PM.


Kooallu #7 Posted 05 February 2018 - 04:23 PM

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all maps must be flattened because Bob the is-7 driver dont have enought gundep

8126Jakobsson #8 Posted 05 February 2018 - 04:41 PM

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View PostMilpac, on 05 February 2018 - 04:11 PM, said:

but why make changes that remove advantage of good depression? 

 

..because rascha? 



Evil_Jedi #9 Posted 05 February 2018 - 04:41 PM

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I can already see the fast tanks on Ruinberg trying to get to new center position (square nr 2) and always dying. Because the distance from the southern base is way longer even with the straight middle street in city area.

XULQI #10 Posted 05 February 2018 - 04:52 PM

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1st of all I am not on super test so have not experienced the new maps in terms of gameplay so any opinion of mine is sort of speculative or based on assumption. 
secondly  kudos for changing them, these changes were needed. 
I really like from the looks of it what was done to all 3 maps, I am kinda still skeptical of whether southern flank tanks can hold that new position created on ruinberg map on the field side, I don't think they can, North team can prevent tanks from getting south spawners to not get it easy or kill 1 guy if he tries to take it and North Spawn still seemingly has line of fire in to city heavy crossing where as south spawn doesn't have the angles, would it not have been better if buildings were shifted and aligned a little for south spawners to have been able to get shots across street crossing also, just moving E0 or the radial area little forward for south spawn would have balanced it in my opinion rather than creating new position which still North Spawning prevent you from getting or can take you out from coming around in city or just pushing straight with 2 medium tanks and getting south teams med or scout taking that position out easily and then north spawners can farm from middle peacefully again. 
I really like what is done to Fisherman middle by the looks of it, love what is done to pilsen also though skeptical how will coal fields play for meds or will it become too confusing, flanky or camping, only time will tell that as for now I can only speculate but overall I love what is being done to all 3 maps, lets see waiting anxiously to play them. 

Edited by XULQI, 05 February 2018 - 04:54 PM.


jimboz84 #11 Posted 05 February 2018 - 04:54 PM

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I will be interested in seeing how these maps play with those kids amongst us that have no clue about teamwork, tactics, defensive positions, flanking etc.

 

I can see a kid with a light tank charging down a long straight bit and stopping some large calibre shells from a couple of hidden TD's that he can't see and throwing not only the teddy out of the cot, but a right paddy too!

 

Maybe time for a teamwork bonus to be added!

 

Looking forwards to getting lots of maps back into the rotation and the changes that have been done to them. The current ones are starting to get a bit stale as the gameplay is always the same. No chance of trying something different. Everyone knows thet the northern team on the Fishermen's Bay map will have some large TD's amongst the houses at the left top side with a clear view of anything trying to poke it's nose up the slight rise for the southern team at their end of the map. I have caught out many a tank trying to do that!

 

While TD's with big long range guns and weak armour shouldn't dominate, they should have plenty of places to hide with many some restricted firing angles and multiple approach/retreat options.... Just a thought!



SM1AK #12 Posted 05 February 2018 - 04:59 PM

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Hm.... fisherman's bay... in my opinion didn't need so much fixing... maybe only all the damn trees in the city where you need to drive in sniper mode to see anything. playing the west side from both spawns and didn't feel the advantage they are saying.

Pilsen... the only fix it needs is shift + del or rm -r /pilsen, like stalingrad and paris.

Ruinberg... they should fix the camping TD spot at the north spawn. When they are 3-5 T110E3-s camping at that spot, there is no Fing way to kill them (more a SH/CW issue). And the #2 position is impossible to get to because the north spawn has easier time getting there. So now they'll get that spot and have free shots on all tanks on the south side.    



AldoSsb #13 Posted 05 February 2018 - 05:10 PM

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Loving the new changes. Keep up the good work. The maps are the lungs of this game.

lostjacket #14 Posted 05 February 2018 - 05:50 PM

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pls, get rid of invisible walls!

Edited by lostjacket, 05 February 2018 - 05:50 PM.


lahavre #15 Posted 05 February 2018 - 06:03 PM

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Yesss!

Maps, maps, maps.

I guess some of these improvements will work out, some won't.

I personally don't have issues with any maps, depending on which Tank I'm in - Different maps suit different vehicles.

But HD!!! and bringing back old maps and ..... hell yeah.

GG WG

 



Warstone #16 Posted 05 February 2018 - 06:09 PM

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remove pilsen pls.

Gwillym #17 Posted 05 February 2018 - 06:09 PM

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Please make more nice maps, instead of a cyclus of a few.

 

greetz



Weak_man #18 Posted 05 February 2018 - 06:15 PM

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Mine is also unbalanced, one team always get the hill and win the game, The another team can get the hill only if have more autoloaders that are going together. Also the team that take the hill also put pressure on cap.

jack_timber #19 Posted 05 February 2018 - 06:31 PM

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Seems good what they have done to Pilsen at times felt like a one legged guy at a posterior kicking contest in my cardboard TD...

Let's wait and see.



sir_alex_ice #20 Posted 05 February 2018 - 06:38 PM

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I had to remove all battle types except standard battles from my options. All the assault, encounter and grand battles sucked.




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