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Map Time p. 2 – Level Design Improvements for HD Maps


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Community #1 Posted 13 February 2018 - 03:49 PM

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Read up on remastered Erlenberg, Steppes, and Kharkov.

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test_2018 #2 Posted 13 February 2018 - 03:52 PM

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Looks like TD-camping meta is coming back...

 

I like that there are more bushes on those maps in general but why on earth you like to support the camping meta by adding them behind the bases? Reward good active spotting and place the bushes on the middle of the map and hot spots but not like this...



Whiskas_GJH #3 Posted 13 February 2018 - 04:02 PM

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So increasing the total map size of something as small as Kharkov by barely 13% made it too open? And this is according to "our feedback"? What sort of monkeys did you let onto the sandbox this time?

Hokum15 #4 Posted 13 February 2018 - 04:07 PM

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Steppes: We added hills for STRVs to camp on meaning the lowland brawling areas are now a no-go area unless you want to me shot by invisible TD's.

SlyMeerkat #5 Posted 13 February 2018 - 04:11 PM

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I do very much like the maps and their changes although its a shame all people can do is complain about any little change but then it wont be WoT without whiners now would it :D

Edited by SlyMeerkat, 13 February 2018 - 10:31 PM.


Dava_117 #6 Posted 13 February 2018 - 04:17 PM

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Why putting a lake to reach HT rocks on steppes? It's already hard to cross now, with water slowing you down it will be even harder, just favouring the campers on the sides. 

SMR_FV #7 Posted 13 February 2018 - 04:26 PM

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''Kharkov imbalances : Most confrontations happened in the middle area where buildings offer PROTECTION against SPG fire. '' Yes, this isn't just on kharkov and isn't exactly new. REMOVE SPGs and we will then be able to use the maps to the fullest instead of hiding. Good job on the new graphics, as usual your artist teams do their job well. 

Edited by NickMustaine, 19 February 2018 - 12:05 PM.
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marios2002 #8 Posted 13 February 2018 - 04:37 PM

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good job on remaking those maps but WG why dont you put any new ones like Berlin,Minsk or Kursk maps 

i think playing all the time the same ones will propably make us bored.Think about it & modified the previously referd maps so all can enjoy them :)

 

PLS DO IT 

 



Thuis001 #9 Posted 13 February 2018 - 05:18 PM

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View Postmarios2002, on 13 February 2018 - 04:37 PM, said:

good job on remaking those maps but WG why dont you put any new ones like Berlin,Minsk or Kursk maps 

i think playing all the time the same ones will propably make us bored.Think about it & modified the previously referd maps so all can enjoy them :)

 

PLS DO IT 

 

They can do so if they replace the current city maps. And now I think of it, that might be quite interesting, have 2 or 3 map pools consisting of the same amount and types of maps. (for example 3 open maps, 4 semi-open maps, 3 city maps) and switch around those pools every 2-4 weeks. This way you will see more different maps and won't be stuck with Himmelsdorf every week.



ttboki #10 Posted 13 February 2018 - 05:43 PM

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View Posttest_2018, on 13 February 2018 - 02:52 PM, said:

Looks like TD-camping meta is coming back...

 

I like that there are more bushes on those maps in general but why on earth you like to support the camping meta by adding them behind the bases? Reward good active spotting and place the bushes on the middle of the map and hot spots but not like this...

 

I totally agree


ibrox3 #11 Posted 13 February 2018 - 06:04 PM

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Steppes

 

No mention of how they flattened it out

How the wadi in the middle has turned into a motorway with smoothed banked sides

How the rocks and bushes in the south have been nerfed so TD's cannot hide by them - to explain to some of you - if you have soft cover for TD's they take a risk that they are not spotted - even with the great big arrows you get that points at which bush they were shot from ! - but once they are spotted they will be shot and have no armour. So previous bushes on the south side you could roll backwards away from down the hill  - subtle change - the bushes are now smaller and on the front of the hill at one of my favourite spots - meaning when I get spotted now its certain death - just the way WG heavy obsessed likes it.

 

It is subtle some of you may just see bushes - some of us know a good bush from a bad one.

 

I have not played the north side yet.



Rickard93 #12 Posted 13 February 2018 - 06:24 PM

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Is it only me or have WG switched the 1 and 2 river crossing pictures with one another on the Erlenberg map?

 

Since the picture attached to number 1 in the north has a view of the southwestern castle, has a larger pool of water on the left of the river bank and dirt mounds on the right.

While the picture on the second one to the south have much more buildings and a smaller pool of water, that looks a lot more at home in the north when looking at what the map portrays.

:facepalm:

 



ibrox3 #13 Posted 13 February 2018 - 06:24 PM

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Erlenberg

 

"You can fully focus on battling with enemies in close-range urban duels now, without fear of getting a few shells from enemies positioned in the hills"

 

That is pretty much the meta for every map summed up right there -because every hill is getting flattened to make sure heavy brawling is uninterrupted and the winners will just roll over everything else.

 

"Erlenberg had a sad tendency to turn into battles of patience"  - what is this "sad"

The battles last 15 minutes MAX

I cannot remember a draw on Erlenberg and I must have played it a 1000 times !

 

Is this all about getting 3.5 minutes a battle so the players do not have to turn away from facebook or instagram for too long ?

 

Man Up WG ! There is nothing wrong with having to out think or out manoeuvre the opponent !

 

This is an excuse for more heavy brawls - leading to more armour , more gold spamming, more credits lost and more premium accounts and tanks bought to make WG more money...... so transparent.

 

 

 

 

 

 



treeter #14 Posted 13 February 2018 - 06:37 PM

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All you did with most of these maps is flattening them and I dont find this to be a good idea. It makes huge parts of maps dead space and its on the same level, like corridor maps.

ibrox3 #15 Posted 13 February 2018 - 06:39 PM

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I played Artic

Everyone knows the ramp on the West side the overlook for TD's - so one guessed arty round can do for you.

However to counter that you can drive up the rock on the edge of the ramp to have a second position (it is also exposed but at least it is not an automatic arty round)  also the ramp top and bottom can be used to help defend the south east heavy push......

 

NOT any more !

Nerfed the little rock so there is only one place to overlook and it would be suicide.

You cannot shoot the South East attack without being totally out in the open ..... again heavies can have their brawl without fear of being shot from supporting TD's ......... 

 

Only one class matters and that along WG thinks will make it more money  - Not when there is no one left to fight .....appeal to 35% of the player base all you like and watch the other 65% leave.



imendars #16 Posted 13 February 2018 - 06:57 PM

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Interesting. Keep up the good work! :)

Winers gota wine. :teethhappy:



wowholypriest #17 Posted 13 February 2018 - 08:32 PM

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Best ever, I love the whole new WoT, it has finally become fun to play again, Most exellent of money well spent ever.. Thank you team WoT for this great Beta, I cannot even play the old Wot after trying the beta, and how good it is... :)

Akathis #18 Posted 13 February 2018 - 08:42 PM

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Welcome back to post 8.6 great accuracy buff patch scenario: tds dominance destroyed map balance and brought us the corridor maps (and allowed soviet heavies and meds to snipe).

 

Now not only tds, but also soviet tanks (heavies and meds) can snipe again, using their poor gun depression and stronk armor to control both corridors and td-friendly alleys.

 

Stronk rasha.


Edited by Akathis, 13 February 2018 - 08:43 PM.


th013 #19 Posted 13 February 2018 - 11:33 PM

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Congrats, just played redshire - you left bushes for TDs at corners, and scouts are basicaly useless.... nice... combined with 5:15 ,or 15:5 MM and inpenetrable new RU tanks... fantastic job WG

Not to mention that game loaded at -4 sec on 8GB/FX6300/RX470 4gb

 

to add: Tundra - again - brawl middle or snipe from edges... 


Edited by th013, 14 February 2018 - 12:01 AM.


Paketeman #20 Posted 14 February 2018 - 06:03 AM

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Now we need penetration of meds and lights nerfed from far than 200 meters.Make them unable to penetrate frontaly heavy's withouth flank them.And then the lamers who use it now becouse is the easy mode go to stop playing it,and only the ones who like the real job of a med go to do it.




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