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SuperTest: The Lost City


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eekeeboo #1 Posted 03 December 2018 - 07:37 PM

    English Community Manager

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    07-25-2010

Greetings Tankers! 

 

The release is nigh! We’re rolling into the final stage of the updated Lost City map test. We’ve defined the gameplay scenario for the location. We intend to check the team and direction balance, making changes if necessary. Once finished we just need some finishing touches from the artists, then the map will be good to go on the main servers.

 

How has Lost City changed (globally)?

 

Spoiler

• The location may have evolved, but the setting has remained constant. Namely the accent on the central part as well as some aspects from the symmetry from Team Battles.
• Lost City has become larger (1000x1000 meters), offering vehicles of every class a place and an opportunity to shine.
• On the old version of the map, the action (for the most part) took place in the city blocks, favouring well armoured and mobile vehicles. In the new iteration, we’ve added dedicated directions for different vehicle classes.
• The city blocks occupy the middle of the map. It’s a spot where things are settled face-to-face: by heavies, mediums suitable for front-line skirmishes and thick-skinned TDs. The buildings will block most potential cross firing angles, but not all of them, so keep alert and a cool head when brawling.
• The west of the map is the place for some traditional LT and MT “Yee-haw” cowboy action. Remain active and agile, advancing ahead while controlling the direction of the battle. From here, you can dash on to the enemy base or pin down your opponents in the city blocks, giving your teammates much needed fire support and diverting enemy attention. 
• In the East side of The Lost City, matters are decided in a more subtle and thoughtful manner. The terrain is open like the western prairie, with a bias towards defence, not offense. With lots of shrubbery and beautiful sniping sights.
• On the map’s northern and southern edges, you can find the TD positions where bush and terrain-based cover is plentiful. Where you can support your allies or containment of the most zealous foes.

 

More Screenshots

We await your feedback on the modernized Lost City: there’s not much time left before the release and we may need some to make the final adjustments.

 

Follow the news and best of luck in every battle!

Good hunting :honoring:


Edited by eekeeboo, 03 December 2018 - 07:47 PM.


grizly1973 #2 Posted 04 December 2018 - 06:42 PM

    Lance-corporal

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    02-25-2013

Looks promising!

Also love the amount of unique props used on thsi map! Keep this amount of visual diversity up! The more different maps feel the better!



fighting_falcon93 #3 Posted 04 December 2018 - 06:51 PM

    Brigadier

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    02-05-2013

Can we please have some news about the premium ammo/consumables rework? :unsure:

 

About the map. Comparing it to other maps such a Mountain Pass, Emperors Border and Paris, this map looks great. But it still follows the same old design pattern of dividing the map into areas where specific classes should go. You don't need to do that WG. Allow players to use their creativity and playstyle in order to decide where to go. The problem with dividing maps into special areas is that you make one or multiple classes redundant in one or multiple areas, and instead of promoting teamwork and combined arms, you're just separating the classes even more. Look at any game out there that have different classes, Battlefield, Company of Heroes, or World of Warcraft etc, these games build on the idea that different classes help each other in battle, not that one class go to one position, and another class go to another position.

 

On this map, you've created the typical heavy tank brawling area in the middle, and then we have the no-go areas in the left and in the right. Players will be presented with 2 options on this map: 1) Go into the massive cluster-party in the middle, where 5 tanks will try to use the same position, or 2) go to the left/right flank and camp the entire game because no one dares to push these open fields.

 

It's difficult to fully explain this with pure words, so I'll try to make some images to demonstrate the problem with your current map design. The best would be if you could develop a map tool that allows ordinary players to easily create prototype maps with the textures/objects etc that's already aviable in the client. Then you could hold contests where the X most popular prototype maps gets rewarded with some gold and also get implemented by WG.

 



DaddysLittlePrincess #4 Posted 05 December 2018 - 09:16 AM

    Sergeant

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    08-14-2012

- cancerous snajping positions in corner of the maps (bush/hard cover combo): CHECK!

- continuous line of bushes where you'll spot enemy only when you get in proxy range: CHECK!

- any ability to flank in the city denied by crossfire from camping spots: CHECK!

- city open for artillery fire: probably

- the main tool used to design the map:

 






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