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Supertest News: Kharkov map


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eekeeboo #1 Posted 14 March 2019 - 01:21 PM

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Greetings Tankers! 

 

The final Supertest stage for the Kharkov map is about to start. We’ve already made our choice regarding the exact prototype that will most likely see release.
This is an enlarged (1000 x 1000 meters) version with the open area significantly reworked. The map has also been rotated by 45 degrees (relative to the previous variant), becoming vertical-aligned instead of diagonal-aligned. This creates well-pronounced flanks to suit different vehicle types.
 
 
The city blocks and the central square: We tried to keep the familiar gameplay setup intact here. This zone is for heavily armoured vehicle clashes, and for races to take good positions in the square. Still, new elements are present too: embrasures, barricades, ‘balconies’ at block exits (accessible from one side), etc.
The central part of the map is a new zone. It features an anti-tank moat by the city edge, craters formed by explosions, and small fields. The moat is to keep players from fast and unchecked crossing from this zone to the city and back. You may use the moat to encroach on the enemy base and to light up foes but be warned—it’s a dangerous route as you may face opponents head-on here with an overwhelming force. The central zone suits fast and manoeuvrable vehicles able of mobility-, camo and terrain-based play.
The western part of the map is hilly, with a few destructible covered positions. It agrees well with mobile vehicles, and those able to snipe. Taking this zone means controlling almost the entire map, with an option to sneak up on the enemy from behind.
 
During the coming Supertest we plan to make the final estimate of the new Kharkov’s playability and introduce some limited balance changes if needed. The following stage will deal with polishing the look of the map, and after that, we’ll hit the short and straight road to release.
 
Spoiler
Good Luck and Good Hunting! 
eek. 

Edited by eekeeboo, 14 March 2019 - 01:22 PM.


sokolicc #2 Posted 14 March 2019 - 01:48 PM

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Nice. Although i will miss old corner (now right side of the map) i like you keep those boxes opened. Can't wait CT to test it. :)



xx984 #3 Posted 14 March 2019 - 03:09 PM

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preferred the old one but still looks nice. was my favourite map! Now all we need is Stalingrad and Dragons ridge back! 

Gkirmathal #4 Posted 14 March 2019 - 03:36 PM

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Looks good in the new graphics engine.

 

@Eekeeboo, has a preview fly through video already been released? Or are these made at the final end of a maps development stage?



xx984 #5 Posted 14 March 2019 - 04:34 PM

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View PostGkirmathal, on 14 March 2019 - 02:36 PM, said:

Looks good in the new graphics engine.

 

@Eekeeboo, has a preview fly through video already been released? Or are these made at the final end of a maps development stage?

 

https://www.facebook...?type=2

 

there you go



_PanzerBitterbal_ #6 Posted 14 March 2019 - 04:37 PM

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This map looks very interesting.

Already was a nice map to play so I wonder how it will "feel" in the new setup.



eekeeboo #7 Posted 14 March 2019 - 05:37 PM

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View PostGkirmathal, on 14 March 2019 - 02:36 PM, said:

Looks good in the new graphics engine.

 

@Eekeeboo, has a preview fly through video already been released? Or are these made at the final end of a maps development stage?

 

Not that I'm aware of, just screenshot resources have been provided thus far to us. 

xx984 #8 Posted 14 March 2019 - 05:39 PM

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View Posteekeeboo, on 14 March 2019 - 04:37 PM, said:

 

Not that I'm aware of, just screenshot resources have been provided thus far to us. 

 

The link i posted on FB has a flying video of it

wsatnutter #9 Posted 14 March 2019 - 05:43 PM

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look nice lets see what it brings

eekeeboo #10 Posted 14 March 2019 - 06:57 PM

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View Postxx984, on 14 March 2019 - 04:39 PM, said:

 

The link i posted on FB has a flying video of it

 

​I know the FB post does, but in terms of uploading on to YT for us to then be able to link it on the forums is another matter right now. 

Duck_of_Death #11 Posted 14 March 2019 - 07:11 PM

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I always liked Charkow a lot and i am pretty excited about the reworked Version of it,however i do see 2 huge Problems:

 

-The generic sniper Positions(as seen in the FB Video around min. 8:40) ;we really don`t need another elevated sniper nest with Bushes and Hardcover,these kind of Positions are bad and stupid on pretty much all reworked/new Maps like ghost town or Erlenberg and they will also be bad and stupid on this map.(Honestly i beg you WG don`t ruin another map by introducing these kind of Positions)

 

-The Center of the Town(around min 5:40-6:00) feels way to open,the old Charkov had more Houses there to provide cover and trade against enemy tanks also the Windows at 5:55 should be removed,as even 1 Chieftain or Is-7 in there could hold down the whole Corridor alone.

 

 


Edited by Duck_of_Death, 14 March 2019 - 07:11 PM.


xx984 #12 Posted 14 March 2019 - 07:17 PM

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View Posteekeeboo, on 14 March 2019 - 05:57 PM, said:

 

​I know the FB post does, but in terms of uploading on to YT for us to then be able to link it on the forums is another matter right now. 

 

ahh, misunderstood what you meant

Fendzik_WOT #13 Posted 29 March 2019 - 08:31 PM

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I hope that soundtrack will be kept in similar way as Himmelsdorf :) 

4nt #14 Posted 31 March 2019 - 01:07 AM

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Far better rework than Minsk. Maps should be reworked overall for larger sizes instead of smaller.

But as Duck said above, sniper nests are unnecessary and IMO should be remade as lower or level ground. TDs shouldn't get free 'go here' passes, it's unwanted dumbing down.




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