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Poor map design

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catlikehana #1 Posted 01 August 2020 - 01:54 AM

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map design recently is very poor to me.

most maps now have wide open empty dead zones in the middle with no real way to progress as this is flanked by choke points and camping locations so you more or less get punished for trying to move the game forward.


a lot of the most recent maps imo are too similar in design and offer little to no variation in gameplay, they might look different but they all boil down to the same playstyles. Some of which are also suited just for a select amount of classes (lights/tds) rather than for all, take Berlin for example: teams either funnel into town or top of the map (1/2).. half the map isn't utilised as it is designed only to suit lights, same goes for Ghost Town, Studzianki, Malinovka and a lot more.


Is it just me experiencing this opinion or do others feel the same way?

I hope there will be a lot more retakes on these maps for better playstyles that suit all tech tree classes.

Edited by catlikehana, 06 August 2020 - 08:43 AM.

xgmode #2 Posted 22 August 2020 - 01:34 PM


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WG only wants to make the game quicker, to get new players or so.

Most maps have become a pain to play for heavies and tank destroyers, most of the time you can go only one or maybe two routes. Which is superboring.

And when they redesign maps, they make it even worse. My guess is they lost their way with the game, made some mistakes years ago and cannot get back on track.

I only still play this game because of the amount of time played and tanks received, seriously cannot recommend new players to join this mess.


The developer and community is toxic.

topsickrat #3 Posted 25 August 2020 - 06:42 PM


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in this game where you have to play himmelcrap, mines, tundra, ensk etc in t10, ghost town is actually a good map lol. Map design was always abysmal, or would you say that e.g. el halluf is not a one trick pony for heavies? Redesigned pearl river is also terrible. I would need like 15 map ban possibilities to actually enjoy this. This is one of the big reasons why im gonna leave the game the moment they release the leo pta nerf patch

killer999death #4 Posted 30 August 2020 - 01:11 PM

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There are many poorly designed maps. The things Wargaming loves to do with maps are as follows:
  • Line of bushes stretching from one side to the other in a straight line (and it's bloody stupid)
  • Large open areas no one ever uses and it takes up half of the map space
  • Creates 1000x1000 maps but all over the borders they put mountains or water so essentially the map is 800x800 or less of useful play area
  • Creates strong bushed camping positions behind capping zones to further encourage camping from the border and prevent the enemy team to push into the zone. 
  • Files heavy tanks into an area where nothing but head on fighting is available (which essentially encourages premium shell spam to penetrate frontal armor).

    There are some more things but I won't bother to mention it. I've been critisizing WG's maps for years and by the looks of their designs that won't change for a while. They had the chance of fixing so many things when they made the 1.0 transition but no, they pretty much copy pasted all the maps and put nothing but flare on them to make them look nice visually but playing on them is still the same crap. Also soap rocks, moss in Russia slipperly like a well lubed bath tub.

    Personally. Less bushes and more flexibility on maps instead of single file fighting.

tobbetank #5 Posted 01 November 2020 - 07:26 PM


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Mapdesigners has a fulltimejob by making the events map, and so no time for the random maps. So even 4500 employees and not enough designers that could work on eventmaps for making playable random-maps... strange, isnt it?

Aleo #6 Posted 14 November 2020 - 02:10 AM


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Map designs in WoT are a joke. They make maps on a strict formula that each class shall have its "preferred" territory. In that philosophy they create visually stunning maps, but maps that would be more at home in Caliber or some other FPS game, not in a tank game. By making the maps in that fashion, they also create corridors that prevent a tank from crossing the map from one side to the other in any effective way or form. If you have committed yourself to a flank you are stuck, with little or no chance to reevaluate and redeploy... all the things that tanks are good at in real life. In their quest to "balance" maps they have made maps that are balancing on a knifes edge. If one team don't play the map by WGs template, that team will win and the other team can't do anything about it because they are trapped in some corridor on the far side of the wrong end. 

Its more freakishly random now, if one team is lucky to overload one of the corridors and the other team is not they will win, no matter what skill or tank they have. The only tanks that can efficiently react to the current map-templates are the awful EBRs

1_9_1939 #7 Posted 19 November 2020 - 09:33 PM

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Map design is trash since 2015. Thats all. They make corridors to not allow to fire from side, they create hard rocks to prevent tanks from helping each other or spotting safe, they make only 1 bush for spotting so everybody knows where the enemy will be and of course, sloped terrain so 2nd wave cant support 1st wave... TRASH.

Edited by 1_9_1939, 19 November 2020 - 09:34 PM.

Wanheda_BMHB #8 Posted 24 November 2020 - 04:07 PM


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just testing :) 

srbinveljko #9 Posted 24 November 2020 - 05:19 PM


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Latinate #10 Posted 24 November 2020 - 05:41 PM


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Glint4 #11 Posted 27 January 2021 - 11:18 PM


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In my opinion maps is the biggest issue in the game right before french hyper speed cars.

Edited by Glint4, 28 January 2021 - 10:08 PM.

p6kk #12 Posted 02 February 2021 - 08:45 PM

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Ruinberg is unplayable

Berlin is just very bad - there is nothing to do and nowhere to be. map is designed for ebr players only. 


Edited by p6kk, 02 February 2021 - 08:46 PM.

Stylebender #13 Posted 14 February 2021 - 08:52 PM


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Most frustrating issues with maps are:

-crossings where tanks get fired-at when moving into flanks (arctic region, cliff, mountain pass, sweden/glacier, tundra, redshire).

-maps that are not mirror opposite enable certain spawns being more powerful due to strong positions resulting in a bigger chance of victory.

-certain maps are way too small for tier 9-10 game (ensk, mines, tundra, himmelsdorf).


its extremely frustrating being farmed at when you try to reach a key-position & its a mystery to me why devs turn a blind eye to these known issues.

Edited by Stylebender, 14 February 2021 - 10:30 PM.

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