komain isnt on the list. good call..
Map Madness!
Started by
Nyx
, Mar 21 2012 - 02:27
115 replies to this topic
#42 Posted Mar 21 2012 - 05:58
Ensk, Mines and Siegfried Line will win.
And WG, y u no put Lakeville in the list, it's awesome map
And WG, y u no put Lakeville in the list, it's awesome map
#44 Posted Mar 21 2012 - 06:03
While Himmelsdorf is the most fun for grinding and in general, Abbey is damn fine when you consider how many different tactics you can employ. While hard to decide, I decided to go with Abbey.
#46 Posted Mar 21 2012 - 06:15
Picking the map you think will win and the map that is your personal favorite does not make them the same thing. This post asked for you to e-mail the map you think will win, not your favorite.
My favorite ice cream is slow churned double vanilla, but when asked what ice cream will win the favorite contest I would choose cookies N cream because thats what the majority of people I know would choose as their favorite. Do you get my point?
My favorite ice cream is slow churned double vanilla, but when asked what ice cream will win the favorite contest I would choose cookies N cream because thats what the majority of people I know would choose as their favorite. Do you get my point?
#47 Posted Mar 21 2012 - 06:15
Not sure why so many of you are jumping on Himmelsdorf to win. It's going to have some tough competition against Ruinberg in the second round of voting. (Obviously, I am picking Himmelsdorf and Ruinberg to be in the second round although Cliff is a fun map too)
The difficult thing about voting is anyone can vote. This means any player who is below tier 2 can vote and they only get stuck on 3-4 maps. It probably won't be a huge issue but it may skew some results. Additionally, I am going to predict open field maps will not go far. Everyone in this game hates arty to some degree so they hate maps that give arty an easy time. Even if the open maps are more dynamic and fun, especially when you have people who know what they are doing. However, that rarely happens so best bet is city maps or half city half field maps will win out.
Won't say my final result here but I think it will be a close pick between Himmelsdorf, Ruinberg, and Abbey.
The difficult thing about voting is anyone can vote. This means any player who is below tier 2 can vote and they only get stuck on 3-4 maps. It probably won't be a huge issue but it may skew some results. Additionally, I am going to predict open field maps will not go far. Everyone in this game hates arty to some degree so they hate maps that give arty an easy time. Even if the open maps are more dynamic and fun, especially when you have people who know what they are doing. However, that rarely happens so best bet is city maps or half city half field maps will win out.
Won't say my final result here but I think it will be a close pick between Himmelsdorf, Ruinberg, and Abbey.
#48 Posted Mar 21 2012 - 07:00
Because I am bored, a quick summary of the maps:
Abbey: A dynamic and fun map. Multiple avenues for heavy and medium tanks. Do you take the Abbey? Rush and get a foothold on the 1-2 line? Or get capped out as you try moving through the low road? Many options make for a good map. A top contender to win it all.
Arctic Region: Straight forward maps in terms of where to attack. Either go north or south. The middle is left to lights and mediums to scout or heavy tanks if they want to die. Arty can cover most routes and is liable to make people rage quit as they wonder how an arty could hit them.
Cliff: Three viable avenues of attack. Mediums and lights get the middle while heavys can attempt pushes in either direction. However, not as fun when you know arty can hit you everywhere. This map also leads to stalemates because no one wants to move.
Ensk: Combines city and open field but heavier on the city side. Small fields makes invis-scouts not a big threat. Decreases arty threat and allows tanks to move around freely for flanking attacks. Multiple avenues of attack and can lead to some epic fights and last stands. Another favorite to win it all.
Erlenberg: Bleh, a heavy tanks nightmare. Too much open space and arty can touch you everywhere. Even mediums do not always have the speed and low profile to escape. High tier lights and arty will love this map though. Only an interesting map when played with companies or clans.
Fisherman's Bay: Bleh, another open map. The city is nice but not as large as maps like Ensk or Ruinberg. The city also only has one line of attack with a small sideroad that can get hit hard by arty. Field side provides little cover and is a TD haven. Not many teams utilize the center due to poor cover. Overall not a fun map.
Himmelsdorf: Heavy tanks love this map, mediums love this map, light tanks not as much, and only skilled arty will succeed here. Many routes of attack to suite all types of vehicles. Serious fights to take the hill, epic last stands to defend a cap, and tense poke and shoots to whittle down defenses. Good contender to win it all.
Mines: Small map with only three routes of attack however each route allows for many ways to play them. Can you rush hill? Can you hold the town? Will that TD in the back make your life miserable as you push the water? Arty can only get certain angles and not many places to hide. An overall good and fun map
Mountain Pass: Many avenues of attack that are not easily defended by arty. This map comes down to patience and how well you can work with others to capture certain parts of the map. If you can hold the bowl, you have a good shot but watch for the wrap around attack on the mountain or tanks crossing the bridge. However, can lead to stale mates when certain parts of the maps are locked down.
Murovanka: A personal favorite of mine but hated by others. Players will get tired of only being able to go two ways because the city in the middle is a death trap. And no one likes getting hit by tanks they can't see in the forest or getting hit by arty everywhere on the map.
Prokhorovka: Few avenues of attack and many instances of getting hit by tanks you can not see. You either take the town or push the road. Taking the hill is always an option and if done right can win any match. Arty has free range over this map which makes the small town not as useful. I feel that if arty was disallowed on this map, it would be a lot more dynamic and fun. Especially for american tanks.
Redshire: Large map that heavies will hate. No where to move without being hit from the hill or arty. Up to mediums to distract and push around. Leads to many camp fests as no one wants to die. Again, this map would be a lot more dynamic and fun if arty was disallowed.
Ruinberg: All around solid map. Town is large enough to shield from arty and field is small enough to not give arty a big advantage. Multiple routes of attack which are good for all types of tanks. Only skilled arty players will do well here. Top contender to win it all
Siegfried Line: Map/Field hybrid taken to the extreme. Large city and large field. You can secure the field with mediums while heavies take the city. Pushing the zero line can be fun and playing peek a boo in the city with it's confusing streets is fun. However, arty still rules the day here if you can not get a competent team to work together.
Steppes: Very wide open. A haven for arty. Even the valley and rocks are not safe. Only 3 narrow routes of attack. Gets very stale as most fights end up the same way. Your team either all goes one way and loses or splits up with maybe a sneaky play down the middle. Can turn into a camp fest.
Westfield: Another map prone to sitting back and camping. Arty can do serious damage here but can also be very vulnerable due to how starting positions are done. Really only two ways of attack that pits heavies vs heavies and mediums vs mediums with not much room to allow both.
Abbey: A dynamic and fun map. Multiple avenues for heavy and medium tanks. Do you take the Abbey? Rush and get a foothold on the 1-2 line? Or get capped out as you try moving through the low road? Many options make for a good map. A top contender to win it all.
Arctic Region: Straight forward maps in terms of where to attack. Either go north or south. The middle is left to lights and mediums to scout or heavy tanks if they want to die. Arty can cover most routes and is liable to make people rage quit as they wonder how an arty could hit them.
Cliff: Three viable avenues of attack. Mediums and lights get the middle while heavys can attempt pushes in either direction. However, not as fun when you know arty can hit you everywhere. This map also leads to stalemates because no one wants to move.
Ensk: Combines city and open field but heavier on the city side. Small fields makes invis-scouts not a big threat. Decreases arty threat and allows tanks to move around freely for flanking attacks. Multiple avenues of attack and can lead to some epic fights and last stands. Another favorite to win it all.
Erlenberg: Bleh, a heavy tanks nightmare. Too much open space and arty can touch you everywhere. Even mediums do not always have the speed and low profile to escape. High tier lights and arty will love this map though. Only an interesting map when played with companies or clans.
Fisherman's Bay: Bleh, another open map. The city is nice but not as large as maps like Ensk or Ruinberg. The city also only has one line of attack with a small sideroad that can get hit hard by arty. Field side provides little cover and is a TD haven. Not many teams utilize the center due to poor cover. Overall not a fun map.
Himmelsdorf: Heavy tanks love this map, mediums love this map, light tanks not as much, and only skilled arty will succeed here. Many routes of attack to suite all types of vehicles. Serious fights to take the hill, epic last stands to defend a cap, and tense poke and shoots to whittle down defenses. Good contender to win it all.
Mines: Small map with only three routes of attack however each route allows for many ways to play them. Can you rush hill? Can you hold the town? Will that TD in the back make your life miserable as you push the water? Arty can only get certain angles and not many places to hide. An overall good and fun map
Mountain Pass: Many avenues of attack that are not easily defended by arty. This map comes down to patience and how well you can work with others to capture certain parts of the map. If you can hold the bowl, you have a good shot but watch for the wrap around attack on the mountain or tanks crossing the bridge. However, can lead to stale mates when certain parts of the maps are locked down.
Murovanka: A personal favorite of mine but hated by others. Players will get tired of only being able to go two ways because the city in the middle is a death trap. And no one likes getting hit by tanks they can't see in the forest or getting hit by arty everywhere on the map.
Prokhorovka: Few avenues of attack and many instances of getting hit by tanks you can not see. You either take the town or push the road. Taking the hill is always an option and if done right can win any match. Arty has free range over this map which makes the small town not as useful. I feel that if arty was disallowed on this map, it would be a lot more dynamic and fun. Especially for american tanks.
Redshire: Large map that heavies will hate. No where to move without being hit from the hill or arty. Up to mediums to distract and push around. Leads to many camp fests as no one wants to die. Again, this map would be a lot more dynamic and fun if arty was disallowed.
Ruinberg: All around solid map. Town is large enough to shield from arty and field is small enough to not give arty a big advantage. Multiple routes of attack which are good for all types of tanks. Only skilled arty players will do well here. Top contender to win it all
Siegfried Line: Map/Field hybrid taken to the extreme. Large city and large field. You can secure the field with mediums while heavies take the city. Pushing the zero line can be fun and playing peek a boo in the city with it's confusing streets is fun. However, arty still rules the day here if you can not get a competent team to work together.
Steppes: Very wide open. A haven for arty. Even the valley and rocks are not safe. Only 3 narrow routes of attack. Gets very stale as most fights end up the same way. Your team either all goes one way and loses or splits up with maybe a sneaky play down the middle. Can turn into a camp fest.
Westfield: Another map prone to sitting back and camping. Arty can do serious damage here but can also be very vulnerable due to how starting positions are done. Really only two ways of attack that pits heavies vs heavies and mediums vs mediums with not much room to allow both.
#49 Posted Mar 21 2012 - 07:39
I reckon either Ensk or Mines and I would probably pick Mines if it came to it.
#52 Posted Mar 21 2012 - 12:12
Himmelsdorf. Why? Anyone can vote, and what's the most enjoyable map for zippy, low-tier tanks? Not Campinovka,that's for sure.
#57 Posted Mar 21 2012 - 13:49
drboot, on Mar 21 2012 - 05:15, said:
well at work sometimes they set up "fantasy leagues" like for the lower brackets every one u get right gets like 1 point...then as the tournament gets smaller the point value goes up...the winner is decided by who has the most points at the end
would probably be wayyy to much work for this though with the number of entries
would probably be wayyy to much work for this though with the number of entries
By my understanding, it's not really running like an NCAA bracket, where you have to fill out who you think is going to win each round and you get points based on how accurately you predict the playoffs. The game is to predict the (1) overall winning map, and email that in. The voting online on the brackets will be for your favorite between the two, not who you predict will win, and popularity determines who advances to the next round. Nyx, am I right or wrong on that? Did I understand or do I need to up the caffiene?
#58 Posted Mar 21 2012 - 14:21
Ironmonger69, on Mar 21 2012 - 13:49, said:
By my understanding, it's not really running like an NCAA bracket, where you have to fill out who you think is going to win each round and you get points based on how accurately you predict the playoffs. The game is to predict the (1) overall winning map, and email that in. The voting online on the brackets will be for your favorite between the two, not who you predict will win, and popularity determines who advances to the next round. Nyx, am I right or wrong on that? Did I understand or do I need to up the caffiene?
You are correct, it's not like an NCAA bracket. drboot was saying he was amazed that they aren't running this like that (a couple of posts earlier). He explained how the NCAA bracket is ran in his final post (which you replied to).
And, wow, I can't believe everyone posting the map they think is going to win, or which is their favorite map. Just because you pick the winning map doesn't mean you are going to win. Only 10 will win, so if you continue to sway everyone to choose Himmelsdorf, and in deed Himmelsdorf wins, you are ruining your chances of actually getting any gold.
#59 Posted Mar 21 2012 - 14:50
Really WG?
Multi-million per month profit company, and were 'emailing' our submissions? How quaint.
Poll on the website? Nifty graphics on the main page?
Lol come on.
Multi-million per month profit company, and were 'emailing' our submissions? How quaint.
Poll on the website? Nifty graphics on the main page?
Lol come on.
#60 Posted Mar 21 2012 - 15:12
I figure Sigfried Line will take the crown. As mentioned above...it has something for all players and play styles.
Where Himmelsdorf leaves some Arty players wondering about their next game...before the count down is done for the one they are in.
Where Himmelsdorf leaves some Arty players wondering about their next game...before the count down is done for the one they are in.








