A Map i had Lying Around
sniphell
May 05 2012
As often happens i find myself bored and without access to wot... so i concoted a map with elments i figure the game is lacking (namely a forest).
And then, since i made i figured i'd post up here for comment/criticism (preferably constructive, but whatever floats your boat really).
I should note, it's meant to be set somewhere in vecinity of the Alps. Probably italian side, given i had in mind the whole italian architecture theme (so see it in that light, if you can lol).
MAP1.jpg (150.81K)
downloads: 186
Map key:
I used the colour scale to deliniate height and depth.
Bluer (stronger blue shades) areas are deeper (lower) areas, and shades moving away from blue towards red (in order of purple -> voilet -> pinkish...) represent heigher elevations.
(i added some faint turquise contour lines in the end anyway because i figured it needed some more detail in places).
Black lines = obvious uncrossable edges of hills/sudden drops (provides general map outline)
Grey = rocks
Dark green = tree
light green = shrub
Beige lines (skin colour)= destructable brick fence
red lines= contour of houses/buildings
thick blue lines (using crayon style brush)= river or lake
light orange= flag
thick brown/thick grey= dirt/asfalt road
White lines = Abbey style rooftop and respective columns.
Map Theory
Simply put there are 2 main lines of attack. 2 sneak/ambush lines of attack and 1 straight/suicide line of attack.
The map attempts to give the defenders (team I) an absolute height advantage. Providing mostly buildings as cover to supplement the height. On the other hand it compensates the attackers (team II) with extensive camouflage and a larger, much wider (and thus more comfortable) area from which to operate artillery.
In other words, it is very much a defenders get a defense bonus, attackers get an attack bonus kind of map (or that's what i was going for).
Having 5 different lines of attack means you can always poke around for weakspots. It also means that some are better suited to certain styles of tanks. Ie. the upper most route i added with light tanks and amx's in mind.
The southern most route was added as an option to bypass enemy defensive clusters in the adjacent route.
And since fast access routes always have an appeal, there's the mid route.
And then, since i made i figured i'd post up here for comment/criticism (preferably constructive, but whatever floats your boat really).
I should note, it's meant to be set somewhere in vecinity of the Alps. Probably italian side, given i had in mind the whole italian architecture theme (so see it in that light, if you can lol).
MAP1.jpg (150.81K)
downloads: 186
Map key:
I used the colour scale to deliniate height and depth.
Bluer (stronger blue shades) areas are deeper (lower) areas, and shades moving away from blue towards red (in order of purple -> voilet -> pinkish...) represent heigher elevations.
(i added some faint turquise contour lines in the end anyway because i figured it needed some more detail in places).
Black lines = obvious uncrossable edges of hills/sudden drops (provides general map outline)
Grey = rocks
Dark green = tree
light green = shrub
Beige lines (skin colour)= destructable brick fence
red lines= contour of houses/buildings
thick blue lines (using crayon style brush)= river or lake
light orange= flag
thick brown/thick grey= dirt/asfalt road
White lines = Abbey style rooftop and respective columns.
Map Theory
Simply put there are 2 main lines of attack. 2 sneak/ambush lines of attack and 1 straight/suicide line of attack.
The map attempts to give the defenders (team I) an absolute height advantage. Providing mostly buildings as cover to supplement the height. On the other hand it compensates the attackers (team II) with extensive camouflage and a larger, much wider (and thus more comfortable) area from which to operate artillery.
In other words, it is very much a defenders get a defense bonus, attackers get an attack bonus kind of map (or that's what i was going for).
Having 5 different lines of attack means you can always poke around for weakspots. It also means that some are better suited to certain styles of tanks. Ie. the upper most route i added with light tanks and amx's in mind.
The southern most route was added as an option to bypass enemy defensive clusters in the adjacent route.
And since fast access routes always have an appeal, there's the mid route.
Kinkykalrot_musikalskare
May 05 2012
I really like this IDEA I would love to see WGing run with this!
iHuntTanks
May 05 2012
Map would mean more people crying out about invisi tanks, but if there was no swamp land in the forest, that map would be GREAT! Close range fights in the forest, or snipe fights with scouts finding everyone in forest.
mrasianman2
May 05 2012
I think based off the strategy most tankers on the NA server, the defending side would have an overwhelming advantage (people need to learn how to do an aggressive, yet smart, push). And this might just encourage excessive camping on one side. But that's just what I think.
If people could change their strategy for this map, it would be a blast playing.
If people could change their strategy for this map, it would be a blast playing.
bullet_sponge
May 07 2012
IF the forest wasn't swamp then this would be 100% it is 99.9999999999% good But think about it this map would be my favorite. This map has be made a true art.


