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[Supertest][Maps] Kharkov Changes and Province Update


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CabbageMechanic #1 Posted Nov 07 2017 - 01:52

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Hey Tankers,

 

Updates on two maps hit the Super Test last Friday, and we have videos!

We've made some significant changes to Kharkov to make it more enjoyable for each vehicle class, And we’ve also increased the sizes of the map – to 850x850:

 




In addition we have an updated version of Province that incorporates some of what we have learned from testing:



Video quality is a bit rough this time around, but let us know what you think!

 


Edited by CabbageMechanic, Nov 07 2017 - 01:59.


Noivy #2 Posted Nov 07 2017 - 02:06

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I don't like what I'm seeing on Province. It looks as of the campiness of what is was is going to be amplified.

 

Interesting Kharkov changes, I'd need to be on the map myself to gauge how it feels.



Buttknuckle #3 Posted Nov 07 2017 - 02:12

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Kharkov:

Man that is a lot of flat open ground on the north: Camping TD players will love this, everyone else will decide its suicide.

 

City area reworked to include some wide open areas with narrow funnels at either end. Good times for heavies fighting over the 3 available side scraping spots.

 

Why make the map bigger but walled off the south east corner?

 

Overall it looks like it needs some more hard cover thrown around.



HowitzerBlitzer #4 Posted Nov 07 2017 - 02:12

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Kharkiv*

You get the translation right in the game files, even in some announcements about the map, but you never get the map name right in the game! Display the name in the native country's translation, not the one trying to occupy it in today's world!



Viper69 #5 Posted Nov 07 2017 - 02:21

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Still waiting on my invite.

Goat_Rodeo #6 Posted Nov 07 2017 - 02:22

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Kharkov looks way way better than its current form and looks to be a good mix for all classes of tanks. The Provence map I’m not so sure of though. All that open low ground in the middle is essentially worthless if someone holds the heights. It looks to be a bit of a campfest. Glad they’re reworking some of these maps. And please, ask them to do something about Ensk, like oh say, double it in size?

Edited by Goat_Rodeo, Nov 07 2017 - 02:23.


galspanic #7 Posted Nov 07 2017 - 02:22

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Kharkov's lower right circle was my favorite part of the map.  I thought it balanced the field in the upper left pretty well.

 

RIP Circle.



D00LZ #8 Posted Nov 07 2017 - 02:40

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So Kharkov is now a bigger Winter Himmelsdorf...... well done Wargaming. Well done.

_Schneller_Heinz_ #9 Posted Nov 07 2017 - 02:58

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I personally don't like the Kharkov map.

All the areas that used to accessible now on the test version are blocked with rubble, the map appears to be even more constrained.

I did like Province a lot before it was removed. Kinda miss it. 

In the past it was a Tier I/II map and I hope wargaming don't plan to use this map in Tier VIII to X matches?

Because the map offers not much cover in the center area to advance somewhat protected to the opposite side and every match will end up in a massive camp fest.

 

PS. Besides the Province map size is like Ensk, small as a postal stamp.Smile_sceptic.gif

 

 


Edited by _Schneller_Heinz_, Nov 12 2017 - 04:27.


ArtyAardvark #10 Posted Nov 07 2017 - 03:14

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Well, I only play arty, so I look at the map from that point of view. I always liked Province and missed it when it went away. The new one looks interesting, and despite the fact that from an arty viewpoint it look disastrous at first look, I think I like it. One of those things where you actually need to be on the map and try to hit things to really get a feel for it. I think I like it overall in any case. Kharkov is a map I never cared for, but it has its place as it is probably. The new Kharkov is such a rework of the original, I'm, not sure its really the "Kharkov" map anymore...but it also looks interesting. Much better for arty and td players now certainly. I think the old maps and new ones should coexist, maybe appear in some ratio of times, say the new one 70% of the time, and the old one 30%, or even give a setting that lets you choose which one appears at the higher ratio to get feedback on how people like playing each. The variety and increased number of maps available would make players happier.

Mikosah #11 Posted Nov 07 2017 - 03:30

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The urban corridor meta is being resisted? A very unexpected turn of events. But I think this is very necessary in the long run, the light tanks are desperate for more open ground to work with. And even within what we call 'open ground', small hills and other subtle undulations in the terrain can actually provide a lot of cover against direct threats. Unfortunately the counterpoint to that is arty, which will mindlessly click on anyone who's spotted. That in mind, the heavies will invariably flock to the city for protection, good for them. But as for everyone else, its just a question of whether or not there's room to evade incoming without exposing yourself to every enemy gun within render range. Within that field, there should be as many usable positions as can be arranged. It looks like there's already a solid attempt made to place a good deal of cover into the open area, still I'll reiterate that the goal isn't just to scatter clutter randomly around, the goal is to make as many of these positions useful as possible.

Colddawg #12 Posted Nov 07 2017 - 06:06

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Kharkov is COMPLETELY unrealistic.  No city just ends.

 

Have the map designers stop making makes that specifically tell what tank class to go where (or be destroyed) and tell them to make GOOD MAPS!



mlinke #13 Posted Nov 07 2017 - 06:58

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how about some bushes and trees?

HowitzerBlitzer #14 Posted Nov 07 2017 - 07:11

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View PostColddawg, on Nov 07 2017 - 00:06, said:

Kharkov is COMPLETELY unrealistic.  No city just ends.

 

Have you ever seen Kharkiv? the city looked that way during the war.

And still does to a point, today.

Here's that aerial photo WG tried replicating for the loading screen.

Spoiler

 



Lesser_Spotted_Panzer #15 Posted Nov 07 2017 - 13:57

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+1 for larger maps

Dragonx1x #16 Posted Nov 07 2017 - 14:43

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:great:

 



Colddawg #17 Posted Nov 07 2017 - 16:15

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View PostHowitzerBlitzer, on Nov 07 2017 - 01:11, said:

 

Have you ever seen Kharkiv? the city looked that way during the war.

 

Here's that aerial photo WG tried replicating for the loading screen.

Spoiler

 

 

They are missing all the buildings in the background of the historic picture.  The Kharkov from today is still surrounded by buildings but they are shielded by a thing WG map designers like to skimp on called "vegetation."  Also, the top of the photo is corrupted/damaged (the shadows from the buildings are going a different way than the top of the photograph), I can understand that it looks like vegetation but it's not, and even if it was, where's all the vegetation in the map?  Like i said.  It just ends into nothingness, void of everything except a few gameplay objects here and there.

 

As for the 2nd image, I'd rather play there!  Use this area as a play area.  Plenty of diverse, realistic, and varying areas are shown in this image.  Enough to make a good map that's dynamic and fun to play on.

 

Also, since we're talking historic photos.  You're right, it does appear that Kharkov from 18th of April, 1941 shows that Kharkov "just ends."



CapPhrases #18 Posted Nov 07 2017 - 16:42

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the return of Province is nice and it's refreshing to see you're working on removed maps.

right now though my problem is you've cut off the bottom right corner of the Kharkiv map. open it up.



MajorRenegade #19 Posted Nov 07 2017 - 16:43

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Kharkov- I don't like it when they closed off the inner city with a pile of rubble's blocking all the paths. why not leave that area open? it was fine the way it was. plz open that area up again

Edited by MajorRenegade, Nov 07 2017 - 16:44.


Otter_von_Bismarck #20 Posted Nov 07 2017 - 19:06

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View PostColddawg, on Nov 07 2017 - 00:06, said:

Have the map designers stop making makes that specifically tell what tank class to go where (or be destroyed)

 

I agree with this. Map design that encourages players to view it in terms of class is toxic. It encourages very linear gameplay and results in players not making decisions based on relative lineup and team deployment. 




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