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New Unnamed Map Prototype and Seaport Update


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CabbageMechanic #1 Posted Jan 19 2018 - 22:30

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Hey Tankers,

We know that new maps for World of Tanks are a hot topic for many of you - so we are putting lots of effort into creating additional battle locations. Today we’re ready to show of some updates on some projects that will be reaching the Supertest Server soon.

The two prototypes are set in Asian settings: “Seaport” and an unnamed prototype formerly known as "Airport" (the Airport has been removed in the current version). Both names are subject to change(see below). We’ve introduced lots of changes to these maps, based on recent testing results—to improve the gameplay and to make fighting in these locations more fun.

The “Conditional Seaport” map has received lots of nice new perks—to make battle dynamics more smooth and allow you to shine while playing just any class:

  • Some cozy positions for TD’s, letting these vehicles heavily impact the actions of enemy heavy tanks (Point 1 on the minimap).
  • Reworked central part—now the sides are on even terms here.
  • Improved “balconies” in the north—it’s now way easier to break through the other team’s defense.

We’ve tinkered with the “Formerly known as Airport” map even more—to the degree there’s no reason to even call it “Airport" anymore: the airfield has been removed. We’ll come up with a new codename later, so let’s run through the changes made.

  • Main action is to take place in the canyon behind the temple-topped range. It is a zone for well armored rides. They are supposed to push through the enemy line, using coverage provided by cliffs and rocks. At the beginning of the battle, light tanks and fast medium tanks may try their luck here and attempt to drive through the bridge to the temple hill.
  • The temple hill is now a designated playground for light and medium tanks, well suited for making long and average distance shots. The success here will depend on good spotting.

As the updated “Seaport” map, the ex-“Airport” map now offers lots of opportunities for any vehicle class. TD’s can efficiently prey on the opponents ‘lit up’ by teammates, and SPG’s are able to do decent damage with well-placed shots:



The Supertest will decide the ultimate fate of the “Seaport” and “Airport-Without-an-Airfield” maps, so make sure to follow the coverage by official sources. That’s not all—within several days we’ll update you with info on even more new maps.

Happy Tanking!



DaDoomTurtle #2 Posted Jan 19 2018 - 22:49

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View PostCabbageMechanic, on Jan 19 2018 - 16:30, said:

Hey Tankers,

We know that new maps for World of Tanks are a hot topic for many of you - so we are putting lots of effort into creating additional battle locations. Today we’re ready to show of some updates on some projects that will be reaching the Supertest Server soon.

The two prototypes are set in Asian settings: “Seaport” and an unnamed prototype formerly known as "Airport" (the Airport has been removed in the current version). Both names are subject to change(see below). We’ve introduced lots of changes to these maps, based on recent testing results—to improve the gameplay and to make fighting in these locations more fun.

The “Conditional Seaport” map has received lots of nice new perks—to make battle dynamics more smooth and allow you to shine while playing just any class:

  • Some cozy positions for TD’s, letting these vehicles heavily impact the actions of enemy heavy tanks (Point 1 on the minimap).
  • Reworked central part—now the sides are on even terms here.
  • Improved “balconies” in the north—it’s now way easier to break through the other team’s defense.

We’ve tinkered with the “Formerly known as Airport” map even more—to the degree there’s no reason to even call it “Airport" anymore: the airfield has been removed. We’ll come up with a new codename later, so let’s run through the changes made.

  • Main action is to take place in the canyon behind the temple-topped range. It is a zone for well armored rides. They are supposed to push through the enemy line, using coverage provided by cliffs and rocks. At the beginning of the battle, light tanks and fast medium tanks may try their luck here and attempt to drive through the bridge to the temple hill.
  • The temple hill is now a designated playground for light and medium tanks, well suited for making long and average distance shots. The success here will depend on good spotting.

As the updated “Seaport” map, the ex-“Airport” map now offers lots of opportunities for any vehicle class. TD’s can efficiently prey on the opponents ‘lit up’ by teammates, and SPG’s are able to do decent damage with well-placed shots:



The Supertest will decide the ultimate fate of the “Seaport” and “Airport-Without-an-Airfield” maps, so make sure to follow the coverage by official sources. That’s not all—within several days we’ll update you with info on even more new maps.

Happy Tanking!

 

Thanks for the update @CabbageMechanic. Do you have any idea when this new map will be released (in the case that it will be)?

Commodore_Krunk #3 Posted Jan 20 2018 - 02:01

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+1 New maps on the horizon!

KaiserWilhelmShatner #4 Posted Jan 20 2018 - 02:49

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The Map formally known as Airport.  Next you are going to tell us that Purple Rain made the Doves Cry.

 

How about Formosa as the maps name?



MajorRenegade #5 Posted Jan 20 2018 - 05:23

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"Dragon Bay" sound like a good name for the first one

 

and the 2nd map(Video) can be called "Emerald Valley" or "Jade Valley"


Edited by MajorRenegade, Jan 20 2018 - 05:29.


Jaspo #6 Posted Jan 20 2018 - 08:10

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The arrows at the bottom indicate the route for the TOG IIs and the AMX 40s to take?

madgiecool #7 Posted Jan 20 2018 - 09:59

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My problem with this is point 1, WG says TD go here.

 

Whenever WG says TD's go here this translates to:

 - All non top tier hvy.med go here

-  All enemy team avoid the positions covered by this arc.

 

just for clarification, I can't fault WG for where players park/camp their vehs.

 

I'm surprised there isn't a token bush by position 2 with 'scouts go here'.



madgiecool #8 Posted Jan 20 2018 - 11:13

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I vote for

Fisherman's bay II



Colddawg #9 Posted Jan 20 2018 - 16:58

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I just want to know why there are German battleships at an oriental port.....What?  No one wanted to model the Kongo class?

steve6027 #10 Posted Jan 20 2018 - 17:22

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Looks like Swamp to me

VonWeber #11 Posted Jan 21 2018 - 05:24

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:B​ Anyone for simple, realistic maps?

Manimal__ #12 Posted Jan 21 2018 - 21:07

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View PostCommodore_Krunk, on Jan 19 2018 - 17:01, said:

+1 New maps on the horizon!

 

Release date 2023

ArtyAardvark #13 Posted Jan 22 2018 - 16:31

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They could add a lot of variety and effectively have hundreds of "new" maps with an easy and quick doctoring of the maps they have now and the ones they took out of rotation that people liked (i.e. Pearl River, Dragon Ridge, etc..). People complain that the same maps over and over get stale and people who play them all the time know the spots to go to and how to play them every time. Take key spots on the map and entire sections of the map, and make several variations of the areas that favor completely different styles of play, improving or reducing the value of the areas. Make each of these variations a set that comes up randomly when that map comes up, with all of them showing the same name of the map to players so they can't anticipate which variation is in play for that particular battle. The number of maps then effectively becomes unlimited without really "creating" any "new" maps. They could even take entire halves or large sections of existing well known maps and "chimera" them together to form weird hybrids that would play completely different than either of them individually would have.

 



cloudwalkr #14 Posted Jan 23 2018 - 11:34

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Please make those maps much bigger.  Please.

JTM78 #15 Posted Jan 23 2018 - 19:38

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All this map shows is that WoT's map developers are not capable of making a balanced map every after all this time! (Direction will be given in picture laid out in original post) The western spawn has more usable hard cover to defend their capture cycle while the eastern spawn has very little usable cover to defend their capture circle. The western boat shed give a TON of cover from artillery with a flat trajectory while the eastern spawn is wide open to being hit with any artillery because no boat shed! If WoT's map developers believe that those bridges on/off of the ships or the southern most bridge in front of the large central boat shed will used I have a bridge in Brooklyn New York I would like to sell them.

FIX THE MAP WoT!!!!!!!!!!!!!!!!!!!!!

grego34 #16 Posted Jan 25 2018 - 15:49

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nice size, its better looking than Seaport. I swear someone made that map in there sleep.  More maps like Klondike,size wise.  how about some historical maps?  

AZandEL #17 Posted Jan 27 2018 - 05:04

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View PostCabbageMechanic, on Jan 19 2018 - 21:30, said:

Hey Tankers,

We know that new maps for World of Tanks are a hot topic for many of you - so we are putting lots of effort into creating additional battle locations. Today we’re ready to show of some updates on some projects that will be reaching the Supertest Server soon.

The two prototypes are set in Asian settings: “Seaport” and an unnamed prototype formerly known as "Airport" (the Airport has been removed in the current version). Both names are subject to change(see below). We’ve introduced lots of changes to these maps, based on recent testing results—to improve the gameplay and to make fighting in these locations more fun.

The “Conditional Seaport” map has received lots of nice new perks—to make battle dynamics more smooth and allow you to shine while playing just any class:

  • Some cozy positions for TD’s, letting these vehicles heavily impact the actions of enemy heavy tanks (Point 1 on the minimap).
  • Reworked central part—now the sides are on even terms here.
  • Improved “balconies” in the north—it’s now way easier to break through the other team’s defense.

We’ve tinkered with the “Formerly known as Airport” map even more—to the degree there’s no reason to even call it “Airport" anymore: the airfield has been removed. We’ll come up with a new codename later, so let’s run through the changes made.

  • Main action is to take place in the canyon behind the temple-topped range. It is a zone for well armored rides. They are supposed to push through the enemy line, using coverage provided by cliffs and rocks. At the beginning of the battle, light tanks and fast medium tanks may try their luck here and attempt to drive through the bridge to the temple hill.
  • The temple hill is now a designated playground for light and medium tanks, well suited for making long and average distance shots. The success here will depend on good spotting.

As the updated “Seaport” map, the ex-“Airport” map now offers lots of opportunities for any vehicle class. TD’s can efficiently prey on the opponents ‘lit up’ by teammates, and SPG’s are able to do decent damage with well-placed shots:



The Supertest will decide the ultimate fate of the “Seaport” and “Airport-Without-an-Airfield” maps, so make sure to follow the coverage by official sources. That’s not all—within several days we’ll update you with info on even more new maps.

Happy Tanking!

 

Any new maps are welcome even if they have spots that will eventually need rework.




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