Jump to content


* * * * * 2 votes

[ST] Another New Map Prototype!


  • Please log in to reply
45 replies to this topic

BlackFive #21 Posted Mar 16 2018 - 12:52

    Major

  • Players
  • 27635 battles
  • 3,175
  • [RE4GD] RE4GD
  • Member since:
    09-09-2013

You want a non snarky response?  That is probably the most egregiously stupid map design I've seen in a while. 

 

Two massive parts of the map that artificially force players into no-decision making-necessary or allowed corner-to-corner face-offs.  Then you have a massive lake to further reduce the playing area and some thin lanes around everything in their own weird corridors.  The 'open' area looks like it's not more than 300 meters wide - which is super open... Not.  

 

I swear, the assumption that players are stupid and cannot handle options or opportunities is kinda offensive. 



t8z5h3 #22 Posted Mar 16 2018 - 13:00

    Captain

  • -Players-
  • 36292 battles
  • 1,045
  • [SYNG2] SYNG2
  • Member since:
    04-23-2013

View PostBlackFive, on Mar 16 2018 - 07:52, said:

You want a non snarky response?  That is probably the most egregiously stupid map design I've seen in a while. 

 

Two massive parts of the map that artificially force players into no-decision making-necessary or allowed corner-to-corner face-offs.  Then you have a massive lake to further reduce the playing area and some thin lanes around everything in their own weird corridors.  The 'open' area looks like it's not more than 300 meters wide - which is super open... Not.  

 

I swear, the assumption that players are stupid and cannot handle options or opportunities is kinda offensive. 

 

complex maps don't work because a lot of a complex map never gets used also you want a simple map to focus the action.

 

on another note this could be a cool tier 1 map and it has the feeling of Lakevilli



BlackFive #23 Posted Mar 16 2018 - 13:45

    Major

  • Players
  • 27635 battles
  • 3,175
  • [RE4GD] RE4GD
  • Member since:
    09-09-2013

View Postt8z5h3, on Mar 16 2018 - 13:00, said:

 

complex maps don't work because a lot of a complex map never gets used also you want a simple map to focus the action.

 

on another note this could be a cool tier 1 map and it has the feeling of Lakevilli

 

Maps can be aesthetically pleasing, focusing the action and wide open / natural without forcing players into corridors from which they cannot escape, nor affect the action in a parallel Corridor.  Prokhorovka, Steppes, Live Oaks, Malinovka, etc etc are all examples: yes, fighting typically takes place in the same 3 areas... But you are not forced to play in only one of three areas until you exit the Corridor. 

 

I don't remember where I read it, but WG admitted that its Russian population literally couldn't figure out how to play on open maps.  While I and others saw the corridors as a non-obvious buff to RU tanks, their excuse is that corridors is the only way to ensure that the combat takes place in predictable locations. And sadly their RU players needed the crutch to reduce the stress of playing.

 

Regardless,  three Corridor design is stupid when it does not allow you to exit the corridors.  The map shown in the OP is poorly designed and who cares about the 1k by 1k size when you are stuck in narrow corridors? 



Tahllol #24 Posted Mar 16 2018 - 13:51

    First lieutenant

  • -Players-
  • 9871 battles
  • 951
  • Member since:
    01-31-2016
Another crap small corridor map. If you are going to be able to see across over half the map it is to small. Tanks didn't fight in corridors and stayed away from cities as much as possible because they were death traps to cities as were corridors thanks to Arty's which you nerfed to [edited].

Edited by Tahllol, Mar 16 2018 - 13:52.


Gothraul #25 Posted Mar 16 2018 - 16:30

    Major

  • -Players-
  • 2016 battles
  • 4,165
  • Member since:
    11-17-2014
I am willing to give it a try as it would lower the chances of getting the more cancerous maps like Lake ect, as for the comments in this thread ree may as well be a toxic waste site.

BlackFive #26 Posted Mar 16 2018 - 17:37

    Major

  • Players
  • 27635 battles
  • 3,175
  • [RE4GD] RE4GD
  • Member since:
    09-09-2013

View PostGothraul, on Mar 16 2018 - 16:30, said:

I am willing to give it a try as it would lower the chances of getting the more cancerous maps like Lake ect, as for the comments in this thread ree may as well be a toxic waste site.

Not toxicity as much as frustration from years of trying to communicate with WG that Corridor maps are stupid and unnecessary ... But they are solely focused on the RU market, where apparently the player base is so stupid that they literally need to be funneled into one another. 

 

It's a clear lack of vision and one we've been trying to communicate to WG since they started this nonsense back in 2012



bockscar43 #27 Posted Mar 16 2018 - 18:12

    Captain

  • -Players-
  • 27680 battles
  • 1,193
  • [PL1AR] PL1AR
  • Member since:
    01-01-2015
Why not use actual battle fields and render to wots needs and not try to include a lot of feel good places....just sayn.

Noivy #28 Posted Mar 16 2018 - 19:15

    Captain

  • Players
  • 31455 battles
  • 1,370
  • Member since:
    09-11-2011

I approve of using hills and bushes in combination to encourage people to move up. 

 

That being said, how much of the map has actual play space?



64sherman #29 Posted Mar 16 2018 - 22:15

    Sergeant

  • Players
  • 24929 battles
  • 237
  • [MOZZY] MOZZY
  • Member since:
    03-21-2013

I feel like the devs are running out of ideas at this point.  Maybe do a player made map contest and the winner gets their map added to the game?   Give modders the landscape editor used to make the maps and you'll start seeing some awesome ideas.  

 



64sherman #30 Posted Mar 16 2018 - 22:17

    Sergeant

  • Players
  • 24929 battles
  • 237
  • [MOZZY] MOZZY
  • Member since:
    03-21-2013

View PostAudie_L_Murphy, on Mar 16 2018 - 01:17, said:

I assume that arty will be able to shoot the rock cover and bring it down on our heads.

 

of course, for dynamic gameplay reasons.  

Tahllol #31 Posted Mar 16 2018 - 22:20

    First lieutenant

  • -Players-
  • 9871 battles
  • 951
  • Member since:
    01-31-2016

View Post64sherman, on Mar 16 2018 - 22:15, said:

I feel like the devs are running out of ideas at this point.  Maybe do a player made map contest and the winner gets their map added to the game?   Give modders the landscape editor used to make the maps and you'll start seeing some awesome ideas.  

 

 

Giving players hte model system to make maps would be awesome, but WG won't because they would find they don't have a clue about making anything. 

Gunadie #32 Posted Mar 17 2018 - 06:19

    Major

  • Players
  • 39539 battles
  • 4,353
  • Member since:
    08-20-2011

View PostCabbageMechanic, on Mar 15 2018 - 13:58, said:

Hey Tankers,

 

Today we’re launching a new map prototype on the Supertest.  No name yet, but the setting is Eastern themed.  It’s going to be a big map (1,000m×1,000m), and half-open: lots of open space but plenty of cover options as well.  The bases are located in the West and in the East, opposite each other.  The map contains three distinct sections:
The town - Most clashes will take place here and will include lots of maneuvering. Cover is abundant, offering nice firing positions and shielding you from enemy TD’s. The town isn’t isolated from the rest of the map: depending on how the battle dvelops, you can provide/receive flank assistance.





 


The hills in the North. This is a sniping location, with multiple tactical options: blocking the enemy advance and giving fire support to allies in the middle, rushing the flank with medium tanks, spotting by light tanks, and more.






The pass by the lake. A path for risk-takers, suitable for both taking great firing positions fast, and spotting.

This is an early prototype so naturally it is subject to change, and is several graphical polishing passes away from its final fully beautified self.

Let us know what you think!

 

As I have said many times,

Wot needs to farm out the Map Making because they are inept at it.



Gunadie #33 Posted Mar 17 2018 - 06:22

    Major

  • Players
  • 39539 battles
  • 4,353
  • Member since:
    08-20-2011

View PostVooDooKobra, on Mar 15 2018 - 18:41, said:

i look forward to seeing how this develops, any announcement of new maps is not a bad thing

 

Yes !

From announcement to development to release date is 5 + years



HOTA_CHATON #34 Posted Mar 17 2018 - 14:55

    Major

  • Players
  • 12335 battles
  • 13,204
  • [KOFJ] KOFJ
  • Member since:
    09-28-2011
SUCKS  Bring back all the old maps and forget this new crap.

64sherman #35 Posted Mar 17 2018 - 22:23

    Sergeant

  • Players
  • 24929 battles
  • 237
  • [MOZZY] MOZZY
  • Member since:
    03-21-2013
Please do a Japanese map focused on Lake Hamana and put a sunken Ho-Ri at the bottom of the lake as an easter egg.  And then add the Ho-Ri to the tech tree with all the other japanese tank destroyers I want so badly.  Just shut up and take my money already.  

Ich_bin_Hass #36 Posted Mar 17 2018 - 22:44

    First lieutenant

  • Players
  • 72947 battles
  • 599
  • [UM-R] UM-R
  • Member since:
    04-30-2011

View PostHawkeye__Pierce, on Mar 15 2018 - 16:31, said:

 

^^So Much This We Don't Need Corridor Map Number 15 added to rotation we need more Malinovkas and Fiery Salents 

 

I agreed with the Fiery Salient type of maps. But we had those long ago. Severogorst, Dragon Ridge, Northwest and Pearl River. Hell even Hidden Village was better IMHO Than Stalingrad, Kharkov, Winterstorm and those two fossils Ensk and Mines. But many of your heavy drivers cried so much they removed them.

Edited by Ich_bin_Hass, Mar 17 2018 - 22:46.


VooDooKobra #37 Posted Mar 17 2018 - 22:45

    Major

  • Players
  • 8091 battles
  • 3,399
  • [MOVE] MOVE
  • Member since:
    04-23-2011

View Post64sherman, on Mar 17 2018 - 14:23, said:

Please do a Japanese map focused on Lake Hamana and put a sunken Ho-Ri at the bottom of the lake as an easter egg.  And then add the Ho-Ri to the tech tree with all the other japanese tank destroyers I want so badly.  Just shut up and take my money already.  

 

that sounds kinda cool

Ich_bin_Hass #38 Posted Mar 17 2018 - 22:46

    First lieutenant

  • Players
  • 72947 battles
  • 599
  • [UM-R] UM-R
  • Member since:
    04-30-2011

View PostVooDooKobra, on Mar 17 2018 - 15:45, said:

 

that sounds kinda cool

 

Agreed. Better yet based on the Shinano plain where many battles were fought during the Samurai times.

Edited by Ich_bin_Hass, Mar 17 2018 - 22:47.


pukalo #39 Posted Mar 18 2018 - 20:22

    Sergeant

  • -Players-
  • 9170 battles
  • 100
  • [CDN] CDN
  • Member since:
    08-25-2015
How can one become a supertester? 

Tahllol #40 Posted Mar 20 2018 - 03:39

    First lieutenant

  • -Players-
  • 9871 battles
  • 951
  • Member since:
    01-31-2016
Oh look another corridor map that doesn't need any gun depression so the Super Super Heavy and fake Russian tanks can dominate.

Edited by Tahllol, Mar 20 2018 - 03:40.





1 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users