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Update 1.1: Exploring New and Revamped Maps

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Gnomon #1 Posted Aug 17 2018 - 16:05

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Hey, everyone! 


Happy Friday! 


I wanted to talk to y'all about the new and revamped maps coming in 1.1. 


First, I highly recommend you check out our article on the maps, as it contains some interactive stuff (like music, screenshots, and more): Update 1.1: Exploring New and Revamped Maps


Here are some basics over the maps:








There were also changes made to Glacier, Siegfried Line, Mines, and Province. Please check the article I previously linked, as there are widgets that you can interact with to see the changes. 


Thanks, everyone, and hope you have a great upcoming weekend! 

NiteDog #2 Posted Aug 17 2018 - 16:07


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Are there any plans to bring back Northwest, Swamp, and Pearl River?

KingofDragons #3 Posted Aug 17 2018 - 16:39

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Played Studzianki on common test...... Too many bushes for lights to spot from and kills the whole game... since the map is small , heavies get spotted while getting into position.. Almost got 8500 spotting and wasn't far from my own base.. I believe this map will not be enjoyable to play..



Edited by KingofDragons, Aug 17 2018 - 16:39.

KidK #4 Posted Aug 17 2018 - 17:23

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Maps!  Big F'n deal!   Work on the ancient spotting Mechanics FFS

coconut2011 #5 Posted Aug 17 2018 - 17:24


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Based on the changes to the minimap, the changes to the Pilsen looks really nice.


I play a lot of lights, but I absolutely hated the old map scouting / pushing the east side, since the east side was basically a kill zone with fires coming from multiple directions.  Because there are no bushes and very limited covers, the tanks get lit easily.  And when there are arties, the life could be even more difficult.  It was possible to push, but there was very little room for maneuvering due to limited space and covers.  Usually it was best to just camp by the center building corner to snipe the east and spot the pushes.


The new change made east side much larger, more room for maneuvering, and plenty of covers to cross fire from middle.  It may still be difficult to push east though, since it appears the north / south have major camping / sniping positions.  At least there are a number of hard covers (though not tall enough to completely cover the tank) in the center to allow fast tanks to move in.


Need to see the actual map to see some of the elevation adjustments which can also have major impacts to the map play / balance.

Almighty_Johnson #6 Posted Aug 17 2018 - 17:33


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I was looking at these last night.  I liked everything I saw except the Siegfried Line map.  It feels like you removed all the TD lines of fire from the south side.  After the 1.0 update, the TD positions were shifted and the line of fire along the front of the town was restricted a LOT.  Now, with these new changes, it appears they were blocked altogether.  And at the same time it was buffed for TDs in the North to shoot into the town from a ton of angles.  Seriously?  I guess the South spawn doesn't need to take the town any more.....

Edited by Almighty_Johnson, Aug 17 2018 - 17:34.

Gut_zilla #7 Posted Aug 17 2018 - 21:27


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" Are there any plans to bring back Northwest, Swamp, and Pearl River? "   Damn, I hope so.   Tanks are now faster, it will be more enjoyable on those maps and a few old ones too.  :playing:        

FilthyJack #8 Posted Aug 17 2018 - 21:51


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Just what we need.......more city maps......its like focus is on eyecandy instead of tactical gameplay.

BluntedBaboon #9 Posted Aug 18 2018 - 04:41


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Add TD spots. Check.


Add Arty cover. Check.


Make it worse for everyone else who doesn't camp in certain positions. Check.


Claim arty prevents camping. Check.

ContraMuffin #10 Posted Aug 18 2018 - 11:09


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Really liking Mines changes. Haven't played it but seems like it'll at least balance out the map a bit. Still hoping for Mines to be expanded into at least 800x800m tho :sceptic:


As for new maps, haven't tried them out, but hey, more maps into circulation has to be a good thing.


Agree with KidK tho, spotting seriously needs to be revamped. Radio has been a useless module for long enough - why not make it into something useful? Give a slight time delay for transferring enemy team positions to allied tanks. Better radio reduces time delay. Scouting will be safer for light tanks if they have lower time delay than other classes, so LTs are encouraged to scout.

UnturnedLeaf #11 Posted Aug 19 2018 - 02:13

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simply put, maps should be larger / bigger. most are too small for tier 8 and above. maps like Mines and even Himmelsdorf are too small. when arties can be spotted parked in the farthest rear area and be one-shotted by tanks that haven't even been spotted yet the quality of gameplay goes in the pooper.

anonym_63LlYSJJqodW #12 Posted Aug 19 2018 - 09:22


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675 battles and this Punk is a Moderator

gooner_1963 #13 Posted Aug 19 2018 - 19:04

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Please add the boundary lines back in. 

DirtyPicklez #14 Posted Aug 23 2018 - 00:30

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How about you fix the screwed up spotting mechanics?

OCEANUS_PROCELLARUM #15 Posted Aug 29 2018 - 10:50


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How about investing some time to fix the Match Maker program? It's odd that we can send spacecraft to slingshot around other planets 10 years in the future with split second timing, but Match Maker can't be improved? When the opposing force wins with only a couple tanks destroyed, something is wrong.

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