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[ST] Lost City - Final Revisions


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DomoSapien #1 Posted Dec 04 2018 - 20:33

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Tankers, 

Hitting Supertest today is what will hopefully be the final stage of testing for the Lost City map. It should look familiar, as several versions have been posted to the WCFR subforum in the past, and it bears a striking resemblance to Ghost Town in general (of course, Lost City is substantially larger than Ghost Town, but more on that later.)  We feel that the playstyle for this map has been more or less defined, so we can move on to checking the team and location balance, then make changes as necessary. After that, some finishing touches from artists and the map will be ready to go live.

 

How has Lost City Changed?

Spoiler

1.  This area of the map is for some "LT and MT yee-haw cowboy action." - What this silly phrase means is that the key to success in this area of the map relies on mobility; Galloping ahead and controlling the direction of the battle. From this area you can either wrap around into the enemy spawn or flank enemy heavies in the city, forcing them to split their forces and their focus off of your Heavy push.

Spoiler

2. The City Blocks occupy the middle of the map. Matters are settled face-to-face in this area, so naturally if you're in a well-armored HT, MT, or TD you'll feel right at home here. Most cross-fire locations are blocked so you don't have to worry about taking fire from external flanks for the most part. However some crossfires are open so it's important to maintain situational awareness and a level head.

Spoiler

 3. In the East, gameplay is a bit more thoughtful. That is, you'll want to take care advancing up this line as there are TD positions on either side with heavy foliage. Ever hear the expression: The best defense is a good offense? Well it couldn't be further from the truth in this case. Stealthy TD's like the Swedes and the Germans will thrive on supporting these locations.
 

Spoiler

4. At the North and South end of the Map,  TD positions with heavy Foliage offer support for allies and containment for over-extending enemies on the East and West flanks. These locations offer both Hard Cover and Foliage cover.

Spoiler


While the map is in its final testing phases for ST we are still making considerations for player feedback; if we receive drastic feedback around any particular features, this feedback may be implemented in the live version. With this in mind please feel free to leave your feedback below.

 

<:)



YANKEE137 #2 Posted Dec 04 2018 - 20:49

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This is a great map choice, very eerie. I would assume it is inspired by the Aral sea communities. In the Soviet era they decided to divert the waters feeding the Aral sea to produce cotton. As the water receded the coastal towns became marooned in deserts and were abandoned.

The_Diadect #3 Posted Dec 04 2018 - 20:56

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so will this map finally be in random battles? I have been on this map only once in the past 2 years in clan skirmishes

moogleslam #4 Posted Dec 04 2018 - 21:56

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Is it officially called Lost City now, and not Ghost Town?

GeorgePreddy #5 Posted Dec 04 2018 - 23:02

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Yeah... that's Ghost Town, but with some moderate changes.

 

 

 

 

 

 



PuddleSplasher #6 Posted Dec 04 2018 - 23:17

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Instead of copying all other games with 3 routes, increase it to 5 or more.

 

Move a wee hill here and there, bend it like a wee  river, then lets see what happens when WG creates its own game.



YANKEE137 #7 Posted Dec 05 2018 - 14:47

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Actually I was wrong about this map. It is in fact based on the Wargaming NA Austin Campus.

Almighty_Johnson #8 Posted Dec 05 2018 - 17:22

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Looking through the screen shots, if that's what WG is calling "Heavy Foliage", the "TD Positions" will be nigh on unusable.  This will be another Kharkov.

Stop being stingy, add some bloody bushes.



Gravtech #9 Posted Dec 05 2018 - 19:40

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Hey kids, do you like

  • Getting pummeled by arty unless you camp city?
  • Getting shot by redline TDs because both sides are essentially open ground corridors for them to sit in the back
  • Getting sniped in city from anything camping west thanks to that convenient corridors

 

If you answered yes to any of these questions then you'll love this new map.

 

The non city areas remind me of eastern part of Pilsen, but more campy, if you want to push anywhere on this map thay isn't east eity, you will likely die to either Arty or sniping players. Sounds like a lot of fun



DomoSapien #10 Posted Dec 05 2018 - 19:53

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View PostYANKEE137, on Dec 05 2018 - 07:47, said:

Actually I was wrong about this map. It is in fact based on the Wargaming NA Austin Campus.

 

I assure you, all our windows and buildings are quite intact. And the only broken-down vehicle around is our Humvee that has been in desperate need of parts for quite some time :(

NutrientibusMeaGallus #11 Posted Dec 05 2018 - 21:36

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  I wish on snow maps there is a chance it'd actually be snowing (in the game not outside)..... Come on it's near christmas!

Edited by NutrientibusMeaGallus, Dec 05 2018 - 21:36.





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