Jump to content


* * * - - 2 votes

[ S T ] Minsk Map updates 3.0

KRZY

  • Please log in to reply
5 replies to this topic

KRZYBooP #1 Posted Sep 23 2020 - 17:42

    Community Coordinator

  • -Players-
  • 4793 battles
  • 1,249
  • [WGA] WGA
  • Member since:
    08-10-2015

Howdy Boom Jockeys!

 

Version 1

 

Zone 4 was reworked slightly by the results of the second Supertest.

The changes are minor. Their goal is to improve the area layout a bit and make the lines of fire more organized.

minimap1

Before/after

before | after

=================================================================

PREVIOUS VERSIONS
Changes made after the first Supertest:

Before/after 

minimap2.before | minimap2.after

A. A passage between the arcs has been added to avoid the need to go down to the hole.

A.before | A.after

B. Some bushes along the avenue and on the adjacent hills have been added to provide more opportunities to scout.

B.before | B.after

C. Some bushes along the red line have been added to provide the SPGs of both teams with equal opportunities.

C.before | C.after

D & E.  The TD positions for both teams have been improved.

D.before | D.after

E.before | E.after

F. A building has been reworked to correspond to a similar cover for the second team.

F.before | F.after

The changes made for the first Supertest are the following:

The changes are based on edits checked during previous tests. However, since those tests were conducted long ago, the changes are compared to the release version.

Minimap (before/after)

Minimap3.before | minimap3.after

Main changes and their goals:

1. The border of the map has been shifted and passages to the housing blocks next to the square are now open.

Goal: To provide a convenient area for heavily armored vehicles and close-range combat.

1.before | 1.after

2. The river has been drained, the embankment has been slightly reworked, and ford crossings (from bank to bank) have been added. Tree foliage has been removed (the map setting will be changed from summer to spring or autumn).

Goal: to allow vehicles to move between lanes quicker and more safely while simplifying map navigation.

2.before | 2.after

3. Hills next to the avenue have been added and the fence has been removed.

Goal: to make this area more playable/interesting for maneuverable vehicles while simplifying aiming/shooting across the avenue.

3.before | 3.after

4. This area has been significantly reworked: a subway construction site has been added, the terrain has been changed, the circus building has been shifted, and the far-end passage next to the map border has been closed.

Goal: to move the clash area for medium tanks closer to the map center (move the clash area away from the courtyards in the left urban area) while providing a connection between this lane and the rest of the map (the avenue and TD positions in the park).

4.before | 4.after

Additional (minor) changes

  • In some places on the map, some bushes/trees have been moved (mainly to clear the view between the main points of interest).
  • Small points of cover near the bases have been added (goal: to slightly simplify base capture).
  • The shifted map border provides an additional passage behind the buildings in the lower part of the map. The passage was left open because, in general, its influence is insignificant, although in some cases, it can be used for different purposes.

 

Version 2

The version is based on the previous version. Only the area in the circus area has been changed. Now it's more similar to the Minsk map on the main servers, however, the courtyards were widened and made clearer and more predictable. 

Minimap4

After

Comment

5.After

Arial View

6.After

Lower courtyard

7.After

Upper courtyard

 

 

 


Edited by KRZYBooP, Sep 23 2020 - 17:43.


F4U_wingman #2 Posted Sep 23 2020 - 18:05

    Captain

  • Players
  • 99988 battles
  • 1,426
  • [CLASS] CLASS
  • Member since:
    10-17-2013
Sorry , but there is nothing they can do to make be unblock this map.

Goat_Rodeo #3 Posted Sep 23 2020 - 18:52

    Major

  • -Players-
  • 18055 battles
  • 2,111
  • [DHO4] DHO4
  • Member since:
    06-26-2014
Well I am glad they’re paying attention to these maps. Perhaps they could make Paris relevant as well by completely reworking the open field of death. 

SlappedbyRommel #4 Posted Sep 23 2020 - 19:12

    First lieutenant

  • -Players-
  • 14100 battles
  • 946
  • [SHRKE] SHRKE
  • Member since:
    01-13-2017
How about Ensk - make it bigger? 

ThePigSheFlies #5 Posted Sep 23 2020 - 19:21

    Major

  • Players
  • 82740 battles
  • 19,536
  • [YOUJO] YOUJO
  • Member since:
    10-20-2012

View PostGoat_Rodeo, on Sep 23 2020 - 12:52, said:

Well I am glad they’re paying attention to these maps. Perhaps they could make Paris relevant as well by completely reworking the open field of death. 

 

half and half maps don't work at the scales wargaming forces us to play.  vision saturation especially at high tier just means the 'open' side is a stalemate and thus the key battle area is the brawling for the majority of battles.



madogthefirst #6 Posted Sep 24 2020 - 04:47

    Major

  • Players
  • 26613 battles
  • 10,099
  • [GFLC] GFLC
  • Member since:
    12-28-2011
Too focused on class roles and not enough attention on what makes a good map.





Also tagged with KRZY

1 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users