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[ S T ] Minsk Map more changes!

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KRZYBooP #1 Posted Apr 01 2021 - 19:16

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Howdy Boom Jockeys!

 

Minimap (before/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.

Spoiler

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 has been changed from summer to autumn).

Goal: To allow vehicles to move between lanes quicker and safer while simplifying map navigation.

Spoiler

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.

Spoiler

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).

Spoiler

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.

More screenshots

Spoiler



enjineer #2 Posted Apr 01 2021 - 19:34

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I don't get it, why not just open the whole 0 line?  Opening just that one area really does nothing to change how that area is played.   Stop blocking off such large areas of maps.

madogthefirst #3 Posted Apr 01 2021 - 19:59

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What makes Ensk great: the different ins and outs from the fighting areas.

Casual_Boops #4 Posted Apr 01 2021 - 20:44

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View PostKRZYBooP, on Apr 01 2021 - 12:16, said:

Howdy Boom Jockeys!

 

Minimap (before/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.

 

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 has been changed from summer to autumn).

Goal: To allow vehicles to move between lanes quicker and safer while simplifying map navigation.

 

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.

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).

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.

More screenshots

 

 

 

Looks like WG is finally saying what they mean. The maps are lanes. Stop making maps that are lanes.

 

View Postenjineer, on Apr 01 2021 - 12:34, said:

I don't get it, why not just open the whole 0 line?  Opening just that one area really does nothing to change how that area is played.   Stop blocking off such large areas of maps.

 

Also this. Closing the rest of the 0 line off just moves us back to where we were before-- shooting at each other from across this roadway behind buildings. If the 0 line is open then flanking is possible... But WG likes lanes and corridors and brain-off gameplay, so we can't have flanking. 

 

 

 

Last point-- I've been hearing about changes to the Minsk map for what feels like years. So we acknowledge that the map as-is is garbage, but still take months/years to fix it? What gives?



DVK9 #5 Posted Apr 01 2021 - 21:01

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Remember the WG formula of maps.

3 corridors. It MUST have 3 corridors.

 

I look at the changes and we can say that it has 3.5 corridors (if you call the river part of a corridor).

 

 



CAPTMUDDXX #6 Posted Apr 01 2021 - 21:10

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Looks more springish than autumnish IT is April 1st after all.

cloudwalking #7 Posted Apr 01 2021 - 21:39

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View Postenjineer, on Apr 01 2021 - 19:34, said:

I don't get it, why not just open the whole 0 line?  Opening just that one area really does nothing to change how that area is played.   Stop blocking off such large areas of maps.

 

There are tons of OBVIOUS awesome things that could be done to most every map in this game if WG cared to actually produce fun maps.

 

Instead it's 'here's a crap map, then we'll rework it over the next few years'.



Shia_Halud #8 Posted Apr 01 2021 - 22:48

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First, make bldg destructible by high explosive, next make maps of actual battlefields and stop with the balance of all map, that is not realistic as warfare is rarely balanced. If looking for balancing then try SBMM or is that too difficult...IMHO

tod914 #9 Posted Apr 02 2021 - 01:37

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How about an updated Stalingrad.  An uber Grand battles version, and an updated older one.  That was a fun map.

Cowcat137 #10 Posted Apr 02 2021 - 02:33

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Lets make a big map and black out large portions of it to keep that sweet funnel action going.



Avalon304 #11 Posted Apr 02 2021 - 11:07

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Looks fine. The opening of the river bed is probably the best thing you could have done for this map.

stalkervision #12 Posted Apr 02 2021 - 13:54

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Can we just have one corridor maps, three is two too many. Our player base can't handle this amount of map space. Please restrict them to one in the future and modify the present maps to one corridor and cut down the time so we can  spend our money faster please.

stalkervision #13 Posted Apr 02 2021 - 13:59

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View PostAvalon304, on Apr 02 2021 - 05:07, said:

Looks fine. The opening of the river bed is probably the best thing you could have done for this map.

Another fan boy heard from. Yes all the maps are just peachy.



cloudwalking #14 Posted Apr 02 2021 - 17:20

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WG players and fan base:  Stop blocking off areas, make maps bigger and more dynamic

WG map designers:  10 more corridor maps coming up!

 

WG have never listened to what the players want in terms of maps.



Spam_Goose #15 Posted Apr 02 2021 - 23:05

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View Postcloudwalking, on Apr 02 2021 - 17:20, said:

WG players and fan base:  Stop blocking off areas, make maps bigger and more dynamic

WG map designers:  10 more corridor maps coming up!

 

WG have never listened to what the players want in terms of maps.

Dont you mean they never listen to what the player base says ever?



map451315 #16 Posted Apr 05 2021 - 12:11

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I am sure Wargaming will have these changes implemented by 2025. Possibly.





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