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Community Map - Phase 1 developer update. The first images are in!

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RaiBOT01 #1 Posted 15 November 2019 - 05:05 PM

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Community Map Goal, recap, and moving forward:

 

Together Wargaming and the player community will work to bring a new map to World of Tanks: Mercenaries. In September we held the phase 1 poll to decide on high level details informed by the kind of map the Community wants. Here are the results of that poll:

 

  • Season: Summer 
  • General layout: Open range 
  • Time of day: Day
  • Water rules: Minimum Water (no drowning) 
  • Terrain elevation rules: Hills / hilly
  • Foliage density: Medium
  • Location: Europe 
     

The Community Map initiative continues and provides a look into the development cycle of a WoT battlefield. We want to involve the players and provide insight on how the map creation process is, the time that it takes, the technical limitations, and the considerations for map balance and fun gameplay. 


The next step is creating a pass of the map and introducing it to the players. Get hands-on feedback, gather gameplay data, and share that data (in the form of heat maps and win rate percentages) with the Community.  That data and feedback will determine a new Poll for as we narrow down the focus of the map.

Today we get a first peak at the Community Map in development.

We want to thank everyone who participated and submitted their vote in the forums.  It is thanks to all of your interest and your engagement that we are able to proceed with with such a unique game initiative.  We also want to give a special shout-out to some of the users on the Forums for their suggestions.

  • BroGueOne – Suggestion of brawling zones on the map where heavies can play and attempt to push a flank
  • SPUK4U – Suggestion for designing the map with beautiful European vineyards
  • Westmech – Starting place for map terrain to use an inverted heightmap of Prokhorovka
  • Gallant Prime – Elevated plateaus with walled cities
  • I am Zweistein – Make the map as accessible as possible

 

We initially experimented with taking the inverted heightmap of Prokhorovka and rotating it 90 degrees (to help distinguish this map further). We chose the following material textures to paint the terrain with: grass, dirt road, and stone. These textures are good identifiers for understanding traversal in a map. Dirt roads suggest direct routes in the map and are typically unblocked. Stone texture to indicate steep slopes or elevated terrain that should not be traversable. Grass fills in everywhere else.

 

We smoothed out the terrain of what used to be the hill above the lake in Prokhorovka. We then turned this area into what we call the “proof of concept corner.” This corner is a small taste of what the rest of the map will thematically evolve into. We carved paths, added extra soft slopes, and populated the area with vineyards, foliage, and buildings. The vista hosts a Cathedral right off the border to serve as a landmark feature. This isn’t part of the playable space.

 

 

We added an aqueduct bridge to cut from a corner of the map to the hill on the opposite side (formerly the NE corner of Prokhorovka). Yes, that is the same aqueduct bridge from Westfield! After further defining this pocket area between the hills, we decided to replace the intact bridge with the broken version. This opened up the play space and removed restricted sightlines for that area.

 

 

The railroad that divides the map is now a sunken. We broadened the terrain on both sides of the railroad so it wasn’t as narrow. The intent is that this space can work as a quick way to traverse across the map with decent cover provided by both the terrain and the railcars. We chose to keep the railcars as they serve as opportunities for players to use them for cover. They also allow players to fire at enemies on the other side of the train from cover. A few railcars were removed here and there to provide passage to the other side and avoid any similarities with a corridor shooter.

 

 

The more open areas that used to be West Prokhorovka are dotted with dense and light foliage. These areas are populated with rocks that provide balanced cover for both sides. We added 3 prominent raised hills in this area, 2 of which have hard cover buildings and act as the farm households for the nearby vineyard crops. The other hill is centered at the border of the map. This hill provides both teams equal route opportunity to claim the top and hold the high ground.


 

We still wanted to add more hard cover buildings to the map. We were inspired by the central village in Prokhorovka, so we added close to a dozen buildings to the map. This area can work well for heavies and mediums why may try to push towards and claim the opposite hill. Once open concern here is the buildings are at the low ground between the two hills. Perched tanks on these hills may tear up players amongst the buildings. If that happen, we may consider pushing the village buildings to the other side of the tracks. For now, let’s see how the environment plays.

 

These is currently no confirmed date for when this map will be available to test and play. But what you saw today will be the foundation of the experience when it is available. Your playtest feedback and data collected on the map will determine our Phase 2 round poll questions.

 

Let us know what you think!

 

BAM1500 signing out!

 


Edited by RaiBOT01, 18 November 2019 - 08:13 PM.

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RaiBOT01 #2 Posted 18 November 2019 - 08:17 PM

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Community Update map is here! We also showed the map during extra life!  Check it out!

https://www.twitch.t...17983?t=0h5m17s


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MASHMAN 90 #3 Posted 18 November 2019 - 08:24 PM

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cool :)

sergeant-slow741 #4 Posted 18 November 2019 - 08:24 PM

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View PostRaiBOT01, on 18 November 2019 - 12:17 PM, said:

Community Update map is here! We also showed the map during extra life!  Check it out!

https://www.twitch.t...17983?t=0h5m17s

 

Wow...Great design so far...:great:
End of passion play, crumbling away I'm your source of self destruction. Veins that pump with fear,sucking darkest clear leading on your death's destruction. Taste me you will see more as you need dedicated to how im killing you.

jprs201024 #5 Posted 18 November 2019 - 08:29 PM

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Hello,


This new map it's a very nice one. When we gone see it on the game?

 

A sugestion for a new map: The Cuito Cuanavale Battle.

 

This battle took place between 1987 and 1988, and involved the Angolan and South African troops. In this battle were confronted, Russian tanks against the South African Centurion Elephants.

The battle took place in Cuito Cuanavale, southern Angola.

Regards


Edited by jprs201024, 18 November 2019 - 08:31 PM.


Cpl Derren #6 Posted 18 November 2019 - 09:35 PM

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I'm not sure on everyone else's viewpoint or thought on this, but since this map is a community map (and the initial design appears to give an Italian, and/or possibly French vibe in terms of location with reference to vineyards) I would like to see new terrain assets be created for this map. like if the map takes place in Italy, replace the T-34's on the train with M15/42s, and other assets to give an Italian feel. If it turns into a French landscape. do the same thing, but with French tanks, and replace the Mediterranean buildings with ones found in France.

 

I saw the stream, and understand that since this is FAR from the finished product, with the current assets just being used as possible placeholders. But I would like to see the theme of the map be also captured through the environment as a whole.


Edited by Cpl Derren, 18 November 2019 - 09:36 PM.

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SPUK4U #7 Posted 18 November 2019 - 10:10 PM

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 I like how it has hills and foliage to bring extra camo, I hardly can wait to get my S-tanks in that map.   :great:

 

It would be fun to see a video how WG staff plays a battle in the map before it's released for the public testing.


Edited by SPUK4U, 18 November 2019 - 10:14 PM.

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DwarfOnDrugs #8 Posted 18 November 2019 - 10:18 PM

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The area on the other side of the bridge needs more buildings so heavies have their own brawling corner. The buildings should be somewhat randomly placed so that staggered conflict occurs not static.

By this i am meaning not Ensk city side where teams have 4 main alleyways where you have to fight with your team to get the best positions. More like murovanka middle town but with a few more buildings perpendicular to the bridge to provide cover from yolo meds and lights down middle.


 


McLogo #9 Posted 18 November 2019 - 10:26 PM

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Nice ;)

Looking forward to see this map live.



TetsuoChou #10 Posted 18 November 2019 - 10:59 PM

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Looks great

James Gate #11 Posted 19 November 2019 - 10:15 AM

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Excellent !!!! -Long ,long , long  overdue - We want more !!!! -Like the inverted idea and the spaced foliage - I might be able to see the outline of the reds now . Love the open terrain 

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tytech1340 #12 Posted 19 November 2019 - 11:06 AM

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Love the look so far. If memory allows it maybe add some Normandy style hedgerows on a diagonal axis opposite the spawns . To break up some of the open spots .  With slight elevation changes. 

ArnaudMoa #13 Posted 19 November 2019 - 12:28 PM

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View PostCpl Derren, on 18 November 2019 - 11:35 PM, said:

If it turns into a French landscape. do the same thing, but with French tanks, and replace the Mediterranean buildings with ones found in France.

 

The south of France is Mediterranean and has the same architectural style. :)



westmech #14 Posted 19 November 2019 - 01:56 PM

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I think it looks great! Thank you for the shout out too! I'm looking forward to see how it plays. Great work BAM1500 :great:

RFCAN76 #15 Posted 19 November 2019 - 02:46 PM

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Excellent, the map I know a lot of work still needs to be done but how soon can get another one in the pipeline. This is great work.   Thank you, everybody, involved.
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Spoiler Update 08/16/2019

 


XXApache6969XX #16 Posted 21 November 2019 - 05:41 AM

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Looks nice about time.✌


Just play & stop whining.

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Knallteufel 777 #17 Posted 21 November 2019 - 10:58 PM

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:honoring:

Edited by Knallteufel 777, 03 December 2019 - 10:29 PM.


VikingBeard1970 #18 Posted 24 November 2019 - 09:29 AM

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Very nice.Can't wait to play on it.

 







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