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

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Potato QQ #21 Posted 13 January 2020 - 04:52 AM

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The real question is..

 

Can this map be playable to all tank classes. 



Huncho_Mystic #22 Posted 15 January 2020 - 08:17 PM

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View PostPotato QQ, on 12 January 2020 - 08:52 PM, said:

The real question is..

 

Can this map be playable to all tank classes. 

 

This map looks perfect for everyone- open for fast tanks, hills for gun depression, buildings to hide from arty

What else are you looking for??



RaiBOT01 #23 Posted 27 January 2020 - 07:38 PM

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Hello tankers!

 

We are working on the final touches and we shall give you an update on when Phase 1 map will be ready to be seen by the community.  Information will be shared in the next coming weeks! 


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tokyobatman #24 Posted 28 January 2020 - 02:37 AM

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Nice map

SmalltalkJava #25 Posted 30 January 2020 - 02:03 AM

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Very exciting

Sir Bad 2 U #26 Posted 12 February 2020 - 09:17 PM

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5+ years in and still playing every day.

Loving the concept that new map are in the pipe line. keep up the good work WG.

The only requests are that rocky crevasses get smoothed over as sometimes tanks get stuck in little Y shaped divots.

(please keep an eye out for these)

The adding of more destructible buildings, (they are the best) for ambushing or the ridding of camping red cans, especially in choke points.

keeping it surreal.



allhavoc #27 Posted 18 February 2020 - 02:58 PM

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One suggestion if it's not too late… please try to avoid invisible walls.

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BrogueOne #28 Posted 29 February 2020 - 11:16 PM

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View PostRaiBOT01, on 27 January 2020 - 07:38 PM, said:

Hello tankers!

 

We are working on the final touches and we shall give you an update on when Phase 1 map will be ready to be seen by the community.  Information will be shared in the next coming weeks! 

I noticed something about the terrain in looking at the current images(sorry, I forgot this is a forum sub-section and just remembered to look)....  It looks like there’s a lot of trees across the majority of open ground.  It looks like a fairly even distribution of them too.  Could that possibly effect concealment and field-of-view?  Like... too many trees means too many random bushes to sneak behind and it risks defeating the premise of an “open” range map.

 

My suggestion is to take the trees and bushes across the fields and maybe squeeze some into closer groupings.  This would create better vision across the open terrain and would add a modicum of predictability to where likely sniper/scout concealment points may be.  It looks great though so far!  I’m not dissing it at all.... but I had the mental image of Elmer Fudd sneaking from bush to bush across the field because of how evenly spaced the foliage looks. :-)



Gallant Prime #29 Posted 01 March 2020 - 12:43 AM

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View PostBrogueOne, on 29 February 2020 - 05:16 PM, said:

I noticed something about the terrain in looking at the current images(sorry, I forgot this is a forum sub-section and just remembered to look)....  It looks like there’s a lot of trees across the majority of open ground.  It looks like a fairly even distribution of them too.  Could that possibly effect concealment and field-of-view?  Like... too many trees means too many random bushes to sneak behind and it risks defeating the premise of an “open” range map.

 

My suggestion is to take the trees and bushes across the fields and maybe squeeze some into closer groupings.  This would create better vision across the open terrain and would add a modicum of predictability to where likely sniper/scout concealment points may be.  It looks great though so far!  I’m not dissing it at all.... but I had the mental image of Elmer Fudd sneaking from bush to bush across the field because of how evenly spaced the foliage looks. :-)

 

I actually like the idea of sneaking from bush to bush across the field.  Fire behind a bush, then scoot.  Don't need arty or others simply blind firing a spot.  



BrogueOne #30 Posted 01 March 2020 - 02:36 AM

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View PostGallant Prime, on 01 March 2020 - 12:43 AM, said:

 

I actually like the idea of sneaking from bush to bush across the field.  Fire behind a bush, then scoot.  Don't need arty or others simply blind firing a spot.  

Indeed.  That’s why I wasn’t suggesting to thin them down... just maybe re-orient them into “stands” of trees.  Still have multiple opportunities for bush-to-bush tactics, just not have it all as an evenly spread web of trees.  I’m also thinking about how it looks from the tank’s-eye view and a 400m sq area of evenly spaced trees makes me think of Ardennes and I’m mildly concerned.



Gallant Prime #31 Posted 01 March 2020 - 02:50 AM

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View PostBrogueOne, on 29 February 2020 - 08:36 PM, said:

Indeed.  That’s why I wasn’t suggesting to thin them down... just maybe re-orient them into “stands” of trees.  Still have multiple opportunities for bush-to-bush tactics, just not have it all as an evenly spread web of trees.  I’m also thinking about how it looks from the tank’s-eye view and a 400m sq area of evenly spaced trees makes me think of Ardennes and I’m mildly concerned.

 

Well, I just went and looked at the pictures again and I think we are talking about what may end up being rather small bushes with very little concealment value.  Are you talking about the evenly spaced greenery on the first pic? 

 

I think it is suppose to be a vineyard, so I would expect very little if any concealment and it is essentially just open ground.  At first, I thought they may be olive trees, but I think it is suppose to be a vineyard as I look at the size of the other things on the map.  

 

The map has a very Italian feel to it in my mind.  



BrogueOne #32 Posted 01 March 2020 - 03:04 AM

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View PostGallant Prime, on 01 March 2020 - 02:50 AM, said:

 

Well, I just went and looked at the pictures again and I think we are talking about what may end up being rather small bushes with very little concealment value.  Are you talking about the evenly spaced greenery on the first pic? 

 

I think it is suppose to be a vineyard, so I would expect very little if any concealment and it is essentially just open ground.  At first, I thought they may be olive trees, but I think it is suppose to be a vineyard as I look at the size of the other things on the map.  

 

The map has a very Italian feel to it in my mind.  

No... the vineyard part is fairly distinct.  I’m talking about the open areas where the roads cross.  It’s entirely possible it looks more crowded because it doesn’t display correctly on mobile.... the giant “WIP” watermark doesn’t help either.  I did go look again just to make sure I wasn’t crazy.  Could also just be that it’s hard to judge the scale of the area.







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