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The Community Map live via Team Training starting March 3rd after the server restart!

community map live community map

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RaiBOT01 #1 Posted 28 February 2020 - 02:15 PM

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Hello tankers!

 

The Community Map will be live starting tomorrow March 3rd, after the server restarts, which means Phase 1 of testing will begin!!

 

We will be tracking data and as promised, share with all of you in a few weeks.

 

This is your map, which means your feedback is highly important to us!  We want you to test the map from all perspectives!  Play as a light, play as an arty even if you don't play artillery. When you provide your feedback, please be as descriptive as possible.  If there are terrain improvements, please share the map coordinates and if possible, and image so we know exactly what to look for.  

 

Community Map Info:

  • Map class: Summer
  • Map gameplay layout: Open Range
  • Map Variant: Day
  • Bodies of water: Minimum Water (Can’t Drown)
  • Terrain Elevation type: Hills
  • Foliage Density: Medium
  • Region Location: Europe
  • Standard Battle and Team Destruction will be the only available game modes to play on for now

 

1.png

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5.png

 

Thanks and roll out!!!

 


Edited by RaiBOT01, 02 March 2020 - 02:44 PM.

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RaiBOT01 #2 Posted 02 March 2020 - 02:47 PM

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BUMP!

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sergeant-slow741 #3 Posted 02 March 2020 - 03:35 PM

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View PostRaiBOT01, on 02 March 2020 - 06:47 AM, said:

BUMP!

 

I never played in the Team Training room.. Do I have to be in a platoon or can I play as a solo player ?
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.

BrogueOne #4 Posted 03 March 2020 - 02:22 AM

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View Postsergeant-slow741, on 02 March 2020 - 03:35 PM, said:

 

I never played in the Team Training room.. Do I have to be in a platoon or can I play as a solo player ?

You can’t open a room as a solo player, but you can join one if it’s set to Public



RUNNINGDUDE1 #5 Posted 03 March 2020 - 03:15 AM

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Is it an all day thing?

BrogueOne #6 Posted 03 March 2020 - 11:57 AM

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View PostRUNNINGDUDE1, on 03 March 2020 - 03:15 AM, said:

Is it an all day thing?

The map will be available in Team Training every day until they remove it... and there’s no end date to that.... so... all day everyday!



RaiBOT01 #7 Posted 03 March 2020 - 04:05 PM

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Community Map is live!

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Player's passion for our games is the fuel that keeps my tank engine running every day.

"Never let your sense of morals get in the way of doing what's right" - Isaac Asimov

Follow me on Twitter: @RAIBot01 

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RaiBOT01 #8 Posted 03 March 2020 - 04:21 PM

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Brenden McCormack, the map's game designer, will be hosting team training rooms today at 3:30PM Central time for an hour.
 
Team training rooms will be available for Xbox and PS4 in the NA servers starting at 3:30PM. The name of the rooms will be “Community Map with Devs”

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Player's passion for our games is the fuel that keeps my tank engine running every day.

"Never let your sense of morals get in the way of doing what's right" - Isaac Asimov

Follow me on Twitter: @RAIBot01 

Customer Support 


DwarfOnDrugs #9 Posted 03 March 2020 - 04:44 PM

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Being totally honest i am looking forward to this map, for a console dev team map this actually looks fun to play.

The area next to the map boarder by the bridge needs some more buildings so heavies can brawl a bit safer. I feel this map is going to be extremely awkward for super heavies. But i can see areas where all other tanks can work


 


RaiBOT01 #10 Posted 03 March 2020 - 11:08 PM

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View PostDwarfOnDrugs, on 03 March 2020 - 10:44 AM, said:

Being totally honest i am looking forward to this map, for a console dev team map this actually looks fun to play.

The area next to the map boarder by the bridge needs some more buildings so heavies can brawl a bit safer. I feel this map is going to be extremely awkward for super heavies. But i can see areas where all other tanks can work

 

Thanks! :D Keep playing it! 

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Cpl Derren #11 Posted 04 March 2020 - 12:49 AM

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*Will edit for further feedback after 2nd test session on Thursday*

So upon playing the northern part of the tracks I found that the brawl-ish spot on the A/B 5/6 area was a nice change of pace compared to the level-ground type of brawling I'm used to seeing. I would like to see that unchanged if possible.

I also noticed that the plateaus on ridges along the E/F lines to be a bit too wide. It feels like a serious risk to roll up and fight on those hills. If you rolled up the ridge to shoot down the other side and then reverse back to safety, you were seriously exposed for 6-10 seconds depending on your tank. I suggest shortening the width of those plateaus so that any tank could roll up those hills to shoot down the other side comfortably, and then reverse in a more reasonable amount of time. OR if that suggestion cant be done; I also suggest adding assets, like the concrete anti-aircraft emplacements found on the Overlord Map, that can provide some tanks an ability to go hull-down on those plateaus if they end up caught out on them.

I will be hosting a "south-side-only" test session during my Thursday stream, and will provide more feedback after that. :honoring:

 

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karpiu211 #12 Posted 04 March 2020 - 08:13 AM

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I know its still work in progress but realy? CTRL+C -> CTRL+V. Everything is copy pasted. Every single tree, bush or building is the same as one other maps.

BrogueOne #13 Posted 04 March 2020 - 01:55 PM

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View Postkarpiu211, on 04 March 2020 - 08:13 AM, said:

I know its still work in progress but realy? CTRL+C -> CTRL+V. Everything is copy pasted. Every single tree, bush or building is the same as one other maps.

That’s because of memory constraints in the game.  Every map we have already shares assets and adding new original map items would bog down the game’s memory.  We had this issue on full display once when all the “asian” maps were removed because some of those shared assets had issues.  It’s also the reason we got “new” maps a while back that were Mercenary versions of existing maps(Liberty Fallen, Ruined Port, Scrapyard).  The game is literally running at its capacity for maps and sharing assets is the only way to add new ones. 
 

Besides... even if they’ve copy/pasted some trees and buildings... the map itself, layout, terrain, etc will be unique to that map.



Donny 2 Sc00ps #14 Posted 05 March 2020 - 12:24 AM

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Like the new map.  Looking forward to having it in rotation.

DaffierPear6 #15 Posted 05 March 2020 - 02:11 AM

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There are 2 "Oh so SEXY" things in WoTC.

 

Rai, I'm sorry.  You're now #2

 

 

:B



Gallant Prime #16 Posted 06 March 2020 - 05:17 AM

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lol until the stream today, I did not know WIP was suppose to mean Work in Progress.  

 

I'll try and keep the WIP in mind on some of the suggestions, but overall I am pretty happy with the layout. 

 

I am hoping with the final grassed product, there will be more color in it.  Maybe paint some vibrant frescos on the buildings though? 

 

I do like the grapevines--will there be wires between each of the individual vines for rows or would that possibly be too visually taxing/look bad?  

 

For maps it is important to have good landmarks to orient oneself--color can help that.  I somewhat worry that it may be a bit easy to get disoriented in the big field, particularly if you are dipping down between things.  The large building certainly helps.  Perhaps though you could include a couple statutes on each end of the field (Pain and Jeff; Rai and Tank; Cat vs Dog?) or some other tall distinguishable obstacle.  Bell towers?  I think adding some of the bell towers would be good in general.  I am hoping for an early evening and night version of this map as well and the bell towers give a nice effect.  

 

 

 

View PostCpl Derren, on 03 March 2020 - 06:49 PM, said:

I also noticed that the plateaus on ridges along the E/F lines to be a bit too wide. It feels like a serious risk to roll up and fight on those hills. If you rolled up the ridge to shoot down the other side and then reverse back to safety, you were seriously exposed for 6-10 seconds depending on your tank. I suggest shortening the width of those plateaus so that any tank could roll up those hills to shoot down the other side comfortably, and then reverse in a more reasonable amount of time. OR if that suggestion cant be done; I also suggest adding assets, like the concrete anti-aircraft emplacements found on the Overlord Map, that can provide some tanks an ability to go hull-down on those plateaus if they end up caught out on them.
 

 

Do you really mean width as in how wide a tank is or do you mean slope?  Was this tested with a large variety of tank heights and gun depressions?

 

The slope being more gradual would allow tanks with less gun depression to use them--typically using their better turret armor--without having to pop up completely on top of the hill.  These tanks tend to be lower to the ground as well.  What they could do is have a space with gradual slope but then on the backside more of a drop off and that would get you off the ridgeline faster, but that tends to expose taller tanks more as they have to pop up from the drop off onto a shallow slope that exposes the taller tank's hull--whereas they could have just eased up before to shoot across.  I have not looked at the map extensively for these kinds of hills yet, but I am hoping that they provide both kinds of spaces next to each other in the more key areas.  Additionally, the concrete anti-aircraft installations would seem a bit out of place--possibly too good as well.  I would prefer them to just added a mound/bump of dirt or maybe a small flat rock or rock wall.       

 



RaiBOT01 #17 Posted 09 March 2020 - 04:13 PM

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View PostCpl Derren, on 03 March 2020 - 06:49 PM, said:

*Will edit for further feedback after 2nd test session on Thursday*

So upon playing the northern part of the tracks I found that the brawl-ish spot on the A/B 5/6 area was a nice change of pace compared to the level-ground type of brawling I'm used to seeing. I would like to see that unchanged if possible.

I also noticed that the plateaus on ridges along the E/F lines to be a bit too wide. It feels like a serious risk to roll up and fight on those hills. If you rolled up the ridge to shoot down the other side and then reverse back to safety, you were seriously exposed for 6-10 seconds depending on your tank. I suggest shortening the width of those plateaus so that any tank could roll up those hills to shoot down the other side comfortably, and then reverse in a more reasonable amount of time. OR if that suggestion cant be done; I also suggest adding assets, like the concrete anti-aircraft emplacements found on the Overlord Map, that can provide some tanks an ability to go hull-down on those plateaus if they end up caught out on them.

I will be hosting a "south-side-only" test session during my Thursday stream, and will provide more feedback after that. :honoring:

 

 

Awesome!  and thanks! :D 

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DaffierPear6 #18 Posted 10 March 2020 - 01:39 AM

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I would like to see some dense bushes in all 4 corners, with some rocks to provide cover mixed in.

 

The elevated corners are perfect sniping or passive surveillance points, but everyone will know to keep an eye on them.



RaiBOT01 #19 Posted 10 March 2020 - 04:36 PM

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Bump!  Do please share your feedback!  We will host another community map session tomorrow at 1:30PM Central Time

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IEnjoythissee #20 Posted 10 March 2020 - 04:48 PM

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Now all we need to do is have the match making fixed and were nearly there.:bush:





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