[ST] Lost City - Final Revisions
Дата: 04.12.2018 21:33:57
DomoSapien: Tankers,
Hitting Supertest today is what will hopefully be the final stage of testing for the Lost City map. It should look familiar, as several versions have been posted to the WCFR subforum in the past, and it bears a striking resemblance to Ghost Town in general (of course, Lost City is substantially larger than Ghost Town, but more on that later.) We feel that the playstyle for this map has been more or less defined, so we can move on to checking the team and location balance, then make changes as necessary. After that, some finishing touches from artists and the map will be ready to go live.

How
has Lost City Changed?The location has evolved pretty substantially
but the general setting and theme remains, with some emphasis on
symmetry carrying over as a design choice from Team Battles. The
redesign is intended to increase viability for different
classes. With this in mind the size was increased from 0.8km x
0.8km to 1km x 1km Additionally the dividing line of gameplay was
changed from a diagonal one to a horizontal one This change was
made to help structure the map, and define more directions for it
to play in different vehicle classes. Diagonal symmetry resulted in
less variation for overall tactics. Previous iterations tended to
funnel gameplay into city blocks, which favored well-armored
vehicles and mobile vehicles that could take critical positions
early. This new version has added options in the form of dedicated
directions for various classes.
1. This area of the map is
for some "LT and MT yee-haw cowboy action." - What this silly
phrase means is that the key to success in this area of the map
relies on mobility; Galloping ahead and controlling the direction
of the battle. From this area you can either wrap around into the
enemy spawn or flank enemy heavies in the city, forcing them to
split their forces and their focus off of your Heavy
push. 

2. The
City Blocks occupy the middle of the map. Matters are settled
face-to-face in this area, so naturally if you're in a well-armored
HT, MT, or TD you'll feel right at home here. Most cross-fire
locations are blocked so you don't have to worry about taking fire
from external flanks for the most part. However some crossfires are
open so it's important to maintain situational awareness and a
level head.

3. In the East, gameplay is
a bit more thoughtful. That is, you'll want to take care advancing
up this line as there are TD positions on either side with heavy
foliage. Ever hear the expression: The best defense is a good
offense? Well it couldn't be further from the truth in this case.
Stealthy TD's like the Swedes and the Germans will thrive on
supporting these locations.

4. At
the North and South end of the Map, TD positions with heavy
Foliage offer support for allies and containment for over-extending
enemies on the East and West flanks. These locations offer both
Hard Cover and Foliage cover. 


While the map is in its final testing phases for ST we are still making considerations for player feedback; if we receive drastic feedback around any particular features, this feedback may be implemented in the live version. With this in mind please feel free to leave your feedback below. <
Hitting Supertest today is what will hopefully be the final stage of testing for the Lost City map. It should look familiar, as several versions have been posted to the WCFR subforum in the past, and it bears a striking resemblance to Ghost Town in general (of course, Lost City is substantially larger than Ghost Town, but more on that later.) We feel that the playstyle for this map has been more or less defined, so we can move on to checking the team and location balance, then make changes as necessary. After that, some finishing touches from artists and the map will be ready to go live.















While the map is in its final testing phases for ST we are still making considerations for player feedback; if we receive drastic feedback around any particular features, this feedback may be implemented in the live version. With this in mind please feel free to leave your feedback below. <

[ST] Lost City - Final Revisions