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Developers posts on forum

In this section you'll find posts from the official developers forum. The base is updated every hour and stored on a server wot-news.com. If you encounter any bugs, have suggestions or comments, write to info@wot-news.com

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Vallter
World of Tanks Update 7.2 Trailer
arrow
02.02.2012 16:06:49
 
Subject: World of Tanks News and Information\News and Information\World of Tanks Update 7.2 Trailer
Link on message: #1383468

View PostDante1hits, on Feb 02 2012 - 13:53, said: By the looks of this, being as it's a teaser. I would guess 7.2 is coming out end of February - middle of March :huh:. I just hope the PTR goes live soon :Smile_harp:

Vallter: End of February - the start of March


Vallter
World of Tanks Update 7.2 Trailer
arrow
02.02.2012 16:06:49
 
Subject: World of Tanks Update 7.2 Trailer
Link on message: #1383468

View PostDante1hits, on Feb 02 2012 - 13:53, said: By the looks of this, being as it's a teaser. I would guess 7.2 is coming out end of February - middle of March :huh:. I just hope the PTR goes live soon :Smile_harp:

Vallter: End of February - the start of March


Vallter
World of Tanks Update 7.2 Trailer
arrow
02.02.2012 16:06:49
 
Subject: World of Tanks Update 7.2 Trailer
Link on message: #1383468

View PostDante1hits, on Feb 02 2012 - 13:53, said: By the looks of this, being as it's a teaser. I would guess 7.2 is coming out end of February - middle of March :huh:. I just hope the PTR goes live soon :Smile_harp:

Vallter: End of February - the start of March


Gaea
All Star #10 Reminder
arrow
02.02.2012 08:02:52
 
Subject: All Star #10 Reminder
Link on message: #1382725

View Postyellowfinger, on Feb 02 2012 - 01:11, said: quick question:
this thread states M4 sherman and matilda, but the winners of last weeks says all star 10 is t20 and matilda.  which one is it? M4 or t20?

Gaea: For various reasons I had to change it to the M4 Sherman. So it's the M4, sorry for the confusion.


Gaea
All Star #10 Reminder
arrow
02.02.2012 08:02:52
 
Subject: All Star #10 Reminder
Link on message: #1382725

View Postyellowfinger, on Feb 02 2012 - 01:11, said: quick question:
this thread states M4 sherman and matilda, but the winners of last weeks says all star 10 is t20 and matilda.  which one is it? M4 or t20?

Gaea: For various reasons I had to change it to the M4 Sherman. So it's the M4, sorry for the confusion.


Gaea
All Star #10 Reminder
arrow
02.02.2012 08:02:52
 
Subject: All Star #10 Reminder
Link on message: #1382725

View Postyellowfinger, on Feb 02 2012 - 01:11, said: quick question:
this thread states M4 sherman and matilda, but the winners of last weeks says all star 10 is t20 and matilda.  which one is it? M4 or t20?

Gaea: For various reasons I had to change it to the M4 Sherman. So it's the M4, sorry for the confusion.


GeneralDirection
February Events sneak peek!
arrow
02.02.2012 03:58:30
 
Subject: World of Tanks News and Information\News and Information\February Events sneak peek!
Link on message: #1381970

View PostKhannis, on Feb 02 2012 - 00:30, said: I understand that, but I am disappointed nonetheless, I think you got your priorities backwards. Sure it's nice to have a sneak peek into an events calendar, but patches are far more important, in my opinion, and by this time you should have a deadline for 7.2, since it's 15-20 days away (hopefully).

GeneralDirection: We will not share a release date until we're comfortable with where the update is in the development process. We haven't reached that point with 7.2 yet.


Tanitha
Mod Rampage please read.
arrow
02.02.2012 03:43:55
 
Subject: Off-Topic Discussion\Junkyard\Mod Rampage please read.
Link on message: #1381919

View PostEsiliare, on Feb 02 2012 - 02:30, said: 100% you took the general comment as an attack but in all seriousness it was not. All a joke.
Funny as soon as you sent the suspension I was just about to press enter on saying it was a joke. Sorry I could not get to it in time but I was trying to keep a friend of mine from smashing through my window. He's not always the brightest person in the world....
Not sure where to post this, would be great if there could be a suspension apology section or something.

Tanitha: Hello Esiliare
Thanks for the explanation, however unfortunately it doesn't make much difference on your intent. Bans are not placed due to staff getting offended, bans are simply placed for rule offenses.
Its like driving down a school road doing 110, when the speed limit is 30. Then when the police pull you over to give you the ticket you say "Hey I was just joking, I was just about to tell you that before you pulled me over."
If the WG rules are broken, sanctions are placed. Whether it was a "joke" in your eyes, or not.
Have fun with WoT.
Closing this thread and pming the op.
Tan.


Gaea
MVP: Black Tom
arrow
02.02.2012 00:40:21
 
Subject: MVP: Black Tom
Link on message: #1381175

Gaea: Yes the contest is over. We will be going over the submissions and screenshots this week and next week and announcing all the winners! Thank you all for participating and good luck!


Gaea
MVP: Black Tom
arrow
02.02.2012 00:40:21
 
Subject: MVP: Black Tom
Link on message: #1381175

Gaea: Yes the contest is over. We will be going over the submissions and screenshots this week and next week and announcing all the winners! Thank you all for participating and good luck!


Gaea
MVP: Black Tom
arrow
02.02.2012 00:40:21
 
Subject: MVP: Black Tom
Link on message: #1381175

Gaea: Yes the contest is over. We will be going over the submissions and screenshots this week and next week and announcing all the winners! Thank you all for participating and good luck!


Gaea
All Star #10 Reminder
arrow
02.02.2012 00:10:26
 
Subject: All Star #10 Reminder
Link on message: #1381061

View PostTECdaimyo, on Feb 01 2012 - 19:31, said: I am fairly new to the game and have a question about the All Star contest.  Do the games you submit have to be played between the posted dates as well, or can you post any game you have had in the past?

Gaea: welcome to World of Tanks :)
The games and submissions need to be done during the time allocated (either Monday - Tuesday or Wednesday - Thursday).


Gaea
All Star #10 Reminder
arrow
02.02.2012 00:10:26
 
Subject: All Star #10 Reminder
Link on message: #1381061

View PostTECdaimyo, on Feb 01 2012 - 19:31, said: I am fairly new to the game and have a question about the All Star contest.  Do the games you submit have to be played between the posted dates as well, or can you post any game you have had in the past?

Gaea: welcome to World of Tanks :)
The games and submissions need to be done during the time allocated (either Monday - Tuesday or Wednesday - Thursday).


Gaea
All Star #10 Reminder
arrow
02.02.2012 00:10:26
 
Subject: All Star #10 Reminder
Link on message: #1381061

View PostTECdaimyo, on Feb 01 2012 - 19:31, said: I am fairly new to the game and have a question about the All Star contest.  Do the games you submit have to be played between the posted dates as well, or can you post any game you have had in the past?

Gaea: welcome to World of Tanks :)
The games and submissions need to be done during the time allocated (either Monday - Tuesday or Wednesday - Thursday).


GeneralDirection
Ultimate Conquest: Absolute Power
arrow
01.02.2012 23:51:55
 
Subject: Tournaments & E-Sports\Clan Tournaments\Ultimate Conquest: Absolute Power
Link on message: #1380973

View PostFaratia, on Feb 01 2012 - 06:30, said: Which means as a Taiwan-HK-Macau clan.
I can participate in this tournament as long as I don't win the first place?
Since we'll need a rep to go to US if we win.

GeneralDirection: Yes, you are free to participate.

View PostYankee, on Feb 01 2012 - 20:16, said: If you really want to see the best of the best, clan wars should be suspended on the days of the tournament. There is a large scale war going on and most clans will reserve their A teams for CW play no matter how attractive the prize.

GeneralDirection: Tournaments are not intended to be a compliment to Clan Wars; they are being designed to offer alternative gameplay that provides similar rewards. This will be a little more apparent once we announce the first World of Tanks season.

View Postdead_man_walking, on Feb 01 2012 - 21:12, said: General can we get some clarification on this?
Is it clans ABC1 ABC2 ABC3 can have 1 team per clan and members of any of the sub clans or clans ABC1 ABC2 ABC3 can have 1 team per clan and 12 of the members of each team must be from the same sub-clan?
Cheers,
Dead

GeneralDirection: The 12 members must be from the World of Tanks clan the team is representing. So ABC1 needs to have 12 ABC1 members, ABC2 needs to have 12 ABC2 members, and so on.


Gaea
Map Contest Winners with descriptions
arrow
01.02.2012 23:45:10
 
Subject: Map Contest Winners with descriptions
Link on message: #1380943

Gaea: Here you will find all the map winners pictures with their descriptions included.


Read the news here.

1st place: Commander_M4rk: Twin Rivers Dam

                    

Brief De​sc​ri​ption:

“Twin Rivers Dam” takes the player from low lying farming lands to icy mountain passes of a mid European valley. Forests and rivers will challenge tankers as they maneuver towards tactical positions.

Key Features:

“Twin Rivers Dam” features a mid European valley landscape full of forests, rivers and bridges. Bright contrasts of spring bring the map alive. Negotiate the valley slopes or forests and rivers of the lowlands. The historical castle, mountain pass tunnel and the centre dam with waterfall make for captivating game play.

Blue Zone:

High ground of equal altitude. Great for artillery and base defense. Base 2 has high ground side to side while Base 1 can utilize the centre spear like mountain range to its advantage.  

Red Zone:  

Sloping valley walls and plenty of cover make for epic heavy tank battles. Gaining ground around the castle or through the mountain tunnel will test a tanker's nerve.

Green Zone:

Mostly gentle sloping hills with two rivers at the centre. It is dotted with farms, villages and forest allowing fast moving mediums and lights to flank, spot, cover and attack.

Yellow Zone:

The Dam can be traversed and has the premium view of the valley. It is surrounded by a power station, destroyed gun emplacements and forest. It is a great vantage point for artillery and tank destroyers; however the spearhead of the centre mountain range is a threat.

Pink Zone:

The centre valley mountain range has the advantage of being a strong defensive zone with plenty of cover, ideal for artillery and tank destroyers. The southern pink zone has two artillery platforms on the hill. The northern spearhead of the centre mountain range has a 360 degree view of the valley and if held can be decisive in the outcome of the battle.

Other Notable features:

Each base compound is protected by light forest, large boulders and command centre building. Base 1 is located in the hills, while Base 2 is an island in the dam lake with two bridge access. Rivers can only be passed via small bridges. Bridges are one tank wide. The mountain tunnel and connecting bridge are two tanks wide. A waterfall cascades through the dam overflows.

“Twin Rivers Dam” has new elements of game play combined with breathtaking visuals. It encourages teamwork more than ever and will give players the greatest sense of achievement after the battle of their lives when they finally overcome all resistance in the valley…  VICTORY!!

[attachment=20515:Commander_M4rk.png]
[attachment=20516:CommM4ark1.png]
[attachment=20517:CommM4ark2.png]
[attachment=20518:CommM4arkzones.png]


2nd place: Rukasu 113: Pacific Airfield

                    

The name of the map:

Pacific Airfield

General De​sc​ri​ption of the map:

Pacific Airfield is a island with hot weather and a small airfield in the center. Great beaches and an imposing ocean, shows players a new environment to fight through.

Key Objects on the Map:

Pacific Airfield has different places to fight, from a beach to an airfield, with a new environment and difficult terrain with hills, making this map a new challenge for players.

Light Blue:

Through the beach, is a good way to flank the enemy base, with only a sandcliff covering you from the east, and a exit in the middle, blocked with anti-tank hedgehogs. With little cover, this is a face to face engagement area.

Blue:

The road provides some cover with structures and vegetation. Has small hills in the west, and big hills in the east with a curve around, that provides a hard clash point.

Red:

The airfield is the most short way to go to the enemy base, has some structures to cover and two roads with big hills around them, one in the west, the other in the east. This open area is perfect for fast tactics.

Orange:

The long way, through the two villages in the east, with many structures and big hills in the west provides really good cover, easy to shoot and hide, till you reach the enemy base. The good cover of this sector is appropriate for safe operations.

More:

Both bases are surrounded with little cliffs, rocks and vegetation, that provide a good defensive or artillary positions. Base 1 has a small beach in the east, good for artillary position. Base 2 has a thick vegetation area inthe east, near the village, good for artillary positions.

Summary:

Pacific Airfield, should win because this map can be played with many different strategies, with its unique environment, puts players in a new location, surrounding them with sand and water.

[attachment=20519:rukasu113.png]
[attachment=20520:rukasu113a.png]
[attachment=20521:rukasu113b.png]
[attachment=20522:rukasu113c.png]


3rd place: Eagle2807: The Hedgerows

                    
De​sc​ri​ption: The Hedgerows takes tankers to the infamous Normandy terrain.  An ambush nightmare, the veritable maze of walled vegetation forces players to choose between patience and courage to venture over the next wall.

Key Objects: The Hedgerows features a maze of French vineyards, muddy fields, and livestock pastures.  The sky is darkened by the thick overcast remnants of the recent  storm.

Red Area: The road provides the sole unobstructed route between the bases.  However, the road is narrow, barely allowing two tanks side by side to travel it, and is potentially a killing alley on each end for the respective team’s artillery.

Blue Area: A wide maze of fields and hedges which limit visibility and promote medium to close range combat while offering ample cover.

Lt. Blue Area: A narrow path to the enemy’s base provides an alternative flanking option, or the perfect choke point for an ambush.

Other Notable Features: Each base is in an open flat field to allow the team to quickly disperse. A field lies next to each base where artillery spawn with reasonable protection and a clear firing arc of their respective side of the narrow sunken road. The Low hedges should vary in height so that at some points it allows tanks to fire through the vegetation from behind the cover of the mound, while in other places be too high, and must be crossed over in a moment of vulnerability inorder to fire into the next field.

Summary: Hedgerows should win this contest because its maze of earthen walls discourages the predictable rushing tactics while encouraging players to develop a variety of strategies as oppose to the typical plan A or plan B approach.

[attachment=20523:Eagle2805.png]
[attachment=20524:eagle2807a.gif]
[attachment=20525:eagle2807b.gif.jpg]


4th place: Flaststiger69: Omaha Beach

                    
General De​sc​ri​ption of the map

Vapor Trails over head from far off dogfights, Barbed wire obstacles,

Antilanding craft spikes jutting out from the beach, and Flooded marshes contrasted by beach cottages and the sound of seagulls

Key Objects on the Map

Three choices

A long disserted beach, with tank obstacles to wind through while under fire of artillery. A choice of a northern gauntlet full of heavies and no where to run.

A flooded marsh full of deep pot holes in the center, or a flat sandy road that you BETTER have speed or you’re not going to survive long with arty on the map.

Map Layout

Like most maps it has three lanes. As in Komarin, and Arctic region, they are at a sixty degree angle.

The north is a gauntlet with small hills blocking artillery that the heavies and Tank destroyers can go Head to head with out arty and mediums in the way.

The center has a large swampy area that’s been flooded the way the Germans did in Normandy to discourage paratroops, with a shallow river (as in Redshire) that you can cross “ALMOST” everywhere. Unlike Redshire, it has deep pockets that will swallow up tanks, but there’s also a hidden road underneath the water will give extra traction. I want to reward the experienced and studious tankers.

The south’s more open for scouts and light tanks that like to RUN

Summary

This is the big BIG thing about this map. After being in Clan Wars for a while, if there’s ONE thing I learned,

When you have a landing.

YOU SHOULD DO A LANDING!

This would be good not only for all tanks but imperative for Clan Wars

It should bring a completely new element to W.o.T. that has been not only missing but a BASIC and fundamental part of tank warfare sense the early part of WorldWar II.

[attachment=20526:Flasttiger69a.png]


[attachment=20527:Flatstiger69.png]


[attachment=20528:flatstiger69b.png]



5th place: Dllu: King's Mountain

                    

General De​sc​ri​ption:

King’s Mountain is based on the historic Königsberg, a picturesque town set on the Eastern border of Germany that inspired modern mathematical concepts of graph theory and topology.

Key Objects on the Map:

The two sides are separated by a river containing two large islands, all connected by a network of seven bridges. One island allows brawling; the other enables a quick bypass.

Map Layout & Tactics:

The crux of the map is the central island. This island has excellent cover from the outside thanks to its perimeter of buildings; however, it is still possible to snipe careless tanks due to the many available directions to shoot from. It is connected to the north and south bases by two bridges and to the east island by one bridge. Each bridge is arched so that it is convex enough to prevent enfilade fire down the length of the bridge. The east island allows fast-moving tanks to either bypass the heavy brawling in the central island straight into the enemy base, or to insert themselves into the side of the central island for flank shots.

Both bases appear easily defensible but it is not advised to camp since an attack may come from many directions. Base 2 gets access to the far west of the map for flanking shots on the south bridges of the island at the risk of being shot from both the central island and Base 1. Base 2 also has earlier access to the east island, whereas Base 1 is closer to the central island. Typically Team 1 would brawl through the island towards the north whereas Team 2 may attempt a fast rush through the east delta supported by flanking shots from the far west.

The size of the map allows artillery to reposition to the extreme corners to effectively bombard the island from unexpected directions.

Summary:

This map has unique choke points that nonetheless do not restrict matches to a draw; the many paths between bases ensure all tank classes to be played to their strengths.

Historical Significance:

In 1735, mathematician Leonhard Euler famously proved the Seven Bridges of Königsberg problem: that it is impossible to cross each bridge exactly once, laying the foundations for graph theory and topology.

[attachment=20529:4.png]


[attachment=20530:5e.png]


[attachment=20531:6e.png]



Honorable Mention: Knee_Lube: Outback

                    

Map Name: “Outback” and/or atagline “The Outback starts here”

General De​sc​ri​ption: Outback allows theplayer to get a true sense of the Australian bush and allows him/her to connectin order to be victorious.

Key Features: Outback features many aspects of the Australian bush like the midday sun, red earth and endless, straight roads. These give a real Aussie feel and make for a complex map.

Plateau area: Good for heavy tanks logging, hit-and-run tactics and also good for medium wolfpack tactics

Main Road and Forests: Good for rush and scouting tactics, slightly protected from tanks (forests) but no protection from artillery and also good for heavy tank slogging tactics but not ideal

Town and hill area: Good for heavy tanks logging, hit-and-run tactics and scouting tactics through the town and the hill area is good for scouting and medium wolfpack tactics

[attachment=20532:Knee_lube.jpg]


[attachment=20533:Knee_lubea.jpg]


[attachment=20534:Knee_lubeb.jpg]







Gaea
Map Contest Winners with descriptions
arrow
01.02.2012 23:45:10
 
Subject: Map Contest Winners with descriptions
Link on message: #1380943

Gaea: Here you will find all the map winners pictures with their descriptions included.


Read the news here.

1st place: Commander_M4rk: Twin Rivers Dam

                    

Brief De​sc​ri​ption:

“Twin Rivers Dam” takes the player from low lying farming lands to icy mountain passes of a mid European valley. Forests and rivers will challenge tankers as they maneuver towards tactical positions.

Key Features:

“Twin Rivers Dam” features a mid European valley landscape full of forests, rivers and bridges. Bright contrasts of spring bring the map alive. Negotiate the valley slopes or forests and rivers of the lowlands. The historical castle, mountain pass tunnel and the centre dam with waterfall make for captivating game play.

Blue Zone:

High ground of equal altitude. Great for artillery and base defense. Base 2 has high ground side to side while Base 1 can utilize the centre spear like mountain range to its advantage.  

Red Zone:  

Sloping valley walls and plenty of cover make for epic heavy tank battles. Gaining ground around the castle or through the mountain tunnel will test a tanker's nerve.

Green Zone:

Mostly gentle sloping hills with two rivers at the centre. It is dotted with farms, villages and forest allowing fast moving mediums and lights to flank, spot, cover and attack.

Yellow Zone:

The Dam can be traversed and has the premium view of the valley. It is surrounded by a power station, destroyed gun emplacements and forest. It is a great vantage point for artillery and tank destroyers; however the spearhead of the centre mountain range is a threat.

Pink Zone:

The centre valley mountain range has the advantage of being a strong defensive zone with plenty of cover, ideal for artillery and tank destroyers. The southern pink zone has two artillery platforms on the hill. The northern spearhead of the centre mountain range has a 360 degree view of the valley and if held can be decisive in the outcome of the battle.

Other Notable features:

Each base compound is protected by light forest, large boulders and command centre building. Base 1 is located in the hills, while Base 2 is an island in the dam lake with two bridge access. Rivers can only be passed via small bridges. Bridges are one tank wide. The mountain tunnel and connecting bridge are two tanks wide. A waterfall cascades through the dam overflows.

“Twin Rivers Dam” has new elements of game play combined with breathtaking visuals. It encourages teamwork more than ever and will give players the greatest sense of achievement after the battle of their lives when they finally overcome all resistance in the valley…  VICTORY!!

[attachment=20515:Commander_M4rk.png]
[attachment=20516:CommM4ark1.png]
[attachment=20517:CommM4ark2.png]
[attachment=20518:CommM4arkzones.png]


2nd place: Rukasu 113: Pacific Airfield

                    

The name of the map:

Pacific Airfield

General De​sc​ri​ption of the map:

Pacific Airfield is a island with hot weather and a small airfield in the center. Great beaches and an imposing ocean, shows players a new environment to fight through.

Key Objects on the Map:

Pacific Airfield has different places to fight, from a beach to an airfield, with a new environment and difficult terrain with hills, making this map a new challenge for players.

Light Blue:

Through the beach, is a good way to flank the enemy base, with only a sandcliff covering you from the east, and a exit in the middle, blocked with anti-tank hedgehogs. With little cover, this is a face to face engagement area.

Blue:

The road provides some cover with structures and vegetation. Has small hills in the west, and big hills in the east with a curve around, that provides a hard clash point.

Red:

The airfield is the most short way to go to the enemy base, has some structures to cover and two roads with big hills around them, one in the west, the other in the east. This open area is perfect for fast tactics.

Orange:

The long way, through the two villages in the east, with many structures and big hills in the west provides really good cover, easy to shoot and hide, till you reach the enemy base. The good cover of this sector is appropriate for safe operations.

More:

Both bases are surrounded with little cliffs, rocks and vegetation, that provide a good defensive or artillary positions. Base 1 has a small beach in the east, good for artillary position. Base 2 has a thick vegetation area inthe east, near the village, good for artillary positions.

Summary:

Pacific Airfield, should win because this map can be played with many different strategies, with its unique environment, puts players in a new location, surrounding them with sand and water.

[attachment=20519:rukasu113.png]
[attachment=20520:rukasu113a.png]
[attachment=20521:rukasu113b.png]
[attachment=20522:rukasu113c.png]


3rd place: Eagle2807: The Hedgerows

                    
De​sc​ri​ption: The Hedgerows takes tankers to the infamous Normandy terrain.  An ambush nightmare, the veritable maze of walled vegetation forces players to choose between patience and courage to venture over the next wall.

Key Objects: The Hedgerows features a maze of French vineyards, muddy fields, and livestock pastures.  The sky is darkened by the thick overcast remnants of the recent  storm.

Red Area: The road provides the sole unobstructed route between the bases.  However, the road is narrow, barely allowing two tanks side by side to travel it, and is potentially a killing alley on each end for the respective team’s artillery.

Blue Area: A wide maze of fields and hedges which limit visibility and promote medium to close range combat while offering ample cover.

Lt. Blue Area: A narrow path to the enemy’s base provides an alternative flanking option, or the perfect choke point for an ambush.

Other Notable Features: Each base is in an open flat field to allow the team to quickly disperse. A field lies next to each base where artillery spawn with reasonable protection and a clear firing arc of their respective side of the narrow sunken road. The Low hedges should vary in height so that at some points it allows tanks to fire through the vegetation from behind the cover of the mound, while in other places be too high, and must be crossed over in a moment of vulnerability inorder to fire into the next field.

Summary: Hedgerows should win this contest because its maze of earthen walls discourages the predictable rushing tactics while encouraging players to develop a variety of strategies as oppose to the typical plan A or plan B approach.

[attachment=20523:Eagle2805.png]
[attachment=20524:eagle2807a.gif]
[attachment=20525:eagle2807b.gif.jpg]


4th place: Flaststiger69: Omaha Beach

                    
General De​sc​ri​ption of the map

Vapor Trails over head from far off dogfights, Barbed wire obstacles,

Antilanding craft spikes jutting out from the beach, and Flooded marshes contrasted by beach cottages and the sound of seagulls

Key Objects on the Map

Three choices

A long disserted beach, with tank obstacles to wind through while under fire of artillery. A choice of a northern gauntlet full of heavies and no where to run.

A flooded marsh full of deep pot holes in the center, or a flat sandy road that you BETTER have speed or you’re not going to survive long with arty on the map.

Map Layout

Like most maps it has three lanes. As in Komarin, and Arctic region, they are at a sixty degree angle.

The north is a gauntlet with small hills blocking artillery that the heavies and Tank destroyers can go Head to head with out arty and mediums in the way.

The center has a large swampy area that’s been flooded the way the Germans did in Normandy to discourage paratroops, with a shallow river (as in Redshire) that you can cross “ALMOST” everywhere. Unlike Redshire, it has deep pockets that will swallow up tanks, but there’s also a hidden road underneath the water will give extra traction. I want to reward the experienced and studious tankers.

The south’s more open for scouts and light tanks that like to RUN

Summary

This is the big BIG thing about this map. After being in Clan Wars for a while, if there’s ONE thing I learned,

When you have a landing.

YOU SHOULD DO A LANDING!

This would be good not only for all tanks but imperative for Clan Wars

It should bring a completely new element to W.o.T. that has been not only missing but a BASIC and fundamental part of tank warfare sense the early part of WorldWar II.

[attachment=20526:Flasttiger69a.png]


[attachment=20527:Flatstiger69.png]


[attachment=20528:flatstiger69b.png]



5th place: Dllu: King's Mountain

                    

General De​sc​ri​ption:

King’s Mountain is based on the historic Königsberg, a picturesque town set on the Eastern border of Germany that inspired modern mathematical concepts of graph theory and topology.

Key Objects on the Map:

The two sides are separated by a river containing two large islands, all connected by a network of seven bridges. One island allows brawling; the other enables a quick bypass.

Map Layout & Tactics:

The crux of the map is the central island. This island has excellent cover from the outside thanks to its perimeter of buildings; however, it is still possible to snipe careless tanks due to the many available directions to shoot from. It is connected to the north and south bases by two bridges and to the east island by one bridge. Each bridge is arched so that it is convex enough to prevent enfilade fire down the length of the bridge. The east island allows fast-moving tanks to either bypass the heavy brawling in the central island straight into the enemy base, or to insert themselves into the side of the central island for flank shots.

Both bases appear easily defensible but it is not advised to camp since an attack may come from many directions. Base 2 gets access to the far west of the map for flanking shots on the south bridges of the island at the risk of being shot from both the central island and Base 1. Base 2 also has earlier access to the east island, whereas Base 1 is closer to the central island. Typically Team 1 would brawl through the island towards the north whereas Team 2 may attempt a fast rush through the east delta supported by flanking shots from the far west.

The size of the map allows artillery to reposition to the extreme corners to effectively bombard the island from unexpected directions.

Summary:

This map has unique choke points that nonetheless do not restrict matches to a draw; the many paths between bases ensure all tank classes to be played to their strengths.

Historical Significance:

In 1735, mathematician Leonhard Euler famously proved the Seven Bridges of Königsberg problem: that it is impossible to cross each bridge exactly once, laying the foundations for graph theory and topology.

[attachment=20529:4.png]


[attachment=20530:5e.png]


[attachment=20531:6e.png]



Honorable Mention: Knee_Lube: Outback

                    

Map Name: “Outback” and/or atagline “The Outback starts here”

General De​sc​ri​ption: Outback allows theplayer to get a true sense of the Australian bush and allows him/her to connectin order to be victorious.

Key Features: Outback features many aspects of the Australian bush like the midday sun, red earth and endless, straight roads. These give a real Aussie feel and make for a complex map.

Plateau area: Good for heavy tanks logging, hit-and-run tactics and also good for medium wolfpack tactics

Main Road and Forests: Good for rush and scouting tactics, slightly protected from tanks (forests) but no protection from artillery and also good for heavy tank slogging tactics but not ideal

Town and hill area: Good for heavy tanks logging, hit-and-run tactics and scouting tactics through the town and the hill area is good for scouting and medium wolfpack tactics

[attachment=20532:Knee_lube.jpg]


[attachment=20533:Knee_lubea.jpg]


[attachment=20534:Knee_lubeb.jpg]







Gaea
Map Contest Winners with descriptions
arrow
01.02.2012 23:45:10
 
Subject: Map Contest Winners with descriptions
Link on message: #1380943

Gaea: Here you will find all the map winners pictures with their descriptions included.


Read the news here.

1st place: Commander_M4rk: Twin Rivers Dam

                    

Brief De​sc​ri​ption:

“Twin Rivers Dam” takes the player from low lying farming lands to icy mountain passes of a mid European valley. Forests and rivers will challenge tankers as they maneuver towards tactical positions.

Key Features:

“Twin Rivers Dam” features a mid European valley landscape full of forests, rivers and bridges. Bright contrasts of spring bring the map alive. Negotiate the valley slopes or forests and rivers of the lowlands. The historical castle, mountain pass tunnel and the centre dam with waterfall make for captivating game play.

Blue Zone:

High ground of equal altitude. Great for artillery and base defense. Base 2 has high ground side to side while Base 1 can utilize the centre spear like mountain range to its advantage.  

Red Zone:  

Sloping valley walls and plenty of cover make for epic heavy tank battles. Gaining ground around the castle or through the mountain tunnel will test a tanker's nerve.

Green Zone:

Mostly gentle sloping hills with two rivers at the centre. It is dotted with farms, villages and forest allowing fast moving mediums and lights to flank, spot, cover and attack.

Yellow Zone:

The Dam can be traversed and has the premium view of the valley. It is surrounded by a power station, destroyed gun emplacements and forest. It is a great vantage point for artillery and tank destroyers; however the spearhead of the centre mountain range is a threat.

Pink Zone:

The centre valley mountain range has the advantage of being a strong defensive zone with plenty of cover, ideal for artillery and tank destroyers. The southern pink zone has two artillery platforms on the hill. The northern spearhead of the centre mountain range has a 360 degree view of the valley and if held can be decisive in the outcome of the battle.

Other Notable features:

Each base compound is protected by light forest, large boulders and command centre building. Base 1 is located in the hills, while Base 2 is an island in the dam lake with two bridge access. Rivers can only be passed via small bridges. Bridges are one tank wide. The mountain tunnel and connecting bridge are two tanks wide. A waterfall cascades through the dam overflows.

“Twin Rivers Dam” has new elements of game play combined with breathtaking visuals. It encourages teamwork more than ever and will give players the greatest sense of achievement after the battle of their lives when they finally overcome all resistance in the valley…  VICTORY!!

[attachment=20515:Commander_M4rk.png]
[attachment=20516:CommM4ark1.png]
[attachment=20517:CommM4ark2.png]
[attachment=20518:CommM4arkzones.png]


2nd place: Rukasu 113: Pacific Airfield

                    

The name of the map:

Pacific Airfield

General De​sc​ri​ption of the map:

Pacific Airfield is a island with hot weather and a small airfield in the center. Great beaches and an imposing ocean, shows players a new environment to fight through.

Key Objects on the Map:

Pacific Airfield has different places to fight, from a beach to an airfield, with a new environment and difficult terrain with hills, making this map a new challenge for players.

Light Blue:

Through the beach, is a good way to flank the enemy base, with only a sandcliff covering you from the east, and a exit in the middle, blocked with anti-tank hedgehogs. With little cover, this is a face to face engagement area.

Blue:

The road provides some cover with structures and vegetation. Has small hills in the west, and big hills in the east with a curve around, that provides a hard clash point.

Red:

The airfield is the most short way to go to the enemy base, has some structures to cover and two roads with big hills around them, one in the west, the other in the east. This open area is perfect for fast tactics.

Orange:

The long way, through the two villages in the east, with many structures and big hills in the west provides really good cover, easy to shoot and hide, till you reach the enemy base. The good cover of this sector is appropriate for safe operations.

More:

Both bases are surrounded with little cliffs, rocks and vegetation, that provide a good defensive or artillary positions. Base 1 has a small beach in the east, good for artillary position. Base 2 has a thick vegetation area inthe east, near the village, good for artillary positions.

Summary:

Pacific Airfield, should win because this map can be played with many different strategies, with its unique environment, puts players in a new location, surrounding them with sand and water.

[attachment=20519:rukasu113.png]
[attachment=20520:rukasu113a.png]
[attachment=20521:rukasu113b.png]
[attachment=20522:rukasu113c.png]


3rd place: Eagle2807: The Hedgerows

                    
De​sc​ri​ption: The Hedgerows takes tankers to the infamous Normandy terrain.  An ambush nightmare, the veritable maze of walled vegetation forces players to choose between patience and courage to venture over the next wall.

Key Objects: The Hedgerows features a maze of French vineyards, muddy fields, and livestock pastures.  The sky is darkened by the thick overcast remnants of the recent  storm.

Red Area: The road provides the sole unobstructed route between the bases.  However, the road is narrow, barely allowing two tanks side by side to travel it, and is potentially a killing alley on each end for the respective team’s artillery.

Blue Area: A wide maze of fields and hedges which limit visibility and promote medium to close range combat while offering ample cover.

Lt. Blue Area: A narrow path to the enemy’s base provides an alternative flanking option, or the perfect choke point for an ambush.

Other Notable Features: Each base is in an open flat field to allow the team to quickly disperse. A field lies next to each base where artillery spawn with reasonable protection and a clear firing arc of their respective side of the narrow sunken road. The Low hedges should vary in height so that at some points it allows tanks to fire through the vegetation from behind the cover of the mound, while in other places be too high, and must be crossed over in a moment of vulnerability inorder to fire into the next field.

Summary: Hedgerows should win this contest because its maze of earthen walls discourages the predictable rushing tactics while encouraging players to develop a variety of strategies as oppose to the typical plan A or plan B approach.

[attachment=20523:Eagle2805.png]
[attachment=20524:eagle2807a.gif]
[attachment=20525:eagle2807b.gif.jpg]


4th place: Flaststiger69: Omaha Beach

                    
General De​sc​ri​ption of the map

Vapor Trails over head from far off dogfights, Barbed wire obstacles,

Antilanding craft spikes jutting out from the beach, and Flooded marshes contrasted by beach cottages and the sound of seagulls

Key Objects on the Map

Three choices

A long disserted beach, with tank obstacles to wind through while under fire of artillery. A choice of a northern gauntlet full of heavies and no where to run.

A flooded marsh full of deep pot holes in the center, or a flat sandy road that you BETTER have speed or you’re not going to survive long with arty on the map.

Map Layout

Like most maps it has three lanes. As in Komarin, and Arctic region, they are at a sixty degree angle.

The north is a gauntlet with small hills blocking artillery that the heavies and Tank destroyers can go Head to head with out arty and mediums in the way.

The center has a large swampy area that’s been flooded the way the Germans did in Normandy to discourage paratroops, with a shallow river (as in Redshire) that you can cross “ALMOST” everywhere. Unlike Redshire, it has deep pockets that will swallow up tanks, but there’s also a hidden road underneath the water will give extra traction. I want to reward the experienced and studious tankers.

The south’s more open for scouts and light tanks that like to RUN

Summary

This is the big BIG thing about this map. After being in Clan Wars for a while, if there’s ONE thing I learned,

When you have a landing.

YOU SHOULD DO A LANDING!

This would be good not only for all tanks but imperative for Clan Wars

It should bring a completely new element to W.o.T. that has been not only missing but a BASIC and fundamental part of tank warfare sense the early part of WorldWar II.

[attachment=20526:Flasttiger69a.png]


[attachment=20527:Flatstiger69.png]


[attachment=20528:flatstiger69b.png]



5th place: Dllu: King's Mountain

                    

General De​sc​ri​ption:

King’s Mountain is based on the historic Königsberg, a picturesque town set on the Eastern border of Germany that inspired modern mathematical concepts of graph theory and topology.

Key Objects on the Map:

The two sides are separated by a river containing two large islands, all connected by a network of seven bridges. One island allows brawling; the other enables a quick bypass.

Map Layout & Tactics:

The crux of the map is the central island. This island has excellent cover from the outside thanks to its perimeter of buildings; however, it is still possible to snipe careless tanks due to the many available directions to shoot from. It is connected to the north and south bases by two bridges and to the east island by one bridge. Each bridge is arched so that it is convex enough to prevent enfilade fire down the length of the bridge. The east island allows fast-moving tanks to either bypass the heavy brawling in the central island straight into the enemy base, or to insert themselves into the side of the central island for flank shots.

Both bases appear easily defensible but it is not advised to camp since an attack may come from many directions. Base 2 gets access to the far west of the map for flanking shots on the south bridges of the island at the risk of being shot from both the central island and Base 1. Base 2 also has earlier access to the east island, whereas Base 1 is closer to the central island. Typically Team 1 would brawl through the island towards the north whereas Team 2 may attempt a fast rush through the east delta supported by flanking shots from the far west.

The size of the map allows artillery to reposition to the extreme corners to effectively bombard the island from unexpected directions.

Summary:

This map has unique choke points that nonetheless do not restrict matches to a draw; the many paths between bases ensure all tank classes to be played to their strengths.

Historical Significance:

In 1735, mathematician Leonhard Euler famously proved the Seven Bridges of Königsberg problem: that it is impossible to cross each bridge exactly once, laying the foundations for graph theory and topology.

[attachment=20529:4.png]


[attachment=20530:5e.png]


[attachment=20531:6e.png]



Honorable Mention: Knee_Lube: Outback

                    

Map Name: “Outback” and/or atagline “The Outback starts here”

General De​sc​ri​ption: Outback allows theplayer to get a true sense of the Australian bush and allows him/her to connectin order to be victorious.

Key Features: Outback features many aspects of the Australian bush like the midday sun, red earth and endless, straight roads. These give a real Aussie feel and make for a complex map.

Plateau area: Good for heavy tanks logging, hit-and-run tactics and also good for medium wolfpack tactics

Main Road and Forests: Good for rush and scouting tactics, slightly protected from tanks (forests) but no protection from artillery and also good for heavy tank slogging tactics but not ideal

Town and hill area: Good for heavy tanks logging, hit-and-run tactics and scouting tactics through the town and the hill area is good for scouting and medium wolfpack tactics

[attachment=20532:Knee_lube.jpg]


[attachment=20533:Knee_lubea.jpg]


[attachment=20534:Knee_lubeb.jpg]







Gaea
February Events sneak peek!
arrow
01.02.2012 19:44:49
 
Subject: February Events sneak peek!
Link on message: #1379980

View PostKhannis, on Feb 01 2012 - 14:45, said: What he said.


Gaea:
What I said:


"This thread is not oriented towards specials and discounts. This thread is for contests and tournaments that are offered in February. Double credit income, garage slots discounts and the like are considered as "specials and discounts" that are not included in this news post. And neither are updates or patches."


Gaea
February Events sneak peek!
arrow
01.02.2012 19:44:49
 
Subject: February Events sneak peek!
Link on message: #1379980

View PostKhannis, on Feb 01 2012 - 14:45, said: What he said.


Gaea:
What I said:


"This thread is not oriented towards specials and discounts. This thread is for contests and tournaments that are offered in February. Double credit income, garage slots discounts and the like are considered as "specials and discounts" that are not included in this news post. And neither are updates or patches."


Gaea
February Events sneak peek!
arrow
01.02.2012 19:44:49
 
Subject: February Events sneak peek!
Link on message: #1379980

View PostKhannis, on Feb 01 2012 - 14:45, said: What he said.


Gaea:
What I said:


"This thread is not oriented towards specials and discounts. This thread is for contests and tournaments that are offered in February. Double credit income, garage slots discounts and the like are considered as "specials and discounts" that are not included in this news post. And neither are updates or patches."


Gaea
All Star #10 Reminder
arrow
01.02.2012 17:43:40
 
Subject: All Star #10 Reminder
Link on message: #1379567

View PostELITE_TANKER, on Feb 01 2012 - 15:09, said: hey ok question on the sneak peaks you guys said thAT on all star 13 your going to have kv and matilda? so on all star 10 your having m4 sherman and matilda?
is it like matilda month or something?

Gaea: The premium tanks will be rotating much quicker than the standard ones, but, 3 All Stars apart is pretty close. The random generator failed! I'll fix it as soon as I'm in the office.
And the submissions should be between today and tomorrow, February 3, at 11:59 PM PST, 7:59 AM UTC (Friday).


Gaea
All Star #10 Reminder
arrow
01.02.2012 17:43:40
 
Subject: All Star #10 Reminder
Link on message: #1379567

View PostELITE_TANKER, on Feb 01 2012 - 15:09, said: hey ok question on the sneak peaks you guys said thAT on all star 13 your going to have kv and matilda? so on all star 10 your having m4 sherman and matilda?
is it like matilda month or something?

Gaea: The premium tanks will be rotating much quicker than the standard ones, but, 3 All Stars apart is pretty close. The random generator failed! I'll fix it as soon as I'm in the office.
And the submissions should be between today and tomorrow, February 3, at 11:59 PM PST, 7:59 AM UTC (Friday).


Gaea
All Star #10 Reminder
arrow
01.02.2012 17:43:40
 
Subject: All Star #10 Reminder
Link on message: #1379567

View PostELITE_TANKER, on Feb 01 2012 - 15:09, said: hey ok question on the sneak peaks you guys said thAT on all star 13 your going to have kv and matilda? so on all star 10 your having m4 sherman and matilda?
is it like matilda month or something?

Gaea: The premium tanks will be rotating much quicker than the standard ones, but, 3 All Stars apart is pretty close. The random generator failed! I'll fix it as soon as I'm in the office.
And the submissions should be between today and tomorrow, February 3, at 11:59 PM PST, 7:59 AM UTC (Friday).


GeneralDirection
T110`s Armor
arrow
01.02.2012 06:26:51
 
Subject: All About Armoured Vehicles\"In Game" American Vehicles\Heavy Tanks\T110`s Armor
Link on message: #1378200

View PostFaustianQ, on Jan 31 2012 - 21:40, said: Obviously, this either means the Chief has convinced them to change a few things relating to the Slugger, or the more likely event, the Chief has tires which allow him to drive on the sides of buildings. :Smile-hiding:

GeneralDirection: Seen MI: Ghost Protocol yet? It's like that, but with a tank instead of a person. Chieftain's extremely innovative.


GeneralDirection
The T32 is "The most powerful Tier 8 Heavy"
arrow
01.02.2012 06:23:00
 
Subject: All About Armoured Vehicles\"In Game" American Vehicles\Heavy Tanks\The T32 is "The most powerful Tier 8 Heavy"
Link on message: #1378178

View PostForcestormX, on Jan 30 2012 - 22:01, said: The T32 is excellent at everything except penetration. Hull-down it is nearly invincible, and even in the open a slight angle makes it effective against even high-penetration guns. It has better mobility than the KT and far more gun depression than both the russian and german tanks. It's still my favorite tank in the game and my most successful in terms of win rate and average xp/battle.

GeneralDirection: Yep, I love the T32. T29 is up there as well; both are a lot of fun to play. I think I've finally mastered the art of facehugging with them. :P
I'm not sure I can call it my favorite though. It's very close, but the M6 with the 90 has a special place in my heart. That tank is a ton of fun. Maybe even a megaton of fun.


GeneralDirection
Clan Tournaments?
arrow
01.02.2012 06:14:17
 
Subject: Clans\Council of Armored Forces\Clan Tournaments?
Link on message: #1378147

View Postvampyrehntrd, on Feb 01 2012 - 02:15, said: Ok AoD main fight AoD-w AoD main could tell AoD-w to back off seeing that they use the same TS web page and AoD as a whole is ran by one person.....it is easy for one to roll over for the other.

GeneralDirection: That would not be a good idea. In fact, we will probably be making this rule far more severe in the future. But for now it is:

Quote Teams can receive a disqualification if they intentionally use any prohibited bugs, exploits, hacks or are found to be utilizing unfair methods of competition by the tournament administration.

GeneralDirection:


GeneralDirection
Tank Sale - Jan. 26-31
arrow
01.02.2012 06:11:52
 
Subject: World of Tanks News and Information\News and Information\Tank Sale - Jan. 26-31
Link on message: #1378139

GeneralDirection: There are technical reasons for it, but we are discussing changing it.


GeneralDirection
February Events sneak peek!
arrow
01.02.2012 06:09:49
 
Subject: World of Tanks News and Information\News and Information\February Events sneak peek!
Link on message: #1378133

View PostToothDecay, on Feb 01 2012 - 05:06, said: Kudos on the number of events this month.
The Valentine special might be hard to make, but I'll try (lol) (wife would just LOVE that).
Can you consider including the Russian T-26 in an upcoming event? I LOVE my T-26, and would love to see how I stack up in it.
Thank you again to the promotions guys, and KEEP 'EM COMIN !!!
Happy Groundhog Day to all from Pennsylvania, HOME OF PUNXATAWNY PHIL, THE groundhog.

GeneralDirection: Gaea does a great job creating and managing the events for sure! :)


GeneralDirection
Team tanks
arrow
01.02.2012 06:08:21
 
Subject: Tournaments & E-Sports\Clan Tournaments\Team tanks
Link on message: #1378131

View Postjctrez, on Feb 01 2012 - 04:04, said: I haven't run a tank company. What i want to know is if i have to pick one tank from each of the team members and that is what we have to go with for the entire tournament of if it can be changed from round to round or battle to battle.

GeneralDirection: You can switch tanks between battles, but you and your team will have to be quick about shifting strategies on the fly since there's only a two minute wait between battles in a round.
I'd recommend spending the next few days perfecting a few different strategies so that you can deploy them quickly mid-round. Posted Image


GeneralDirection
February Events sneak peek!
arrow
01.02.2012 06:00:32
 
Subject: World of Tanks News and Information\News and Information\February Events sneak peek!
Link on message: #1378108

View Post120mm_he, on Feb 01 2012 - 04:55, said: This isn't a real world economy with the normal supply and demand mechanics. Everything in wot is virtual and infinitely reproducable at zero additional cost to the supplier. B)

GeneralDirection: Unfortunately our development team doesn't work for gold coins, so we have to pay them to make the cool virtual goods. :P
But in all seriousness, we are working to improve communication of specials. The Events Calendar is yet another step in that general direction.
See what I did there?


Gaea
All Star #10 Reminder
arrow
01.02.2012 03:42:38
 
Subject: All Star #10 Reminder
Link on message: #1377634

Gaea: For this All Star, these are the vehicles required:
All Star #10: M4 Sherman and Matilda
Be sure to send your submissions to: allstar@worldoftanks.com between today and Thursday, February 3rd, 11:59 PM PST (7:59 AM UTC Friday morning).
(Also, check out the new banner!)


Gaea
All Star #10 Reminder
arrow
01.02.2012 03:42:38
 
Subject: All Star #10 Reminder
Link on message: #1377634

Gaea: For this All Star, these are the vehicles required:
All Star #10: M4 Sherman and Matilda
Be sure to send your submissions to: allstar@worldoftanks.com between today and Thursday, February 3rd, 11:59 PM PST (7:59 AM UTC Friday morning).
(Also, check out the new banner!)


Gaea
All Star #10 Reminder
arrow
01.02.2012 03:42:38
 
Subject: All Star #10 Reminder
Link on message: #1377634

Gaea: For this All Star, these are the vehicles required:
All Star #10: M4 Sherman and Matilda
Be sure to send your submissions to: allstar@worldoftanks.com between today and Thursday, February 3rd, 11:59 PM PST (7:59 AM UTC Friday morning).
(Also, check out the new banner!)


GeneralDirection
February Events sneak peek!
arrow
01.02.2012 03:38:02
 
Subject: World of Tanks News and Information\News and Information\February Events sneak peek!
Link on message: #1377619

View PostW0lfy, on Feb 01 2012 - 02:33, said: Thank you. :)
That's really cool, but you might also like to add the various Challenge registration/start dates so that the calendar is complete. :)

GeneralDirection: Yeah I need to decide on a color for that. :D


Gaea
[UPDATED] All Star Description
arrow
01.02.2012 03:36:40
 
Subject: [UPDATED] All Star Description
Link on message: #1377615

Gaea: We are changing the format of our All Star Contests. From now on, we  will have only one All Star per week. The All Star event will last 3  days, from Tuesday to Thursday, and you will be able to choose from 3  tanks, each ranging from low tier to high tier! Standard and Premium  tanks will be included randomly between the tiers.

Each week one country goes through a cycle: USSR - Germany - USA - France.

The All Stars are divided into three categories, each All Star cycles through the tier levels: Low tier: tiers 1 - 4
Mid tier: tiers 5 - 7
High tier: tiers 8 - 10. The players are asked to send in an email to allstar@worldoftanks.com with their: XP calculations
All Star points
Game name
2 screenshots or 1 screenshot and 1 replay. XP Calculations:
Your base XP is needed for tie breaking purposes. If you earn the same amount of All Star points as another player then the player with the highest XP earned will win.
If your battle is the first battle of the day, meaning you eared double XP, be sure to divide your XP by 2 before proceeding.
If you have a premium account, divide the XP you earned by 15.
If you have a standard account, divide the XP you earned by 10.
The total XP points you earn are not to be added into your final All Star points. It is only used for tie breaking purposes.

All Star Points:
You earn All Star points by adding different achievements, destroyed, damaged, and spotted tanks.
This is the list of points you can add:
Destroyed tanks: 2 All Star points
Damaged tanks: 2 All Star points
Spotted tanks: 1 All Star point
Defender: 3 All Star points
Invader: 3 All Star points
Scout: 3 All Star points
Sniper: 3 All Star points
Top Gun: 3 All Star points
Confederate: 3 All Star points
Steel Wall: 3 All Star points
Boelter’s Medal: 3 All Star points Screenshots:

It is required to add 2 screenshots, or 1 screenshot and 1 replay in your email.
The tools needed for this to become an automatic process are currently in development, so we need this information from you.
We require:
The garage pop up showing the whole screen (this includes your game name!) and the small pop up showing the battle, the date, the XP earned, and the achievements earned.
The end of battle window screenshot, or the replay of the battle, showing your destroyed, damaged and spotted tanks, and showing that you survived the battle.
None of these screenshots may be cropped or edited as this will disqualify your entry. Winning:
To become the week's All Star player, you need to earn the largest amount of points in one of the two tanks chosen for that All Star and follow all the rules described.
Depending on the amount of entries received, the winners will be posted either on Friday or the following Monday.

There are a total of 9 winners per All Star, three for 1st place, three for 2nd place, and three for 3rd place.

Prizes:
1st: 3000 gold
2nd: 2000 gold
3rd: 1000 gold All the information you need for each All Star will be posted both in this forum, and on the World of Tanks home page.


Gaea
[UPDATED] All Star Description
arrow
01.02.2012 03:36:40
 
Subject: [UPDATED] All Star Description
Link on message: #1377615

Gaea: We are changing the format of our All Star Contests. From now on, we  will have only one All Star per week. The All Star event will last 3  days, from Tuesday to Thursday, and you will be able to choose from 3  tanks, each ranging from low tier to high tier! Standard and Premium  tanks will be included randomly between the tiers.

Each week one country goes through a cycle: USSR - Germany - USA - France.

The All Stars are divided into three categories, each All Star cycles through the tier levels: Low tier: tiers 1 - 4
Mid tier: tiers 5 - 7
High tier: tiers 8 - 10. The players are asked to send in an email to allstar@worldoftanks.com with their: XP calculations
All Star points
Game name
2 screenshots or 1 screenshot and 1 replay. XP Calculations:
Your base XP is needed for tie breaking purposes. If you earn the same amount of All Star points as another player then the player with the highest XP earned will win.
If your battle is the first battle of the day, meaning you eared double XP, be sure to divide your XP by 2 before proceeding.
If you have a premium account, divide the XP you earned by 15.
If you have a standard account, divide the XP you earned by 10.
The total XP points you earn are not to be added into your final All Star points. It is only used for tie breaking purposes.

All Star Points:
You earn All Star points by adding different achievements, destroyed, damaged, and spotted tanks.
This is the list of points you can add:
Destroyed tanks: 2 All Star points
Damaged tanks: 2 All Star points
Spotted tanks: 1 All Star point
Defender: 3 All Star points
Invader: 3 All Star points
Scout: 3 All Star points
Sniper: 3 All Star points
Top Gun: 3 All Star points
Confederate: 3 All Star points
Steel Wall: 3 All Star points
Boelter’s Medal: 3 All Star points Screenshots:

It is required to add 2 screenshots, or 1 screenshot and 1 replay in your email.
The tools needed for this to become an automatic process are currently in development, so we need this information from you.
We require:
The garage pop up showing the whole screen (this includes your game name!) and the small pop up showing the battle, the date, the XP earned, and the achievements earned.
The end of battle window screenshot, or the replay of the battle, showing your destroyed, damaged and spotted tanks, and showing that you survived the battle.
None of these screenshots may be cropped or edited as this will disqualify your entry. Winning:
To become the week's All Star player, you need to earn the largest amount of points in one of the two tanks chosen for that All Star and follow all the rules described.
Depending on the amount of entries received, the winners will be posted either on Friday or the following Monday.

There are a total of 9 winners per All Star, three for 1st place, three for 2nd place, and three for 3rd place.

Prizes:
1st: 3000 gold
2nd: 2000 gold
3rd: 1000 gold All the information you need for each All Star will be posted both in this forum, and on the World of Tanks home page.


Gaea
[UPDATED] All Star Description
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01.02.2012 03:36:40
 
Subject: [UPDATED] All Star Description
Link on message: #1377615

Gaea: We are changing the format of our All Star Contests. From now on, we  will have only one All Star per week. The All Star event will last 3  days, from Tuesday to Thursday, and you will be able to choose from 3  tanks, each ranging from low tier to high tier! Standard and Premium  tanks will be included randomly between the tiers.

Each week one country goes through a cycle: USSR - Germany - USA - France.

The All Stars are divided into three categories, each All Star cycles through the tier levels: Low tier: tiers 1 - 4
Mid tier: tiers 5 - 7
High tier: tiers 8 - 10. The players are asked to send in an email to allstar@worldoftanks.com with their: XP calculations
All Star points
Game name
2 screenshots or 1 screenshot and 1 replay. XP Calculations:
Your base XP is needed for tie breaking purposes. If you earn the same amount of All Star points as another player then the player with the highest XP earned will win.
If your battle is the first battle of the day, meaning you eared double XP, be sure to divide your XP by 2 before proceeding.
If you have a premium account, divide the XP you earned by 15.
If you have a standard account, divide the XP you earned by 10.
The total XP points you earn are not to be added into your final All Star points. It is only used for tie breaking purposes.

All Star Points:
You earn All Star points by adding different achievements, destroyed, damaged, and spotted tanks.
This is the list of points you can add:
Destroyed tanks: 2 All Star points
Damaged tanks: 2 All Star points
Spotted tanks: 1 All Star point
Defender: 3 All Star points
Invader: 3 All Star points
Scout: 3 All Star points
Sniper: 3 All Star points
Top Gun: 3 All Star points
Confederate: 3 All Star points
Steel Wall: 3 All Star points
Boelter’s Medal: 3 All Star points Screenshots:

It is required to add 2 screenshots, or 1 screenshot and 1 replay in your email.
The tools needed for this to become an automatic process are currently in development, so we need this information from you.
We require:
The garage pop up showing the whole screen (this includes your game name!) and the small pop up showing the battle, the date, the XP earned, and the achievements earned.
The end of battle window screenshot, or the replay of the battle, showing your destroyed, damaged and spotted tanks, and showing that you survived the battle.
None of these screenshots may be cropped or edited as this will disqualify your entry. Winning:
To become the week's All Star player, you need to earn the largest amount of points in one of the two tanks chosen for that All Star and follow all the rules described.
Depending on the amount of entries received, the winners will be posted either on Friday or the following Monday.

There are a total of 9 winners per All Star, three for 1st place, three for 2nd place, and three for 3rd place.

Prizes:
1st: 3000 gold
2nd: 2000 gold
3rd: 1000 gold All the information you need for each All Star will be posted both in this forum, and on the World of Tanks home page.


Gaea
All Star #9 Reminder
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01.02.2012 03:18:10
 
Subject: All Star #9 Reminder
Link on message: #1377545

View PostMancu, on Feb 01 2012 - 01:42, said: Outlook crashed on me when I submitted my entry. Is there anyway I can find out if it went through?

Gaea: I got it :)


Gaea
All Star #9 Reminder
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01.02.2012 03:18:10
 
Subject: All Star #9 Reminder
Link on message: #1377545

View PostMancu, on Feb 01 2012 - 01:42, said: Outlook crashed on me when I submitted my entry. Is there anyway I can find out if it went through?

Gaea: I got it :)


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