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Map Contest Winners with descriptions

Дата: 01.02.2012 23:45:10
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]


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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]






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