[ S T ] 3 more maps enter the Supertest.
Дата: 04.03.2022 21:34:21
KRZYBooP: Howdy Boom Jockeys! After the Recon Mission event was over, we
analyzed the feedback from players, based on which we prepared a
redesign of the Airshipyard map.
Click Minimap
above to go to Imgur album Game mode: Standard Battle Map size:
1000x1000 meters 0_airshipyard.png Two zones have been changed: medium
tanks direction (1) and the central part of the map intended for
light tanks (2). Goal: 1 — Increase the interest in the medium area
by creating an active connection with the center of the map, adding
new positions and covers. 2 — Improve the position of light tanks
on the map by reworking the terrain and adding more vegetation. 3 —
Increase the number of positions for tank destroyers. 1. A
tunnel has been added to the direction as a comfortable fighting
point. The railway has been shifted to the edge of the map. A lot
of terrain irregularities as cover, as well as a large amount of
vegetation, have been added. 1.1_before_airshipyard.png 1.1_after_airshipyard.png 1.2_before_airshipyard.png 1.2_after_airshipyard.png 1.3_before_airshipyard.png 1.3_after_airshipyard.png 1.4_before_airshipyard.png 1.4_after_airshipyard.png 1.5_before_airshipyard.png 1.5_after_airshipyard.png 1.6_before_airshipyard.png 1.6_after_airshipyard.png 1.7_before_airshipyard.png 1.7_after_airshipyard.png 1.8_before_airshipyard.png 1.8_after_airshipyard.png 1.9_before_airshipyard.png 1.9_after_airshipyard.png 2. The center of the map
connects the medium and heavy tank directions. Terrain, cover, and
bushes make this area convenient for light tanks. 2.1_before_airshipyard.png 2.1_after_airshipyard.png 2.2_before_airshipyard.png 2.2_after_airshipyard.png Canyon Map
Game mode: Standard Battle Map size: 1,000x1,000 meters
Click on the Minimap
above to head to the Imgur album. After analyzing the main negative
aspects of the map, it was discovered that it is necessary to focus
on light tanks, tank destroyers, and SPGs on this map. Playing
comfort in these vehicle types should be improved. For light tanks,
the main positions are now more protected when driving and playing
actively. Tank destroyers have also received improvements to their
positions: If played right, you can be spotted less and help your
team more. For SPGs, we tried to provide a bit more comfort in
terms of the number of positions on the map—in the previous
version, they had only one main position. Now they are able to
change positions. 0_canyon.png 1. Tank destroyer positions have been
moved apart slightly, and bushes have been reworked to better
conceal tall tank destroyers. 1_before_canyon.png 1_after_canyon.png 2. The hillside is now not so
sharp, which allows you to climb the hill faster. There are now
passages along the mountain near the bridges, so you don't have to
descend. There are now two windows with firing positions on the
mountain towards the bottom base. Also, the amount of vegetation
under the mountain along the river has been increased and
intermediate covers have been added. 2.1_before_canyon.png 2.1_after_canyon.png 2.2_before_canyon.png 2.2_after_canyon.png 3. The area with dunes has been
reworked. Now they are much larger, and contain both covers and
bushes for more effective play on the direction. Now it is possible
to drive up to the dunes and drive away from them more safely.
3_before_canyon.png 3_after_canyon.png 4. Medium tank positions near the
edge of the map have been slightly reworked. Now both teams can use
them to control the direction. 4_before_canyon.png 4_after_canyon.png 5. The ability for SPGs to change
positions on the map has been slightly improved. Bushes have been
added for them. 5.1_before_canyon.png 5.1_after_canyon.png 5.2_before_canyon.png 5.2_after_canyon.png Far East
Click on the Minimap above
to see the Imgur album Improved version of the Far East map. Based
on the Recon Mission feedback from players, it was determined that
it was hard to cross the runway, both when attacking and
retreating. Also, according to feedback, the center of the map was
barely used, which has now been improved. In addition, there were
problems capturing the base when attacking from the mountain, and
the lower-left corner of the map was unevenly occupied—the right
team usually got there first. 0_far_east.jpg 1. Small indestructible covers have
been added to the base circles from the town side.
Previously, the house in the circle was destructible and did not
provide cover. 1.1_before_fareast.png 1.1_after_fareast.png 1.2_before_fareast.png 1.2_after_fareast.png 2. To balance the approach time
and balance between the teams, the terrain and cover positions in
the lower-left corner of the map have been slightly changed.
2_before_fareast.png 2_after_fareast.png 3. Significant changes to the
center of the map. Based on player feedback, additional routes and
covers have been added to introduce variety and use the center more
actively. 3_before_fareast.png 3_after_fareast.png 4. Based on player feedback,
small covers have been added on the runway near the bases on the
hillside for more comfortable movement from one side of the runway
to the other. 4.1_before_fareast.png 4.1_after_fareast.png 4.2_before_fareast.png 4.2_after_fareast.png



[ S T ] 3 more maps enter the Supertest.