Sacred Valley Supertest Changes

This is the 1st prototype so far:

Major changes on this map:

1. In the central part of the leveled terrain, the mountain was removed and the number of homes and small objects were reduced. This is done to reduce the number of breaches through the central part of the map. Now it is used for the initial “lighting up” (spotting) or just detection of the defensive positions of the enemy during the battle.
2. Positions for tank destroyers were created next to the bases. You can shoot at the central part of the map and into a corner of the monastery. If successful, you can fire at the enemy positions for tank destroyers (the distance between them is about 500 m).
3. In the monastery,  a few small obstacles were removed and also a shaft on the edge of the gorge.
4. Zone for heavy tanks at the waterfall. The central hill was cut: now lights can easily detect the enemy and play at different distances.

The decision about the future of the “Sacred Valley” map will be made based on the results of the tests.

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23 thoughts on “Sacred Valley Supertest Changes

  1. sure its a terrible map but there are others that are WAY worse…

    not in this order specifically,

    – swamp : since they changed, its unplayable, just another yolo push face to face brawl
    – windstorm: just… i dont know how this atrocity pased the super test, no way to fix this
    – tundra: 1st version was way better, as usual with most of the maps
    – enks and other small maps : limit the 600×600 maps to tier 5-6 max , its ridiculous playing there with tiers 8+
    -mountain pass: north side still have too advantage spotting middle and having free shots to those crossing… and too many people still go to the snow side, after 5 years people cant understand that attacking the snowside is almost useless
    -overlord : just fucking remove the beach
    -seren coast: remove that highway between bases on the water, and enlarge the rest of the map
    -stalingrad and karkov: same as windstorm
    -widepark: its bad even for low tiers

    Liked by 1 person

  2. Hmm, this actually sounds rather nice!
    Light tanks can finally do something here.
    TDs can finally do something here.
    Arties can finally do something here.
    Heavy tanks can suck donkey balls here.
    Mediums will be the main power here.

    Things are looking up!

    Liked by 2 people

    1. heavys still have their L from base to base, or if they are fast they can go up hill to the monastery, what else do u want?

      Like

      1. The part where most heavies going to, marked with number 4 on the map, will have smaller hills, therefore lesser cover from any attack. See my point?

        Like

    2. Don’t get me wrong, but won’t change 1 create “another open killing field” area in the center of this map? Like we have with so many other maps. Rendering area of a maps useless until a few tanks remain for an end game (if the game isn’t a roflstump)

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      1. Yes, there will be that space there, however, as of now we have a ‘wall’ of terrain and buildings, making it completely useless, unless you are a light scout tank maing a spotting run.
        With this everyone will have the proper opportunity to do something with the otherwise pointless part of the map.

        Like

  3. WOW!!!
    After making “special spots” for arty not they make “special spots” for TDs, 1 area on the map where you can only defend. These guys have no idea how to do anything than medium tanks and medium tanks maps.
    Everyone else should just sit still and wait for the mediums at their designated spot.
    Seems the new trend is to give TDs just the option to use certain usefull spots and defend. If it’s 1v1 a med vs a TD if you’re in the TD the best that WG lets you hope for is a draw! You are not allowed to progress on the map.

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  4. To be honest, this map has been changed how many times? Two?
    In those reworks some areas got better others gotten considerably worse. The Monastery for instance became much better IMO in the last rework. But the North part, I dunno, IMO it became too much hard corridor-like in design.

    Still miss the ol’ design of the northers area sometimes, which had over spots for scouting and sniping. And was not blocked by random mountains poking up from the ground.

    Liked by 1 person

  5. Not too shabby but the “open TD sniping lines to the other base” are idiotic. What TD’s need is sniping lines to the flanks the actual attack is coming from, not across the middle of the map.

    Liked by 2 people

    1. Exactly, +1 to this.
      Heavies are going to (4), and mediums will propably still go to (3), so I really wonder what tanks that these tank destroyers are going to destroy… 😐 Light tanks maybe? 😀

      Like

      1. as always, the idiots that cross the map from bse to base …idiots dead in 2-3 min, and then the real battle start.

        Like

  6. Very worst thing by far on Sacred Valley is ~

    how 50% of the Map is thrown away with totally inaccessible huge high mountains on all 4 sides of this Map?
    thereby making this Map yet another small pokey crowded corridor Map
    like just why WG?

    How about ~
    have a dirt road or track on the top of those Mountains on all 4 sides of the Map one going clockwise around the edges of the North and East finishing 100mtrs near Enemy Base, therefore spotting TDs and Arty campers alike,
    (as isn’t that what LTs were supposed to be for? WG hmm?

    – this could be accessible for Light Tanks ONLY with a high power/weight to climb these steep dirt tracks,

    imagine a fire fight and the unique action between competing LT’s on top of the high mountains (easy to stop them sniping down unfairly into the Valley bottom just put lots of snow covered trees blocking most of the views down

    So WG?

    Liked by 1 person

  7. Very worst thing by far on Sacred Valley is ~

    how 50% of the Map is thrown away with totally inaccessible huge high mountains on all 4 sides of this Map?
    thereby making this Map yet another small pokey crowded corridor Map
    ~ like why WG why?

    How about ~
    have a dirt road or track on the top of those Mountains on all 4 sides of the Map one going clockwise around the edges of the North and East finishing 100mtrs near Enemy Base, therefore spotting TDs and Arty campers alike,
    (as isn’t that what LTs were supposed to be for? WG hmm?

    – this could be accessible for Light Tanks ONLY with a high power/weight to climb these steep dirt tracks,

    imagine a fire fight and the unique action between competing LT’s on top of the high mountains (easy to stop them sniping down unfairly into the Valley bottom just put lots of snow covered trees blocking most of the views down

    So WG?

    Like

  8. Very worst thing by far on Sacred Valley is ~

    how 50% of the Map is thrown away with totally inaccessible huge high mountains on all 4 sides of this Map?
    thereby making this Map yet another small pokey crowded corridor Map
    ~ like why WG why?

    How about ~
    have a dirt road or track on the top of those Mountains on all 4 sides of the Map Base with Base 1 going clockwise around the edges of the North and East sides of Map finishing 100mtrs near Enemy Base

    Base 2 counter clockwise South to West of sides of Map, therefore giving the chance of spotting TDs and Arty campers alike,
    as isn’t that what LTs were supposed to be for? WG hmm?

    – this could be accessible for Light Tanks ONLY with a high power/weight to climb these steep dirt tracks,

    imagine a fire fight and the unique action between competing LT’s on top of the high mountains (easy to stop them sniping down unfairly into the Valley bottom just put lots of snow covered trees blocking most of the views down

    So WG?

    Like

  9. How is it good for TDs to sit in base and snipe? Why do WG introduce TDs that cant ectively engage in battle? Why do WG even introduce tenks that have to play passive and “snipe”? How do you attack an area with a HT when there are sniping MTs and TDs? We are back to the same issues that were appartwent before patch 8.6, where everything changed after than to become more brawly. Now it seem WG has gone back to the awfull camping state of the former game.

    Like

  10. With these changes slow HTs wont even be able to exit base untill they are spotted and sniped across the map by TDs. Just like on other maps. Now with all these fast Tds that come into position faster then MTs, this is a real issue. WG dont knpw what they are doing.

    Like

  11. Great… Ruin the only good spot for medium tanks by flattening it, i.e. reducing the ability to use terrain to your advantage…

    Oh, and not to mention the TD’s and other camping tanks to ruin your match on their new camp spots.

    Pretty much my favorite area of the map ruined, great job WG.

    Like

  12. They just added Malinovka’s upper no man’s land basicaly (the part between the swamp and the hill, where the village is).

    Like

  13. I hate these changes, the middle section created opportunities for lights, there were several decent TD positions, and it was a wonderful brawling location for lights and meds. I loved this map, it was a very fluid and dynamic, and will now be turned into a camping boring map.

    The problem is that these ideas are, i think they are pushed by players that mainly play tier10 heavy tanks. The tier 10 players are normally the worst players hiding behind the best tanks, and what they want is boring, camping, channel maps like this, so they dont have to think to much or using tactical imagination to win a battle

    Sacred valley is a great map. If they want to work on a map, why not one something like Mountain pass, which is a horrible channel map – mostly mountain. Or Abbey – why not get rid if the river and replace it wish forest so it can be used as a new attack vector

    Paris is another awful map to, where if your heavies lose, the whole team loses. the open area at the north need more obsticles to encourage mediums to advance in that area

    If they wanted to make an immediate improvement to the maps, reduce every tanks view range by 20%. That would change the map dynamics and make most maps far more interesting to play

    Like

  14. So a no-man’s-land in middle, HT still get fucked by arty when going to northwest,and MT can still do a blitz via southeast. I don’t think the meta will be changed.

    And as stated by others, so many nice Korean hill you can look but can’t do any hiking, how terrible.

    Like

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