Supertest: Guilin Map Video

Here you can see the bird’s eye view of the new map which is still undergoing testing. It will be a large (1000×1000), Asian-themed map, and half-open: a lot of open space and tons of hiding spots. The bases are located on the eastern and western sides, opposite of each other. There are 3 main attack directions.

-The city in the middle of the map. Most of the clashes will take place there and will require a lot of maneuvering. There is an abundance of hiding places offering good sniping spots and also the city provides plenty of cover from TDs. The city is isolated from the rest of the map: depending on how the battle unfolds, you can flank the enemy from there or be flanked yourself.

-Northern hills. A sniping location with plenty of tactical options: halting the enemy’s progress or supporting the allies in the middle of the map, flanking mediums and spotting lights, and so on;

-The isthmus near the lake. A risky path, suitable if you want to occupy quick a great shooting position or spot enemies.

The further development of this prototype map depends on the Supertest results and the feedback of the players. At the moment, it is not known whether the map will arrive to all servers.

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5 thoughts on “Supertest: Guilin Map Video

  1. This looks much worse than even Lakevile.
    ULTRA HARD corridors everywhere, due to impassable terrain and a lake. Makes 3/4 of this map effectively useless.

    But maybe it is just in Pankov his alley way: simpleton heavy tank game play, no thinking needed just press W and 2-2.

    Liked by 1 person

  2. WG and there ‘new’ map design has always been bad even from years ago they (WG) have a ‘balanced’ ‘technical’ ‘logical’ ‘planned’ approach to map design

    ~ that creates Sterile boring maps full of ‘planned approaches’ and riddled with corridors and large kill zones/ areas that waste 30% to 50 of most Maps (big mountains, lakes

    or put it another way ~
    WG designs new Maps for WG own interests, not player enjoyment
    key WG criteria for Maps are

    #1 – fast 4 minute turbo battles
    #2 – kill zone areas (usually 1x only for HT with zero choice but to go there
    #3 – 2 or 3 corridors per Map (HT play areas again
    #4 – smaller is better than big for WOT maps (players crushed together, 4 minute turbo battles
    #5 – the bare minimum of tree, bush, useful hill cover so TD’s and campers, new players are penalised

    WG cannot design a good or nice map anymore

    in patch 1.0
    10 Maps are to be removed/ deleted from the game
    without any new ready replacements?

    so 25 maps in WOT
    maybe 1 or 2 somewhere sometime in next year
    if passes Super test
    if players are happy
    if WG devs are happy

    lots of ‘ifs’

    Like

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