World of Tanks Supertest – Pearl River (more detail)

More News About Pearl River on the Supertest

 

The general idea behind the redesign is to reduce the map’s linearity for more gameplay variety. Based on this key concept, two versions are currently in the works.

 

Option 1:

  • The central hill with houses has been reworked to be one of the main spots. Now you can take control over it and oversee a considerable part of the map.
  • The houses under the hill have either been removed or moved onto the hill to prevent heavy player separation in this direction.
  • The entire south-west has been opened up to allow quick attacks and flank manoeuvres as well as concealment.
  • The mountains near the bases are now defensive spots.

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Option 2:

  • There are no more bushes on this map, now only trees can be used for concealment.
  • We added a passage to connect the flank for heavy tanks with the centre, as well as more safe passages along the edges of the map connecting to each base.
  • Now you can partially traverse the mountains near the bases and use these spots for defence.
  • All buildings in the village centre can be destroyed.
  • The terrain was flattened, allowing you to retreat more safely.
  • A previously impassable mountain is now accessible.

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10 thoughts on “World of Tanks Supertest – Pearl River (more detail)

  1. Opening the city on option 1 is an interesting idea, even for flank fire if you win it. But not to keen on the rise paddies on section 3. As that height is just gonna be another TD hill to lock the medium road. Tho option 2 has some nice ideas too, like area 6. Hybrid of the two would be neat tho.

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    1. Indeed agreeing with this. Would also like to see a hybrid design of these two versions.

      Would be very interesting if they combine the central parts of v1 + v2 and go with v2 for the south west instead of those rice paddies in v1.

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  2. I thing what Wargaming is trying to tell us is, if your tank’s only strong point happens to be spotting, you need to find the nearest pond ASAP. Also, If your tank has an STRV or grille 15-esque tank playstyle go for a swim

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  3. Usually WG totally mess up ‘fixing Maps’ and these ‘fixed Maps’ turn out mostly as new bad Maps
    – that make the older unfixed versions now look good in comparison

    still its WG game and nothing ever stops them from tinkering around until the game-developer who does NOT play the game ~ is happy with there new creation ion there own minds

    Still prove me Wrong for once WG I loved playing on Peral River would love to play on it again just hope its a fun Map …………… as it used to be a long time ago …………. ?

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  4. I never felt there was much wrong with the previous Pearl River. Ok granted the south west was a bit too linear but the heavy side and the middle was completely ok to me (in the last iteration).
    So about the proposals (from what I can tell with the given info):
    P1: I object the idea of having the central hill accessable especially if only from one side. The last thing we need is another Minesque hill that completely dominates the rest of the map. And this looks like it could be just that. Other than that Proposal 1 looks solid to me.
    P2: This is much more difficult to judge as it is further away from the original. Having no bushes but only trees as cover sounds rather artificial but who knows, it could be interesting. I am skeptical about the way the paths connect across the mountain in the north east towards the heavy area as you get less of an opportunity to sneak behind enemy lines if you can slip through or win the choke in the center.

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