Empire’s Border
Three versions of the map will go to the test. The previous version of the reworked map was not suitable because of the excessive open space.
1) 59_asia_great_wall : this map version keeps the mountainous terrain to the north but adds cover and a junction between the mountain and the central serpentine road.
2) 59_asia_great_wall_3: this map version has a completed reworked northern area. The terrain was lowered to the general level of the valley while irregular terrain and points of cover were added.
3) 59_asia_great_wall_4: this map version has an unchanged northern area (the way it is now on the live servers). Only the southern area has been reworked.
Minimap
- The lower left corner of the map was turned into an area for flank attacks by heavy tanks. Removed the linearity of the area.
- The clash area for heavy tanks has been made balanced in terms of cover and approach time.
- The lower left corner of the map was turned into an area for flank attacks by heavy tanks. Removed the linearity of the area.
- We’re considering several reworked options for the upper right corner of the map. The changes are meant to create space for maneuvers (since the linearity of the area does not match the medium tank gameplay in the current version).
- We’re considering several reworked options for the upper right corner of the map. The changes are meant to create space for maneuvers (since the linearity of the area does not match the medium tank gameplay in the current version).
- We’re considering several reworked options for the upper right corner of the map. The changes are meant to create space for maneuvers (since the linearity of the area does not match the medium tank gameplay in the current version).
- The lower left corner of the map was turned into an area for flank attacks by heavy tanks. Removed the linearity of the area.
- In versions 2 and 3, the corner has been cut to ensure a faster approach by the lower team to the central road. In addition, the general terrain has been flattened.
- The ledge for TDs has been made simpler and more convenient.
- The ledge for TDs has been made simpler and more convenient.
- The central area has been reworked, the “gate” through the wall has been expanded, and the terrain level in the area for heavy tanks has been flattened. This will create a junction.
- We cut the corner to balance the upper team’s approach time to the HT clash area.
- We’re considering several reworked options for the upper right corner of the map. The changes are meant to create space for maneuvers (since the linearity of the area does not match the medium tank gameplay in the current version).
Minsk
The changes are based on edits checked during previous tests. However, since those tests were conducted long ago, the changes are compared to the release version.
Minimap (before/after)
Main changes and their goals:
- The border of the map has been shifted and passages to the housing blocks next to the square are now open.
Goal: To provide a convenient area for heavily armored vehicles and close-range combat.
- The river has been drained, the embankment has been slightly reworked, and ford crossings (from bank to bank) have been added. Tree foliage has been removed (the map setting will be changed from summer to spring or autumn).
Goal: To allow vehicles to move between lanes quicker and safer while simplifying map navigation.
- Hills next to the avenue have been added and the fence has been removed.
Goal: To make this area more playable/interesting for maneuverable vehicles while simplifying aiming/shooting across the avenue.
- This area has been significantly reworked: a subway construction site has been added, the terrain has been changed, the circus building has been shifted, and the far-end passage next to the map border has been closed.
Goal: To move the clash area for medium tanks closer to the map center (move the clash area away from the courtyards in the left urban area) while providing a connection between this lane and the rest of the map (the avenue and TD positions in the park).
Additional (minor) changes
In some places on the map, some bushes/trees have been moved (mainly to clear the view between the main points of interest).
Small points of cover near the bases have been added (goal: to slightly simplify base capture).
The shifted map border provides an additional passage behind the buildings in the lower part of the map. The passage was left open because, in general, its influence is insignificant, although in some cases, it can be used for different purposes.
Both maps are among my most hated, so this is more than welcome. Might even switch Minsk for Paris for my excluded maps when this goes live.