WoT: Behind the Scenes – Oyster Bay

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Q: Players are really enjoying the wonderful landscape on the Oyster Bay map. How was this landscape created? For example, how did you design the rocks, seaside, and volcano?

A: We designed the landscape using models created with modern photogrammetry technology. This greatly increased the quality and detail of the landscape elements. We were able to capture the elements we wanted and add them to the map.

Q: We spotted a turret on the map that continuously fires at the seaside. Are there any other interesting features we should look out for?

A: The highlight of the map is the volcano that looks ready to erupt. At some points, you can see planes in pursuit between rocks or crashing into bunkers.

Q: Which part of Oyster Bay was the most challenging to create?

A: The whole map was a challenging experiment for the development team. However, the area we reworked the most was the port. We changed the setting and visual style of the area several times.

Q: How did the team overcome the challenges of making Oyster Bay?

A: Oyster Bay is a special map. The size and setting of the map are absolutely unique within World of Tanks. We put a huge amount of work into prototyping, creating new models and textures, and testing.

To adapt to these new conditions, we experimented a lot.

Q: How did you continue to work on Oyster Bay after Recon Mission? Were there any key changes to the map?

A: After Recon Mission, we hardly made any serious changes to the gameplay. However, we did heavily modernize the visuals. We kept the main concept of the map, which was the island, but created a more realistic setting. We designed the entire infrastructure on the island to reflect that of an important strategic base during the Second World War, and restyled one of the locations as a port.

The Port

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Q: During Recon Mission, players liked that Oyster Bay allowed them to try out a variety of tactics with every vehicle class. Can you tell us about how you created this balance in Oyster Bay?

A: One of our key reasons for creating such a large, unique map was to provide a variety of gameplay for all vehicle classes. We analyzed battles on existing maps to better understand the kind of gameplay players of each vehicle class prefer, then implemented our findings in the new setting.

Blue – First team

Yellow – Second team

Orange – First team

Blue – Second team

Blue – Tank destroyers

Orange – Heavy tanks

Red – Light tanks

Turquoise – Medium tanks

Green – SPGs

Yellow – From the second team

Blue – From the first team

9 thoughts on “WoT: Behind the Scenes – Oyster Bay

  1. I know this is a purely MP game, but I would really like the possibility to go on to these maps alone, look them very thoroughly, enjoying the view, without the need to pull someone else in.

    1. Freecam mod and the custom garage/hanger mod is the easiest way, also lets you go way out of the map boundaries.

    2. If you have a laptop or old PC, start a second account and then make a team room with yourself.

  2. you can with replay but if you want to drive a tank around a map solo….that’s a mode we’ve been waiting for some time.

  3. Copied from armoured warfare. wargaming liek we worked really hard making this… honest wink wink.

  4. oh look
    the map with the broken buggy bridges where your artillery crosshair literally FALLS THROUGH just because you change the angle of your camera.

    did you ever fall through anything because of a change to the camera? (in any game?)

    not even TombRaider and its warpin walls didnt pull that crap

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