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.
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”
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.
Freecam mod and the custom garage/hanger mod is the easiest way, also lets you go way out of the map boundaries.
If you have a laptop or old PC, start a second account and then make a team room with yourself.
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.
Oyster Bay map is GARBAGE.
Copied from armoured warfare. wargaming liek we worked really hard making this… honest wink wink.
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
Good fuck you arta biatch