WoT Supertest: Erlenberg Map Changes

This week, a single map is entering the Supertest: a redesigned version of Erlenberg with major changes to both flanks, some adjustments to the center, and a number of minor edits not described below.

1)

The flank direction (lines 1, 2, and 3), which has its collision point around the castle, has changed a lot. The castle is now significantly larger.: Its new structure gives various vehicle classes an opportunity to shine, but it’s the players in heavy tanks who should pay special attention to this spot. The team that wins the clash inside the castle walls gets access to a large “balcony” which overlooks the beautiful town of Erlenberg and its surroundings, and offers a comfortable slide straight down to the town center, from where you can advance along its streets towards the enemy base.

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2)

Large areas of woodland near the red line (squares B1–C2 and K1–K5) have been partially chopped down. The terrain in squares K1–K3 has been changed.

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3)

The other flank direction (lines 8, 9, 0), which has the hill with the mill as its key point, has also received major changes. The high hill covered in trees near the red line (squares E0–F0) has been extended and now offers equal playing opportunities for each team. The shape of the hill allows you to use the hull-down tactic. Bunches of low-growth vegetation will allow you to spot enemy tanks, which can, in turn, more accurately guess the location of a hidden light tank.

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4)

The hill with the mill has also been expanded so that both teams can use it on equal terms. New firing positions will keep the opponents at the red line from getting bored and will allow for long-range shots at the city and the castle.

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5

Large areas of woodland near the red line (squares A6–A0 and H0–K0) have been trimmed. The terrain in squares K1–K3 has been changed to let the winning team move more safely towards the opponents’ base.

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6)

In addition to the major changes to the flanks, adjustments have also been made to the city part of the map. In the squares F5 (for the southern team) and D4 (for the northern team), bush positions have appeared, and with them direct view zones which can be used for early spotting of vehicles heading to the castle. In the F5 square, the ford across the river has been improved, allowing you to cross it without losing speed.

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7)

Small changes have been applied to the area near the northern team’s base. The capture circle is now a bit more open for long-range shots. In the square B6, a ford across the river has been added to speed up vehicle movement at the start of the battle.

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8)

Small changes have been made to the area near the southern team’s base. Dense vegetation has been removed, and the capture circle is now slightly more exposed to long-range shots.

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11 thoughts on “WoT Supertest: Erlenberg Map Changes

  1. Nice, take away all the bushes and make lot of corridors so light tanks get shit on even more. The devs must be heavy tank mains.

  2. This map is one of the worst tube maps so far! The new features look interesting and give hope for fun. Are we getting close to the “usable” rating here?

    1. I remember this map. In update 9.something is was called drowningberg for a reason and it was one of my favorite ones. Nowadays meh… hope the changes bring some much needed changes. Right now i detest it and wich i had more bans than just 2… and dont tell me to sup wot plus. Fuck that shit

  3. remove all soft cover, make sure there are only 3 main tunnels left so steve can slug it out with the other heavies, no need for other classes to be useful.

  4. WG HQ: I have an idea: remove ALL bushes from this map, and if this works we can get rid of ALL vegetation on ALL maps! Response: yes, let’s make it so. And then we can remove all light tech trees, just keep the cars and make them faster and more indestructable.

    1. …I’m in favor of it, then nobody needs to cheat with the “Tundra mod” anymore… and we’ve killed two birds with one stone.

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