WoT Supertest: “Empty Road” Map

This is a 1,200×1,200 m desert map set somewhere in the Middle East. It has an open layout with tactical opportunities for different vehicle classes. The new location features rolling terrain, several small villages, and a compact oil refinery.

The map introduces a special interactive element—oil tanks. When destroyed, they create a 15-second fire zone that damages all vehicles inside it.

The map includes the following key zones:

1. Oil Refinery

Primarily suited for heavily armored vehicles.

2. Open Area for Light and Medium Tanks

Allows players to connect and control multiple directions across the map. However, it is relatively dangerous due to its exposure around a small village.

3. Central Zone for Medium Tanks and Fast Heavies

Features a large hill that can provide a strong positional advantage and help establish map control.

4. Base Areas

11 thoughts on “WoT Supertest: “Empty Road” Map

  1. I’ve lost count of how many “new maps” have been featured in the “Supertest” over the last five years. All I know is that WoT players didn’t benefit from any of them. The few new maps that were added weren’t good. In WoT, it would be a quantum leap in map quality if they simply replaced the standard maps with the ones for “Onslaught.” You can even play “Mines” quite well with those.

    1. Problem is public maps are created for wide audience while onlaught ones are catering to chess players, or in other words good players that like to have their brain tickled by micro plays.

      3 corridor rule may cause rage, but wont go away, because its effective way of making casuals stay (= money). Gives illusion of variety while being dumb enough to reward the same play over and over again so 800wn8 Grzegorz is high on dopamine. Or Quickybaby pretending to think where to at the start, while its the same fucking play for 15 fucking years staight.

      Its not random, its by design…consulted with psychologists to maximize general audience numbers. And while you guys might not like it (me neither), the game have healthy playerbase 16 years in because of that.

  2. I like them adding new maps to the production pipeline. But why do they NEED to have gimmicks? Like, this map looks fine… but on the HT flank there are exploading oil barrels. That’s soooo arcady, it just doesn’t fit in World of Tanks. It’s odd, childish (big boom, flames, woooowww). Like, take your shit seriosuly, WG.

    1. Bruh, play WarThunder if you want the taste of actual immersion lol. This game was last promoted decade ago. Wg dont fucking care about that anymore…for a long time.

  3. Honestly, I have no problem with new maps, but why make more work for yourselves WG? Just reintroduce maps we already loved that you took away!

    1. Most of the maps they took away ended up like that because they were imbalanced. I remember vividly how much they worked on Komarin until it ended up being removed. It’s usually when one side keeps winning more or in rarer occasions when a single class of wehicles tend to dominate the map.

      Personally I haven’t mind at all. Part of the experience. The player composition of a team defines so much more how a battle goes than the map itself. I’m missing the variant maps too, like Ruinberg on Fire or Fiery Salient (Prokhorovka).

  4. lol

    WoT Supertest: “Empty Road” Map

    The Road to nowhere eh?

    Is it possible that someone at Wargaming has a warped sense of humour?

Leave a Reply