Today, the experimental redesign of the Swamp map, which is well-known among World of Tanks veterans, is heading to the Supertest! This classic Random Battle map, removed in Update 1.0, has been reimagined to meet modern gameplay requirements. While its original layout remains recognizable, the map’s gameplay has been reworked to fit today’s game ecosystem.
Swamp: Key Gameplay Zones and Changes
Castle Ruins on the Hill
- Primary engagement point for heavy tanks.
- Multiple lines of contact with varied types of cover at different ranges diversify gameplay.
Village Beyond the Bridge
- An alternative route for heavies and well-armored medium tanks.
- Controlling this area prevents enemy flanking of heavies battling at the castle.
Hilly Forest Zone
- Ideal for medium-mobility vehicles and sniper play.
- The dense, hilly terrain enables positional gameplay and offers opportunities to interact with key anti-tank positions.
Key TDs Positions
- Strategic vantage points that provide strong control over large sections of the map.
Swamp (Central Area)
- A bush-dense zone designed for light tanks.
- Acts as a link between TDs and medium tanks, encouraging diverse tactical approaches.
Check out the changes here! –> https://imgur.com/a/OIpsprE
All changes are experimental—we invite you to test the updated map and share your feedback! https://stport.wargaming.net/login
it took me way too long to remember this bloody map XD
For the WoT veterans: Remember the submerged tombstone at ~ d4. One of the old Easter eggs the designers used to install.
The other two that come to mind:
– The Sturmtiger partially visable in a barn with the door slightly ajar on one of the event maps
– The Rattle barely visible in one of the event garages. Can’t remember which event now, but it had a garage with a spiral road down with tanks along the path. IF you angled the camera just right, you could see part of what was clearly the King of Paper Tanks, the Rattle at the bottom of the ‘pit’ created by the spiral roadway.