#TensaTown

1 messages · Page 1 of 1 (latest)

desert ether
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It sure does

smoky frost
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looks nice

novel canyon
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looks like there'll be some good firefights in there for sure Lol

tall orchid
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looks like unturned

twilit knot
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It doesn't look bad. If forest will be avalibe on conq it even may be a nice map. Look flat at least

noble umbra
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Looks pretty flat, yeah. The roads are very meandering too, so possibly not a lot of good sniper lines

latent pelican
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House to house fighting

zenith stream
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the water treatment plant will probably be fairly popular

latent pelican
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It looks very juicy! Today we gonna test it kittenThinking

primal cloak
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Love this layout. Can’t wait to try it out

young quiver
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looks good, can't wait to check it out in-game

earnest nimbus
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i have no idea where else to post this, so i'm just gonna post it here. i saw almost a month ago that tensatown is suppose to be a american suburban map. however, i see priority signs in some junctions. priority signs do not exist in the US. whoever gets the right of way is implied meaning that drivers who don't have a stop sign or a yield/give way sign have the right of way. in the US and i think most of North America, stop signs are used in these intersections.

(i watched too many Road Guy Rob videos and i think i get hyperfixated on weird and random stuff sometimes)

crisp linden
smoky tusk
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TensaTown doesn't appear as a vote option as often as other maps on frontline 127v127, only shows up 1/5th~ of the time, while other maps can be voted on every other game.

queen thicket
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Visual glitch (was on Potato graphic)

latent pelican
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It's way too easy for US side to push into russia E point and spawncamp. In general this is a recurring theme with every single map in the game, but this map is one of the worst and most obvious about it

abstract gyro
latent pelican
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US players on E basecamping RU team. Most of the enemy spawning happens at E once they start getting on the point.

It can't be defended against because

    1. the path from right RU safe zone to E doesn't have cover from the structure on E.
    1. Those who want to defend E must drive a vehicle to the right edge of the safe zone, acting as a soft spawn point. This guarantees that reinforcements will come one-at-a-time.
    1. US can use E to push into the edge of RU safe zone and blow up said vehicle, or hide in one of tensa's houses and shoot people from behind as they run towards E
    1. The outside lower floors of E structure is mostly solid indestructible walls where all it takes is one US prone around the corner to hold off an RU push
solemn wharf
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please create invisible walls or something so that people wont go and wank with their snipers on these silos

halcyon anvil
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There is an issue on CTF. if the building on the side where the bridge is gets destroyed, the flag gets trapped in the pit and you can't get out

wide linden
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i like the map, is it possible to shrink it down for domination as what it is now is conquest layers with no vehicles, not very CQB’ish as map is a little too big for domination

somber moth
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I think Tensatown is my second favorite map overall. I love love love how the environment is designed and it leads for a lot of different games. Again I play 32 Rush for the majority of my time and I find that every Tensatown map is always different. I really don't have any negatives to say about the map but you did a good job Vilaskis!

native horizon
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In 127v127 conquest, if RU has captured A the vehicle parked there is out of bounds, but actually a spawnable spot

proud ocean
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A site bottom left is overly prone to backcapping. F is a reasonable retake from spawn. A feels like a chore, often it's an undefended fortress.

I think the NW entrance should be sealed. I would remove the adjacent North building and replace it with a sunflower field to mirror the corn field and stop people house hopping into an instant cap.

tepid drum
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I just got to the point that tensa town is not America because the area tries to depict an American neighborhood while its actually a Japanese narrow neighborhood with American house assets.

Like bruh vilaskis if you gonna make a map based on a country's biggest characteristics and flaws that makes the country get identified by it.
Make it true what you try doing, what you are aiming for or change the assets to grim chinese/japanese apartment blocks.

woeful summit
feral hare
proud ocean
feral hare
# proud ocean For F yeah, they could remove at least half of those fields close to site and ad...

Oh yeah. Same for A in District. And Valley. Both A and F in Sandy. And in Waki. And probably a lot more I'm missing.

It's funny how what should be defensive structures are a liability in this game, but it's basically an unavoidable consequence of squad spawning, where anything short of exterminating everyone in the area makes all your actions moot in the span of 10 seconds, and walls just get in the way of that.

chrome creek
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by far the best map in the whole game. the urban nature of the map gives you plenty of cover, without forcing you to deal with dozens of windows on every building like in lonovo. rotating from point to point is painless because there are no long, open fields for snipers to abuse. it's an excellent map through and through, and i hope we see more maps like it

elder elm
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Tensatown Map showing green Sqares on the upper half of minmap

forest pollen
elder elm
tidal igloo
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I found some flowers, and I think grass, stretched wayyy out in this spot, making funny dark lines.

fluid dirge
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just found something minimal at this map, the texture in this part of the roof seems to be glitching or something, nothing really important but i wanted to point that out

proven marsh
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thats a lotta deadspace down there

ionic saffron
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Invasion setup on this map, first set of objectives. A and B points are way too defensible. Defender side really have an easy one on this map

quick stone
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US spawn - you can have humvees fly off the map and kill anyone who spawns in them.

quick stone
solemn sedge
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favorite part of all the maps; there's a good balance between defense and offense, and it's not overly complicated

Currently, most of the objectives on the maps are either overly simple with no defensive spaces or have numerous buildings with too many attacking possibilities.

unborn tendon
novel cobalt
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Map is good for 32-32, maybe, just maybe 64-64. On 127-127 is a damn hell.
Too hard for drive, almost invisible from the air, and hundreds bypass roads and paths.
The building located very close to each other, and there's not enough wider battlezones, only short range combat. Thats why many people makes map unplayable and random spawn-shooting.

Central point of the town is most danger place on the map without any benefit.

willow iron
brisk scarab
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This map would be so much more enjoyable in Conquest if a Blackhawk/Ka60 would spawn on the helipad near the middle of the map. Can we please get a change to this map to replace the civilian littlebird that spawns on the helipad and replace it with a Blackhawk/Ka60 like in Frugis/Kodiak?

autumn bobcat
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Is that normal?

brisk scarab
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There's no chopper.... there's no blackhawk spawn....
Thus, Frugis continues to be the best map in the game since there's a midfield objective spawn at G.
Hopefully the useless civilian transport Littlebird gets removed. Both teams already get a transport Littlebird at base so it's completely redundant. But adding a Blackhawk spawn in it's place would make for a great asset to a team for whoever can secure its spawn.

merry canyon
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looks great