#maps-discussion

1 messages · Page 24 of 1

wooden quartz
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Then we got an answer about when Mines will be removed from tier 8+, probably never @river canopy

stone tendon
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Replace mines with mirage or lost temple

stone tendon
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Even better replace mines and dynasty’s Pearl with lost temple and mirage

drowsy cobalt
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Can someone explain why I have those bugs only at that map, it’s been already 5 months, and I also changed my device (iPhone 12) and still I turned graphics down, same thing, I literally turned shadow, hit marks, actually everything about graphic down, still the same thing at the same spot

twin fiber
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@drowsy cobalt u posted the same pic twice

whole plank
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big brain

drowsy cobalt
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Yeah sorry for my lack of brain-cells at 2 am without Coffee :3 I’m a little bit tired

ocean ravine
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Delete and redownload the game

drowsy cobalt
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Already did that several times 🙃

twin fiber
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@drowsy cobalt dont go to that specific spot in the map :p

drowsy cobalt
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Thank you, Captain Obvious, I try to spwan then, somewhere else everytime when I’m on that map
smh

tacit rapids
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The problem ur having is the pos iPhone u are ising

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Using*

drowsy cobalt
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I used my iPhone 6 Plus and I had there already the problem, now I got the iPhone 12 still the same thing, I’m just wondering why there

loud marsh
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because iphones.

civic vigil
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Optimisations on iPhones is probably ass

golden pulsar
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What strategy should I use in the Black Goldville map

river canopy
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@golden pulsar Go to the caves side. If you have armor, go all the way to the caves, if you don't have armor, play the inside lane, probably one of the bushes, and if your team has control of the caves, the supremacy cap area with the rock outcropping is a good spot too

golden pulsar
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Ok thanks for help
I have an heavy tank KV-1
What do you think it will work in caves

sly cosmos
golden pulsar
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Ok thanks

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Any other suggestions you could give me regarding the Dead Rail map

river canopy
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Go up the hill. Always. Even in heavy tanks. He who controls the hill controls the spawns, and he who controls the spawns controls the map

golden pulsar
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Wow that's cool@river canopy thank you very much

sly cosmos
stone tendon
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I really dont understand why such small maps like mines as dynastys pearl are available for teir 8+ but larger maps like lost temple and mirage areant

sly cosmos
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all maps have the same size

scarlet glen
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deception 100

modern maple
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No, not all maps have the same size

golden pulsar
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I really like the CANAL map because it's awesome
Also I like other maps like Normandy and rock field

stone tendon
halcyon wren
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it’s more of a thing about playable space, how the space is shaped etc. Another factor would be where the heat of battle is, on mines it’s literally a strip of one side of the map, mirrored on the other one too.

misty talon
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Wargaming, allow climbing i'm not even joking

sly cosmos
halcyon wren
misty talon
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it would certainly be funnier than being 40% E 100 camp'ed

halcyon wren
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I’d rather not have HT campers thanks

misty talon
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and you can be killed by people climbing, but you can also climb, don't forget that

stone tendon
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I would just want them to remove the invisible walls from all the maps

copper stag
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Starting with the way too big hitbox of some map objects would be better

stone tendon
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for example the sniping position on port bay near the light house was blocked off, why WG? there is even a bush there!

flint turtle
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We need more maps that punishes players for going up hills

void shale
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How will that work?

quaint bay
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I think he means copy paste mines

vagrant spear
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Add in game artillery strikes that aim at hills. The artillery strikes are random and the come from the sky there is no tank

copper stag
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On these small maps? With zones that are always overpopulated, like mines Hill?
Nope

flint turtle
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Make a map like the sand dunes but without the buildings and make the sand dunes bigger

nimble hazel
proper flicker
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I think that's just how your spotting nodes are placed, idk

kindred zodiac
drowsy cobalt
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Thanks for the ping
sarcasm

modern maple
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The front of your hull was exposed and could be penetrated. Especially in sniper mode it's easy to underestimate how exposed you are. If you look at the edge of your cover, you'll not that there is a slight bent towards the bottom that will expose the lower plate of your tank more than you might first expect

modest anvil
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That explains a lot of bs shots I’ve taken when holding that position

quaint bay
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It would be good to get Artillery tanks, like Grille 17

wooden quartz
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@quaint bay not enough map size

quaint bay
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Ah :(

compact cobalt
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Lets hope artillery never come

sly cosmos
compact cobalt
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Yes that is obvious

flint turtle
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StuG was part of the Sturmartillerie so we have artillery pog

quaint bay
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H

quaint bay
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True

fossil wadi
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Bt7 art is a baby kv2

stray ember
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^
Also don't forget KV-1 derp

crimson harness
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Blitz should add map bans

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2 maps that you can ban

quaint bay
crimson harness
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No, mines and dead rail

copper stag
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Mines and Fort despair

stone tendon
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mines and dynasty pearl... well mines for high teir atleast

river canopy
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I would ban Middleburg twice. Screw that map

cursive vigil
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Middelburg and rockfield wouldn’t be missed

nocturne mortar
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No need to ban mines if you play supremacy only :)

copper stag
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Thats the problem with not playing supremacy
God I hate that mode

copper stag
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Lemme just redo the maps thing
Canyon and mines

wooden quartz
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I kinda do well in Mines, most of my tanks have very good gun depression, I would ban Castilla and Middleburg

fossil wadi
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Yeah strv 42 in mines is op bc just hull down lol

flint turtle
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Faust is a headache to memorize

plush dragon
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Faust is win med flank, especially in encounter

rocky geode
narrow vector
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Faust is one of my favorite maps, along with falls creek; I can work either side of both maps well

severe pier
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For me it is castille

neat arch
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Castilla is my favourite when it comes to tds

wooden quartz
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If you're not a fast TD or a med, then pray for whatever god you believe (pray even for big bang if necessary) because you'll need a lot of luck. That's how Castilla works. @neat arch

modern maple
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Or stop putting your faith into the whatever of whatever and just go ahead and decide the game. Nobody forces you to go anywhere, and the beauty of Castilla is that you can play well anywhere. Just know the shooting angles and spotting ranges and you'll be fine

wooden quartz
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"You can play well anywhere"

Heavy goes to heavy lane = get low quality cover, get sniped by enemy meds and TDs, get forced to camp, die soon

Heavy goes to midlane (city) = takes 1:30-2 minutes to be effective in fight (meanwhile hill and castle are already in the middle of a fight), get forced to snipe, get low quality cover, easy to get flanked, probably won't live too much

Heavy goes to med lane (castle and village) = takes 1:40-2:10 minutes to be effective in battle, get only two options for cover (houses nearby or the hill of the castle), can get too late to make a difference on the fight

Heavy camp in spawn = Y E S

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The same goes for every other quite slow tank

modern maple
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There are numerous strategies that appear every now and then and that are always changing (one of the reasons why Castilla is one of the best maps in the game, the gameplay always changes).

All those options you counted for heavies have been used before and have been meta on Castilla for a while. Heavies appearing on the med lane will always defeat the mediums there if they don't have heavy support, and heavies on the heavy land can snipe mediums as much as mediums can snipe them (mediums are also "camping" on their hill, I have no idea why heavies have such a problem with sitting still for a minute). Especially going middle is an interesting one because it can yield high rewards, but only if the enemy doesn't counter your position.

As you can see, a lot depends on positioning of both teams on Castilla, and that's why reading the game and enemy positions is the key to winning on Castilla

cursive vigil
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And that last paragraph is why it’s among the better maps

wooden quartz
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"Reading the game and enemy positions is thhe key to winning on Castilla"
The things you have to read: 1 light flanking you, 2 TDs camping on spawn 2 heavies on frontline with you, 1 medium camping on castle and 1 medium on city also camping

modern maple
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Well then, get the light and push medium side, then advance slowly and in cover to spot the camping tds, let your team farm them and fall back to see how the enemy reacts, if they push you fall back an let your tds kill them

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If the mediums come to you after you kill the light just let your tds eat them alive

wooden quartz
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Get the light and push medium side meanwhile there's 4 campers, let your team farm the enemies which is easy, because your team is probably camping too

modern maple
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The medium side is mostly safe from campers so that isn’t a concern. The mediums can only be farmed by the heavies if you are on the south spawn and only by the tanks that went up the hill right next to the spawn or to the corner on the northern spawn. The farming is not an easy win

wooden quartz
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Just another day on Campstilla, meds can camp but can't br camped back

TDs can camp and nothing goes wrong

Heavies are forced to camp and die

modern maple
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Whatever you say, it’s certainly not constructive

wooden quartz
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Whatever you say about Castilla, it's centainly on the medium tank point of view

narrow vector
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Castilla isn't that hard, for the E4 I just camp a bit in the back on the heavy side so I can figure out where the enemy is and if anyone is going to rush heavy side, and provide some covering fire to the light/med hill if they spot anyone. After this I usually move up to the side of the heavy hill(at the bottom), and since there are some bushes there you can usually take a peek without being spotted, and you can then take a shot if needed. At that point the enemy heavies, if there, tend to fall back, allowing your heavies to move up. Also note if you have not spotted any of the TDs from the enemy team to be cautious and it doesn't hurt to blind fire some bushes they are usually in. You have to pay real close attention to the mini map when playing this map.

wooden quartz
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Yep, it's easy for every tank that got a good precision cannon, a good concealment or good agility, it's even better if you're an E25

modern maple
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In fact, it is just a lazy counter to me saying that you are not being constructive anymore

fast fossil
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Lol if you think a heavy has to camp you don't know what a base is or that you do in fact have a choice in which direction you go

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Hell I've put a maus on the med hill b4 bc I didn't like the lineup. Nothing dominants that map unless you let it

river canopy
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Castilla sucks because it's just trench warfare. All you can do is sit on the castle and wait for the enemy to make mistakes. The mill is unusable, and so is the town, because those positions are just dominated by the spawns/castle.

And on the castle, there's nothing you can do because any sort of move will be heavily punished, so all you can really do is hope you encounter no resistance, or an enemy that makes lots of mistakes

modern maple
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Though that is a sample size of around 1k replays

river canopy
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@modern maple Actually, the heatmap does support my stance.
Notice the entirety of the mill is mostly red/yellow, because it gets farmed by the castle/spawns
And if you look at the castle, you'll see two clear bright green spots at the bushes that look towards the mill. And of course the entire north spawn ridge, and south spawn ride position are also highlighted green. What a shocker.

Moreover, the team movement animated heatmap also proves that Castilla is an extremely slow paced map
Here's a comparison of the Himmelsdorf heatmap vs. the Castilla heatmap at ~1:30 into the battle. Notice how the colors on Himmelsdorf are well blended, and there's a heck of a lot of yellow and orange by 1:34 into the game

Now look at the Castilla heatmap. The only orange zone is the very top of the castle. Everything other part of the map is clearly demarcated by bright green, or bright red, showing the stagnation

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Moreover, look how poorly trafficed the map is. Look how little of the map is being used as compared to Himmelsdorf.

Look how obvious the laning structure is, slowing down gameplay

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The heatmaps are clear evidence of Castilla pretty a stagnant, passive map. I wouldn't have even thought to use the heatmaps as evidence had you not brought them up

wooden quartz
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After the fight on the classic positions of Campstilla you see that there's not much moves through enemy lines since that there's nit much yellow parts

Otherwise on Himmels, there's much mire yellow parts, unless on center

modern maple
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With Himmelsdorf you took a perfect example of a very fast paced map. It’s by no means representative, and while in Castilla the paths of allies and enemies rarely cross it is not a map that shows unusually passive behaviour

river canopy
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The discrepancy is even clearer a full 2 minutes into the game. On Himmelsdorf, the demarcation between the 2 sides is almost completely gone

2 minutes into Castilla? Nothing has changed

modern maple
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I do not accept Himmelsdorf as a good comparison

river canopy
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Himmelsdorf is the gold standard of map design, so if I want to show what a good map looks like, I'm going to use Himmelsdorf.

modern maple
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Himmelsdorf is the gold standard? You need to establish that first

wooden quartz
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Go positive, get him!

river canopy
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Himmelsdorf is fast paced, dynamic, and very unrepetitive. Exactly what you want from a map

Which stands in clear contrast to the static, campy, and reptitive gameplay of Castilla

The heatmaps show as much

modern maple
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That’s your personal opinion and does not justify calling it a gold standard

wooden quartz
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Then what is the gold standart? A campy map? I don't think so

modern maple
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I fundamentally disagree that there is any such thing as a gold standard, and I think that different map types have a place in the game. A gold standard is repressive and destructs variety

river canopy
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That's a tacit admission that I've reduced your argument to:
"I think fast paced, dynamic, and unrepetitive gameplay is worse than static, campy, and reptitive gameplay"

Ok. I think my work here is done

modern maple
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You think you have won, but I am just keeping this going while I review your arguments which takes time

wooden quartz
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Try comparing with other maps @modern maple, Yukon, Hellas, black goldville, every other map is much less campy than Campstilla

modern maple
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Your reduction of my argument is hilarious though. Hilarious because wrong. Now hold on please

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I reviewed your first point. You complained about the heavy side being mostly yellow and red. Yellow means traded and is normal for such highly contested zones and it does not indicate that anyone gets farmed here. Quite contrarily, your gold standard shows a lot of yellow and an even distribution of red and green

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With the damage dealt and received distribution of points we get a similar result as on Canal for example, where certain no-go zones exist that are mainly used for crossing. Such a no-go zone would be down near the cap at the heavy side. You also get the typically bright green camper spots that are somewhat misleading, because the campers usually don’t get killed on their camping spots so their ‘damage taken’ or ‘damage traded’ points are elsewhere

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In fact, you get these green points of dealing damage without being shot on Himmelsdorf as well, but not at camping spots but at the spots that are usually used by the rushing team as the enemy team loses

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You claimed that the heavies are getting farmed. The yellow says “no”

wooden quartz
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But on the print of 2 minutes in Campstilla you see that the movement of teams in their enemy areas or in nearby areas is very low in the heavy lane
Mostly because they're there and getting farmed and stuck on windmill, meanwhile medium tank areas are much more used because there isn't usually 1 or 2 TDs aiming there

river canopy
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@modern maple "No go zones" are bad map design
That indicates wasted space on a map. Moreover, the hill on Castilla isn't just yellow. Just outside the yellow, the hill radiates red, with very little green at all. On top of this, the concentration of green points is actually quite troubling, because spots that are green indicate camping spots and dominant positions.

The ideal map would be an even distribution of green, red, and yellow across as much of the map as possible, which would be evidence that the any position is usable, but can also be punished
By contrast, if there are strongly red and strongly green points, that is strong evidence of poor map design

Look at Himmelsdorf. There are no clearly red areas, and the only identifiable green spot is the mound in the center by D, by no means a permanent camp spot

Now look at Castilla. Yes, there is a yellow spot concentrated by the mill, but beyond that? It's all clearly shaded red. Look at the entirety of the spawn ridges on both sides. All green, clear indications of camp spots. Look at the ridge underneath the castle. Also shaded majority green, indication of a dominant position.

Terrible map design

wooden quartz
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Ypu see that most of the tracers on medium tank area clearly come from classic camping spots

modern maple
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Your second point was that the moving heatmap shows that Castilla is a slowpaced map.

To take a look at the start, all tanks are as usually driving towards positions somewhat close to the line dividing the map in two halves between the spawns. There is nothing out of the ordinary there.

What actually makes Castilla special is that people don’t drive through the enemy positions and routes for most of the game. This means that people see no incentive to push into enemy territory. This is mostly due to the open nature of the map; you can support your mediums as a heavy and vice versa, so there isn’t much reason to actually push deep into enemy territory. While this means that there isn’t much actual move,ent on the battlefield and that most tanks will stay in their positions, it does not mean that the battle stagnates

modern maple
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Also, the hill radiates red towards the cliff (a really bad place to be), while it is predominately green in more conservative and passive positions further back from the ridge

river canopy
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"this means that there isn’t much actual move,ent on the battlefield and that most tanks will stay in their positions, it does not mean that the battle stagnates"

Your argument has reached into the absurd.

Believe it or not "not much actual movement" and "staying in their positions" IS THE DEFINITION OF STAGNATION

wooden quartz
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If you support meds in your heavy at the windmill you're sniping, right? Well, that's not exactly what most of heavies are supposed to do, because big most of them have bad precision AND ALSO, castle amd city are much better protected than windmill

Also; "The middle is a no-go zone in Himmelsdorf, and it’s so no go that there are barely any red points because barely anyone ever goes there"

This part is less populated because it's as open as heavy tank lane in Castilla

modern maple
river canopy
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@wooden quartz At this point, it's basically over. This man has literally just tried to argue that no incentive to push is a good thing, that no movement is not stagnation, and that an even distribution of damage taken and dealt on maps is bad map design

wooden quartz
modern maple
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If you look closer at Himmelsdorf you’ll find that at certain corners you’ll find a lot of green on one side of the corner and a lot of red on the other. Also, especially around the middle you get a lot of predominately green dots

wooden quartz
modern maple
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I am not at your message yet, I am still considering Positive’s argument that Castilla is a bad map design because of how many green spots there are

wooden quartz
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Hmmm, continue then

modern maple
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Look at Lost Temple for example, it has almost no yellow because the peeking spots are so random that very few shots are actually traded

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(If you think that I am just randomly bringing up other maps, I’m not, I’m using them to compare phenomena that appear in Castilla and see if they actually mean bad map design or have some other, not so bad background)

wooden quartz
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Lemme check this

modern maple
river canopy
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Lost temple is a bad map for one singular reason

This single massive green spot

My point stands that green spots are indicative of dominant positions and camping spots. Both of which are not great map design

copper stag
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And yet, temple still feels better than castilla

wooden quartz
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^

modern maple
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I was actually talking about most of the map being riddled with green and red dots instead of larger yellow areas like you can observe in Mayan Ruins, for example

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The reason why I’m interested in this is because Castilla’s middle similarly lacks yellow except for a few spots

river canopy
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Speaking of Mayan Ruins (a map which I believe very few have any actual problems with), you'll notice the only green spots are just the usual TD locations on the heavy alley. They exist, but they're very small, and are vastly fewer in number than Castilla

wooden quartz
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And also, the yellow areas on team movement are actually very present in middle

river canopy
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I continue to stand by my point that strongly green spots are indicative of one of 2 things:

  1. Camping spots
  2. Dominant positions

Both of these lead to stagnant, repetitive gameplay

wooden quartz
modern maple
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I wasn’t really contesting that green spots stand for camping spots or very strong/ dominant positions

wooden quartz
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Yeah, because who's contesting it is actually Positive (used word Contest wrongly)

modern maple
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I contest what I consider wrong, and I did consider a lot of things wrong in this discussion, which I have pointed out so far

river canopy
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One of the strongest logical trains with regards to the damage heatmaps goes like this:

Green spots are camping spots and dominant positions -> Camping spots and dominant positions lead to stagnant, repetitive gameplay -> Castilla has lots of large green spots -> Castilla has stagnant, repetitive gameplay

wooden quartz
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Wait, I don't remember what means contest

river canopy
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@wooden quartz It means "to challenge"

wooden quartz
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Oh ok

modern maple
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I would say that little map usage shows repetitive gameplay. A prime example would be Rockfield, or Port Bay

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I would not say that camping spots or dominant positions lead to repetitive gameplay as long as said positions don’t significantly influence the map usage as a whole

wooden quartz
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Well, at least I do say that Camping spots lead to repetitive gameplay

You'd be on the same position, hitting the same targets at the same directions that does the same mistakes

modern maple
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Only if you choose to camp though

wooden quartz
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Well, that's usually what paper TDs do in good spots that have view for open areas

modern maple
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In Castilla you are presented with four options plus one camping option regardless of your spawn.

  1. Medium side
  2. Middle
  3. Heavy side hill
  4. Heavy side passive
    +1 Camping

I’d say the possible map usage is pretty good and as a result I don’t find it repetitive at all

river canopy
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@modern maple Low map usage does indeed lead to repetitive gameplay, but that does not necessarily mean dominant positions don't lead to repetitive gameplay, conveniently enough, illustrated by the Port Bay damage heatmap, which has a heck of a lot of massive green spots.

As for camping spots, it's pretty obvious to me that camping leads to stagnant gameplay

keen hare
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canal is the best map IMO

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@river canopy do you think naval frontier shoudl remove the bushes where mediums go to?, it was good early in the map meta but all it does now is hurt the map meta

modern maple
river canopy
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@keen hare I've stopped driving to those bushes because at this point, the pubbies have learned that they're going to get shot from those if they go heavy side, and also, they're more apt at punishing it now, since they all expect it.

What I do nowadays, is instantly contest the hill. If it's clear, then I molest the people who went medium bush, and if it's not, well, that's where I have to make tough choices

cursive vigil
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Best map design award clearly goes to rockfield in the meantime.

modern maple
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Rockfield is super repetitive which I absolutely despise

copper stag
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Someone show me mines

keen hare
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Rockfield isn't bad but it does get pretty bad when the teams split sides and there aren't any mediums/lights

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@river canopy is till find that position in navalf rontier is useful early game but its so stupid to stay there for more than 45 secondsand give up so much map control

wooden quartz
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blue = TD red = HT green = LT yellow = MT

river canopy
copper stag
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Just wanted to see that
Yep, as expected

modern maple
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I do agree that camping spots generate stagnant gameplay, at least as far as mobility is concerned. The reason why I don’t mind not driving around in Castilla is because I can still shoot and fight people even when I’m locked down in a spot. That’s also one of the reasons why spotting is so important on Castilla because a lot of cross-map shooting is going on

wooden quartz
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Tbh I expected even less map usage on mines

keen hare
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canal is a good version of castilla, much more rewarding regarding the spotting and allows more aggresive plays

wooden quartz
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^

river canopy
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Canal is literally the map Castilla wants to be. Although I still find it obnoxious when the selfish moron TDs on my team all go to A corner and do nothing for the rest of the game while the team gets molested

modern maple
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Well, it still has significant camping spots

keen hare
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yes but its easier to work around the snipers than in castilla

river canopy
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It does. But the laning structure isn't nearly as bad as Castilla

keen hare
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canal is one of the few maps where I actually try passive scouting where I don't fire my gun even if i have open shots occasionaly

river canopy
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One of these is Castilla, the other is Canal. One of them literally has 3 skinny, obvious lanes, the other has much better map dispersion

wooden quartz
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Also, it have much more yellow parts, which means that teams actually tries to advance through enemy lines

modern maple
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Lol, I just now read your odd comments about me arguing back. Well, I see that I lost nothing in not regarding them until now

wooden quartz
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wow just noticed that my pc was pressing 0 until now

modern maple
wooden quartz
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but you haven't explained why there's just a few red/pink spots aiming to castle/city, maybe because those areas are even more protected by buildings? or maybe because mediums aren't always spotted ?

modern maple
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By the way, those replays have a considerable sampling bias because those replays were actively shared by users, so they are likely to be special in some way

modern maple
wooden quartz
modern maple
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Complaining about teams and such

wooden quartz
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nope, that's a complain about how the map is exposed and uses heavy lane as a trap

modern maple
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Why do you ask me if you want to answer the question yourself?

wooden quartz
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sorry, I'm not understand what do you mean with this comment

modern maple
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You asked me why people upload bad games and I answered that they do to complain about bad teams and such. Then you respond with “nope, [...]”

wooden quartz
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Oh well, then i misinterpreted that comment, lmao

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well, gtg, I win enough battles today for the snowglobe and also this all is getting as stagnant as Campstilla

modern maple
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This is basically over

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I’m just thinking a bit more about what to make out of this

modern maple
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So, my conclusion is that Castilla is a map that is very limiting your movement into the enemy side. Usually at the start tanks drive to positions that are either along the frontline (using either the medium land, the heavy land or the middle) and then are very likely to stay there until the game is almost concluded.

This is mostly caused by the map layout that allows players to hit almost all relevant positions on the entire map from any relevant position. As a result, the battles become very stale and mostly depend on exchanging shells and spotting, and not on pushing/ rushing and flanking. Even unorthodox positions are mostly only giving another angle to shoot and not a staging point for a rush.

The end result is a very long range engagement with a lot of crossfire that usually boils down to everyone shooting on the heavy side because there the engagements tend to take the longest. This means that most of the gameplay for any tank will be sniping or avoiding being sniped. Such a map is unique in the game.

However, this map is not repetitive. Thanks to the richness of different effective spots you can alter your game-experience by driving to different locations and facing different challenges, ranging from mostly trying to avoid and bounce snipers while spotting enemy heavies on the heavy side over crossfiring enemies and spotting campers in the middle to the typical medium engagement and subsequent sniping whoever gets spotted on the medium side (and of course camping in the back).

The map will probably never be your favourite if you have a serious problem with long range engagements, but it gives the player enough possibilities to ‘make their own game’. The map’s uniqueness gives nice variation in the map pool and also a different approach to the normally very close ranged game. All in all, I think that the map is a good addition to the game, even if or rather because it is not perfect

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Thanks for coming to my TED talk

ocean ravine
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i don't mind castilla. I think its a map that really requires teamwork. whoever has the worse team loses

copper stag
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Most of my games on that map end in 2 mins or less.
Depending on what team has more meds on the castle hill.
The other part of my games there are draws, cuz the time runs out and no one moves.

ocean ravine
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nah they dont end in draws, only very rarely. They just sometimes take a while. And while it can be frustrating, at least it offers a break from the mad rush that most games are. I enjoy not having all tanks in one tiny area for once

copper stag
#

Should have said it more clear
Most are a dumb yolo rush and the rest (very smol part) are draws

sleek kiln
#

I know a glitched spot

#

<@&481447501690568709> look pls

#

my friends replay

#

pls patch that

quaint bay
#

@sleek kiln we aren't Wargaming. We are players just like you who happen to Moderate here. Please don't ping us for things like this

dense pollen
#

All maps have invisible walls that can be climbed with assistance from push tanks. Some maps have easier pushes than others

sleek kiln
#

oh

#

ight

potent shore
#

bro did this channel really get no one to message in it on the 23rd

#

that's actually kinda sad

quaint bay
#

its ok frost

#

just photoshop the previous message and make it say 12/23/2020

modern maple
#

This channel is one of the quietest on thIs server. A message every other day is actually unusually active for this chat

wooden quartz
#

Maps discussion is the most normal chat of the server, here we have;

  • No guys complaining about MM
  • No trolls
  • No salty kids
  • Most of the complains are about Mines and Castilla, so it's almost common sense for most of us
spring wigeon
#

For real. One of the few channels I actually check on this server lol

wooden quartz
#

^

quaint bay
#

Perhaps the dev of wot consider a map that contains a huge portion vegetation , a capcircle in the middle near a bunker complex making defending a bit possible but also ambush possible due blind spots , visibility for td and cover to use in light and med tanks
You may think way to open for most heavy but who cares . The realism feeling is worth a shot

real atlas
#

With the new Everfrost map rolling out on December 24th, what will happen to the ** Sea of Tranquility ** map ? Anyone know ?

urban obsidian
steady rock
#

Bet it's your pc glitching 100%

keen hare
#

lol

green stirrup
#

Don't mind me, just "camping" in the cap area in my vk168 on campstilla

flint turtle
#

I still think Himmelsdorf is the best map

river canopy
#

^^^^

Himmelsdorf is far and away the best map

fresh granite
#

I have an idea for a new map:

#

a map based around an old racetrack in the forest which has been abandoned due to the war. I would suggest basing the map around a old irl circuit, maybe a Nurburgring/Spa-francorchamps crossover. You could have team 1 start at 1 end of the track which is higher than the other spawn , while the other team starts at the startline. you could have a Eau Rouge kinda hill, where tanks with front turrets and high gun depresssion have the advantage, a few buildings/paddock-like part for the middle, for heavies and an open section of racetrack for the lights/meds. Close to each spawn could be a hill used for sniping (the hill could be a place where a grandstand stood) on either side of the map. You could release the map by using a Chaffee Race-type event from WOTPC to get people to experience the new map. Making such a map could lead to people which like motorsport AND tank warfare join WoTB. The Racetrack map adds some variety in the map types ( most maps feature a city, a landscape or factory themed) and there would be training rooms held to actually race around the map. I hope this suggestion makes sense! I am not saying you MUST do it, but I would LOVE to see this in the game!

halcyon wren
#

would rather just have the racing event alone imo, the fact that I practically have to play a hulldown tank or bust ain’t fun or balanced

fresh granite
#

Do you at least think the ide is good

quaint bay
#

How about hurtgenwald look a like map , one place of some of the worse battles of WWII , a place of doom for both sides of the front . Only luck and good gunning wil bare survival lol

But honestly a hillside Forrest with bunkers , foxholes dirt a nearby town . Some snipespots , some impassible parts to cross ,a cap that is suicide to get there . High risk to win map

Would be a challenge , also makes it the way free of tactical sniping and flanking . Good for light meds and td , and heavy that could be used as td

quaint bay
#

Any map that can allow heavies to be used as TDs is already a poor map

potent shore
rocky geode
#

It also has several glitches. Just yesterday, i discvered a glitch that can get a person literally inside a building. But you need an Alecto and E50 M for it, so it pretty much diesn’t affect battles.

dawn zenith
#

I just kinda wanna throw those few word here but I think Dynasty Pearl needs some work done, I think the Map is too much split in half between heavy and med line I rather have it a little more open, as I personally think TDS really struggle a little on this map and Hulldown is too much of a factor on this map
But that might just be my take on it

severe pier
stone tendon
#

Dynasties pearl med side is garbage, tiny and almost every position gets you stuck in a cross fire... why is this map only available for tier 7+ again?

golden pulsar
halcyon wren
#

@golden pulsar vineyards

golden pulsar
#

Never got this map in blitz

modern maple
hard jungle
#

More maps with different, interesting gameplay would attract more discussion, when you always go heavy line/medium line/light line, there's not much to talk about it. I love some maps such as himmeldorf and vineyards.

modern maple
#

Oh lol, I’m such a derper. Nevermind the Vineyards part

#

Imagine a map with nothing but soft cover, a few rocks and soft hills, i.e. a forest map

#

People would absolutely hate it. Everyone would complain about campers or impossible shots or shots somehow disappearing in the forest and only being able to spot enemies in proxy spot and yourself being spotted all the time and so on and so forth

#

I almost want that map now

half pelican
#

Not sure where this goes but the channel seems to fit

#

But alot of maps r like this for me where I can just see str8 thru mountains or hills on the map

#

Some maps are just only in spawn and once I'm a good way away from spawn it doesn't happen

spring wigeon
#

Technical issues

halcyon wren
blazing widget
#

suggestion for new map,

there is a story level on the pc/console version where I believe you were trying to destroy a tank factory producing panzers, I just remembered I really liked the layout as it was a bit of everthing, open areas, lots of cover and some good spots for tank destroyers
I feel lioe a map of simular design would do well as there is no need to acomidate for artilery tanks

modern maple
#

Could you describe the map in more detail please so someone like me who hasn’t seen the map(s) you are referring to yet can imagine how they will approximately look and play like?

blazing widget
#

not really sorry, not played it in 2 years and no longer have my ps4

only way I can really describe it a set path in a very large factory which is kinda open but there is still a clear path and there is also bits of cover that are too small to be used to hide behind but perfect for just using as slight cover, it would be great for medium/heavy tanks, obviously chamged so that there isnt a set path and instead partially turned into a 3 lane template but with lots of connections with the lanes (2 spawns for eacg team where the tanks are evenly distributed between each spawn

modern maple
#

I know a factory map in WoT PC

#

It’s called Pilsen

blazing widget
#

Idrk not played in 2 years, only thing I remember well is that grinding for the first tier 10 took months

flint turtle
#

I don't know if I'm allowed to send videos here but I just saw an M1 Abrams struggle through thick mud and I thought to myself:

Would a mud map in WoT Blitz work?

But not just any mud map I'm talking about a map which discourages campers and slightly forces tanks to keep moving.

How does it discourage camping? Well it's not easy and it's not a guarantee to stop camping but if a player stays in one spot long enough they become slightly submerged in the mud and the longer they are in that spot the harder it is to get out of it & the only way to help you out of it is if your teammate pushes you out of the mud or you slowly crawl out of it yourself.

What do you guys think?

#

Would it be an interesting map to play in? Is it unfair to punish campers? Would it be a headache to play on? Could blitz mobile players even support such a map?

stone tendon
#

I mean if its in a certain area of the map i think players would just avoid that area, with its only victims being noobs not knowing about the mud

flint turtle
#

I meant the whole map being a muddy mess with a few hills and rocks for cover but if you stay for too long in that spot you get stuck

obsidian crane
#

^ then u want turretless td or paper-armored td to be in frontline and getting killed in seconds? I wouldn't argue if no TD's allowed in that gamemode

#

TD role is to support from behind and it will become useless if it was forced to keep moving and not even able to camp for once

flint turtle
#

Turretles TDs could be excluded or TDs in general

quaint bay
#

It’s just gonna turn into the most hated map ingame you have to take into account it’s a random match maker random tanks will be put on the map that won’t do at all mixed with other tanks that will and this will create extreme frustration

flint turtle
#

True, true

obsidian crane
#

try to bring ur idea to WT, it sure sounds promising tho

flint turtle
#

I'll play wt when I don't have a potato pc, rn I'mma chill with wotb

obsidian crane
#

So do i

modern maple
#

I don’t see how that discourages camping. I mean, the whole idea behind camping is not moving

neat summit
#

Hello gents, I see many players getting completely mad if players do not go in a certain zone of the map. But I think that if the players are good, it doesn’t really matter where you go as far as there is team play. What do you think?

stone tendon
#

Well yea if they are effective

modern maple
#

I don't care where you go as long as you die after me

spring wigeon
#

Careful what you wish for

blazing widget
#

suggestion - bring in a map from pc/console version - map in question, (I cant remember name) its is a map with the entire thing being a massive valley (the 0 is the dip) and its layout is basically lile this (0) with a small part of a castle on either side most the time you got matched into this map you were using a T I or aT II if you know what map Im talking about

modern maple
#

There are two maps that could fit that description

blazing widget
#

very deep valley

#

You can got to about 50kpm goimg down it on even the slowest tanks

#

can you send me a pic of both of the maps you think it might be @modern maple Im pretty sure on one side of the map Im talking about the is water on the left side of that side where if you fall in its almost impossible to get out)

modern maple
#

One of the maps is called Province

#

I currently can’t find a mention of the other one

agile pewter
#

Province is literally a camping map

blazing widget
#

yep province, I would say less camping and more sniping though

agile pewter
#

well, same thing

blazing widget
#

hard to explain, basicaly it was a map just to get xp for tank destroyers and artilery

#

imo it isnt camping if the whole match is practising sniping

agile pewter
#

but if the whole map is meant for sniping, it's a bad map, it isn't dynamic

blazing widget
#

depends how people play, I had fun on it when I was playing 2 years ago (shrugs(couldnt find an emoji))

agile pewter
#

The thing is, if people don't have to move to get shots off, they won't move, so the map will become an extremely campy map

copper stag
#

Are there Literally any other maps in t10 other than mines, desert sand, Fort despair, dead rail and castilla?

modern maple
#

No, why do you ask?

copper stag
#

Just because....

blazing widget
#

its not that hard to just import the maps from console/pc version they should just do that

glad marsh
blazing widget
#

*create the same maps in blitz as you litterely have what that mal is directly infront if you.

you get my point, it is much easier to use the same map in another game than to create a new one

river canopy
#

I'd like them to add Steppes, a super open map could be interesting. Beyond that, murovanka could be interesting, or maybe the old Ghost Town

keen hare
#

Ghost town they would probably just remove one of the medium flanks but it would still be nice

river canopy
#

@keen hare I mean the old ghost town that was made for the 7v7 WGL, not the current 15v15 version they put into randoms in 1.0.

The 7v7 version would probably be an excellent map for Blitz

keen hare
#

we do have prokovoroka in blitz. the main difference though is that due to no render range stuff in blitz Tds can make shots from the corners to the hill

river canopy
#

Dead Rail is Prok, but with some changes

void shale
#

Airfield would be fine imo

river canopy
#

ewwwww

void shale
#

No not ew

#

We haven't gotten a desert map in a long long time

river canopy
#

Ghost Town
I actually really want Ghost Town in the game

void shale
#

Ghost town is pretty awful

#

Too many camping spots, actually camping not sniping

river canopy
#

There's no camping spots on the old ghost town
Except the climb in A1, which will probably be blocked off, or too difficult for your average pubbie

void shale
#

If you want a City just add esnk

river canopy
#

Yeah, but I'm worried about the rails on Ensk being a worthless part of the map

void shale
#

Just do the Prok and make an edit

#

Remove the rails otherwise you get Himmesldorf 2

keen hare
#

yeah @river canopy ik dead rail = prok. Although in reality the closest map in blitz to the gameplay of prok is probably canal

void shale
#

Not in the slightest

keen hare
#

honestly himmelsdorf should bereworked to remove the rails but add the hill

river canopy
#

Nah, I think Dead rail's gameplay pretty closely approximates Prok. Stalemate on the hill, campers on the 1-2 line, and hull down heavy trades on the ridge, with morons in city getting farmed from the hill

void shale
#

Also base being a trap and getting shot from everywhere lol

keen hare
#

actually dead rail base isn't bad, its pretty useful to lure the tds out

void shale
#

Late game sure

river canopy
#

When it comes to Himmelsdorf, I think adding the hill would be cool, but I don't want to risk making my favorite map into a "hurr durr everyone go hill or we lose" sort of map

keen hare
#

nah ive used it mid game too like 4v4s

#

@river canopy imagine how much more flanking you can do once everyone is at hill

void shale
river canopy
#

@keen hare It's hard to flank the hill, since they can all just turn and shoot you, and you'd be completely isolated from the rest of your team on the hill.

Usually tanks on the hill have to be bullied off the hill with pure force

keen hare
#

oh yeah it would be like dynasty pearls flanking nvm

void shale
#

Tbh Dynasty Pearl feels like an awful mini version of Canal

river canopy
#

Since Himmelsdorf IMO is already far and away the best map in the game, I'm reluctant for WG to do anything to change it at all, unless they give me a Himmelsdorf II or something as another map in the pool

keen hare
#

canal is a brilliant map for spotting gameplay though, seriously rewards light tank camo etc

void shale
#

I love canal

#

Dynasty Pearl is just awful

#

No place in the game

keen hare
#

is there any scenario where spotting even takes place in Dynasty pearl?, theres maybe some early game stuff in that bush but thats about it

river canopy
#

Canal is decent. I just hate it when all the stupid TDs on my team all go A because they want to sit on the stupid corner and contribute crap all there all game

void shale
river canopy
#

Because when the stupid TDs on my team go A, they either do absolutely nothing all game, or get molested by the entire enemy team

void shale
#

I don't get hit from it that's not the issue

#

It's every tank that goes there that costs the game

keen hare
#

i love when i have to retreat in canal but i climb on the td ridgeline to spot the enemy team

river canopy
#

Dynasty's Pearl has potential, but it's just so poorly executed because of WG's doctrine of only making mixed-type maps (which are by far the worst, as opposed to purely open, or purely urban maps)

If they removed the park, added more streets between the current town and current park area (since rn, there's only 3, and are all easily bottlenecked), and also removed the stupid central plaza (which is a massive no man's land, slowing gameplay) it could be good

keen hare
#

again rebalancing heavies by taking away their view range would probably fix the meta. Good players would be ablse to use vie wrange mechanics to punish heavies while bad players still suck in mediums and most tourneys would still be heavy based albiet with 1 light tank if i had to guess

quaint bay
#

Dynasty pearl is the second most hated map of mine only thing I hate it more is castilla

keen hare
#

although I guess rebalancing view range might be some of the most frustrating parts of the game to new players

void shale
#

Castilla has a lot of good but they gotta do something about the TD spots

#

Too many hills

keen hare
#

I can't imagine new players would like to be invisitanked by meds/tds, I would say at tier 1 to 6 heavies keep the optics bonus but starting at tier 7 they lose it

river canopy
#

Think about all the horrible mixed type maps in the game:
Middleburg, Dynasty's Pearl, Desert Sands, Black Goldville, Port Bay etc...

keen hare
#

on wot pc the t49(the td) is pretty toxic

void shale
#

FF 14 let's certain classes use shields up to a certain level so they don't get bodies immediately, but then have to get used to playing a low defense class

#

Do that with optics problem solved

keen hare
#

like imagine a new player without sixth sense,75% crew against a 50% camo td with binos/camo net etc

#

but again I really wish the view range mechanics were used more. Another solution is making mediums get 5% bonus from using the camoflauges and lights get 6%

river canopy
#

I absolutely cannot stand mixed type maps because all they do is make the town area useless, so essentially, you're playing with half the map space, and anyone on your team dumb enough to go town instantly turns into a massive liability.

If you have a pure urban map like Himmelsdorf, then there's no dominant ground, so the entire map is playable
And if you have a pure open map like Normandy, then once again, the entire map is playable

Mixed type maps are the worst of both worlds, but WG has said a long time ago that they think all maps should "have a way for both heavies and meds" leading to these freaking awful maps

keen hare
#

Winter Malinovka is actually a pretty good map because the heavy side is clearly the better side( as it should be) otherwise all the heavies just rush the medium side

void shale
#

I hate that map

#

I prefer old Winter Malinovka

keen hare
#

I love surrounding when an enemy team with all heavies goes to the valley instead of just going hte heavy route

river canopy
#

@keen hare That depends on how fast a team moves. If the valley team blitzes valley quickly, and seizes control of the enemy spawn, while retaining control of their spawn, that locks the heavy team into a corner with nowhere to go

void shale
#

There are almost 0 places to play on Winter Malinovka in a TD without a turret

keen hare
#

I also got really mad one game, My team was 4 heavies, me in a batchat and 2 tds. Enemy team was 4 heavies and 3 tds. My team decided for some reason to go valley. I started ranting the entire game and got a warning, still do 6k dmg

river canopy
#

If the valley team gets bogged down at all, and the heavy team is able to push reinforcements into the spawns, and seize control of the church in the center, then it's over for the valley team

keen hare
#

@river canopy i mean rushing valley makes sense when your team is medium/light heavy. But if your team has 4 heavies you are literally killing your team by goin valley which I love

#

It actually allows mediums to flank in winter malinovka. Meanwhile in a map like mayan ruins, the center medium spot is so good that you can't flank because a heavy always pops up over that ridge

river canopy
#

@keen hare I mean, it depends on the heavies. If they're like 113's and IS-7s, then you can make it work, but if it's a bunch of superheavies driving into the valley, then you have a problem

Although, I will say I do like Winter Mal, it's one of the better maps in the game

keen hare
#

true although I still think going the regular heavy side is the better bet assuming equal team coordination on both sides. I wouldn't say its super lopsided but I would bet 60 40 on the heavy side team

#

basically mayan ruins the medium side is useless because every heavy just goes there,so I just take my gambles and now flank through the heavy side but th eproblem is theres is usually a td in that bush

#

also in german super heavies ive started yoloing down the center valley in oasis palms, the absolute terror from tds when they spot you but they realize you aren't stopping

void shale
#

I used to do that with my Obj 268 before the heavy meta lol

river canopy
#

I honestly kinda prefer my team to go valley because it's easier for me to have an impact if that's the case.

If my team goes all valley, and meets resistance, I rotate to the center and farm.
If my team goes all valley, and enemy goes heavy, I blitz their ramp, and farm the enemy from their spawn.

But if my team goes all heavy, and is slow, then it's hard for me to do much, since I can't defend spawn alone without getting wrekt from tanks crossfiring me in hulldowns, and pushing the enemy spawn is hard without my team's cooperation

@keen hare

keen hare
#

@river canopy but that game had literally every other player being heavies/tds , I had a perfectly open flank yet somehow my team went valley, which just made it a stupid ring around and get trapped

river canopy
#

@keen hare In my German superheavies on Oasis, I like to go all the way to the corner on med side depending on their lineup, because that part of the map is just flat, so the meds can't hulldown, and you can just roll right over them

keen hare
#

there aren't many maps where the heavy side is clearly better positions. I think that should really be the key focus for WG map balancing to make the heavy side have the high ground IMO

river canopy
#

@keen hare Or you can just do what Himmelsdorf does, and make the whole map flat and urban, so there is no dominant side

keen hare
#

I disagree I would rather there be a slightly dominant side but prefer that side be the heavy side

#

like mayan ruins has just become one of the most frustrating maps for me due to the fact every heavy just goes center now

river canopy
#

Mayan is fine, you just play whichever hulldown you can until you're bullied away. I usually start by rushing onto the bridges, then playing hulldown vs. the meds, and if the heavies bully me away, I relocate to a different hulldown

keen hare
#

batchat tho

#

and if you try flanking through the heavy side on mayan you might be able to rush that bush corner and get a clip in but you can't advance due to either idiot heavies/ td camping in that bush

river canopy
#

On Mayan, what I do, is I drive to the position on med side where I can farm that one ramp leading to the center, but from the med side

keen hare
#

although for mayan rushing the medium corner isn't a bad strategy due to how isolated it is and you can pretty easily climb back on the bridges to take map control

river canopy
#

I usually get a free clip on all the meds that think they're cool for going center and not med corner, and then depending on which side my team has an overmatch on, I then rotate to rush either corner, or center

#

Although, with only 3x310, it's pretty rough for the Bat. #Bat4x350

keen hare
#

yeah in mid tiers you can pretty easily go center as a medium but by high tiers every heavy goes center so you just eat a shot when they pop up

#

for naval frontier they really need to remove those 2 bushes overlooking the heavy pathway

river canopy
#

On Mayan, an extremely large amount of players try to use these circled ramps early game, unicums included, so in a certain tier 10 medium, I've really enjoyed playing the highlighted LT positions to get free damage in recently

torpid rampart
#

#maps-discussion is pretty much wannabeunicum and Posit1ve going back and forth about Mayan Ruins 😁 (didn’t wanna ping em)

copper stag
#

And me complaining about awful maps about once every week

blazing widget
#

possible idea again - absolutly gigantic map 50v50 game

#

possible location, major cities (london, paris, german capital, rome ect)

#

or just large area of no mans land in belgium if you wamt it ww1/2 based

stone tendon
#

50v50? on blitz? i mean WoT pc has frontline mode with 30v30

wooden quartz
#

excuse-me, but wotb isn't war thunder@blazing widget

blazing widget
#

wait 30v30, Is that only for real high teirs then?

copper stag
#

Excuse me but WoT BLITZ is a mobile game (and not made for a quantum computer)

modern maple
#

I like how you named the capital we may not mention "german capital" and not its actual name

glad marsh
modern maple
#

This is not the response I wanted, but the response I deserve

blazing widget
modern maple
#

Don't worry, he pinged me with his response as well

#

It's Berlin by the way. Alternatively you could pick Bonn for Western Germany

blazing widget
#

ye thanks

wooden quartz
#

Campstilla being Campstilla, 2 medium tanks camping, 1 TD appearing from nowhere on castle, my Löwe being farmed, just another nomal battle

quaint bay
#

As someone who likes the combat element of the game I hate castilla because it's just a view range campers paradise.

sand forge
#

I don't know how many people already has the new tier 10 AMX. I spend 70K gold open those 1500 gold box. I have to get total 10 globe to get the tank. What make you guys feel when you spend 70K on AMX two days later they drop the T-22 for 20K in store. So disappointed. There are already over 3.2K T-22 in tier 10, there are no balance. They sell the tank for 2 days, now they give a extra day. I guess they don't think they made enough money. This is what Blitz do. Control the game. They don't care us who grind hard on those tier 10 tanks and old premium tanks. I been talk to them use ticket on WG website all I got reply back is some change may happen in the future. Again don't open any boxes and stay off tier 10 and 9. Thanks for your time. - Hulk

quaint bay
#

@sand forge Wargaming and the gaming industry are in the interest of making money. They aren't charities. Granted, they are on the greedy side and evidently care little about their community. One example is from PC WoT, when they said a big 🖕 to all the people in 2011 who bought the collector's edition of World of Tanks and received the M6A2E1 American tier 8 premium heavy tank as a bonus, and yet WG said f them and sold the M6A2E1 a few years later for an obnoxious price when the tank is dogcrap anyways, but it was the message they were sending that caused the community outrage. I honestly think WG isn't a good company in terms of community and morality, but hey, capitalism.

agile pewter
#

They are a business and they have to make money @sand forge

quaint bay
#

@agile pewter At what cost, though? I think it's a sort of spectrum, with community on one side and profit on the other. You can find a balance, but swaying too much to either side results in a loss of profitability or a loss of community, and neither is good, for the company and community. I definitely think WG has strayed too much to the money side of the spectrum.

agile pewter
#

Yeah, very true

sand forge
#

Im mad because they sell the T22 for 20K after 2 days I spend 70K on the new AMX

#

They could wait for a year. i only have 2 days of fun time

quaint bay
#

You can't be mad at them for that. They don't track everyone who spends a bunch of gold before they sell a new tank, they just go and sell it, but I understand the frustration.

quaint bay
#

I like it; good brawler

sand forge
# quaint bay I like it; good brawler

What you think about the T22. Since they sell it cheap and tier 10 gonna be full of it. There's no balance at tier 10. What you think Blitz gonna do or they gonna let it be that way.

quaint bay
#

The latter. It makes them money and based on their current track record, they aren't likely to stop doing it anytime soon

sand forge
stone tendon
#

Please remove dynasty’s Pearl from high teir, replace it with mirage or lost temple. Both maps are not really good with mirage having very a cramped heavy and med side, lost temple having that round thing in the middle which makes whoever holds more dominant... but please anything is better than the dynasty’s Pearl we have right now.

halcyon wren
#

I remember when lost temple was in tier X, chaotic, but fun

wooden quartz
#

Somehow Campstilla does still with a lot of campers even in Gravity mode

stone tendon
lost pond
#

Where is middleburg and Normandy in gravity force

radiant tartan
#

Anyone remember the Warhammer 40k map?

stone tendon
#

Never got to play on it :”u

quaint bay
blazing widget
#

idk thats why I said german capital

dawn zenith
#

Yes Berlin is the capital of Germany

fading stratus
#

Anybody vote for Sea of Tranquility as a original map for normal battle modes?

stone tendon
#

Why would you want it? It has no bushes

subtle ridge
#

The map is so big that even a HT would be an easy damage farm, and a camper fest will began.

narrow vector
#

It works well in the fast pace gravity mode, but in regular the slow tanks and tanks with no gun depression would probably get wrecked

feral canyon
#

Imagine argonne as a map

stone tendon
#

Sea of tranquility is not a big map at all

#

501x490

true latch
#

Anybody else have major issues with dynasty’s pearl?

scenic stratus
#

Wouldn't that basically be new bay

woeful stream
stone tendon
fallow zinc
true latch
#

It’s just generally bad at high tiers especially for any tank with poor armor.

flint turtle
#

I don't like the new gravity map lol, it takes the whole "free to fly around" away with the spikes wanting to hit you in the face

narrow vector
#

I really like the new map's layout and the art design

rocky geode
rocky geode
golden pulsar
#

Which maps will I get more number of kills

And what statistics should I use for the Yukon map and himmesldorf

humble anvil
#

Map doesn't matter for the amount of kills.

golden pulsar
#

Ok

And what statistics should I use for the Yukon map and himmesldorf

humble anvil
#

you mean tactics? Depends what type of tank u driving

#

For himmelsdorf I tend to go rails if team is heavy on mediums, if there are more heavies and TDs I usually go the other way and have meds flank around. For Yukon I really don't know there are many good ways

woeful stream
#

I have this corner on Yukon, between the B and C cap, right by the barn with the woodpile. I wait for people getting spotted either at A/D before poking the corner on C Cap.

keen wraith
#

Gold boxes

#

Or free XP but its 2 percent

green stirrup
placid glade
#

why score out name

stone tendon
#

I really wish they added the mines rework, The middle hill is much less dominant, the lighthouse is actually a spot to consider, and the town is more usable and the new rocks added to the side of the mountains allows you to progress through the town side easier. There is so much more opportunity in the reworked mines, why was it ditched?

woeful stream
keen laurel
#

this brings back so many memories, back when i was an idiot and had no idea how to play the game

woeful stream
#

I remember ramping up onto that corner and landing on unsuspecting TD’s in my RU 251 (before Russian lights)

keen laurel
#

when was the mines map updated

woeful stream
#

Somewhere in the 3’s maybe, I remember 2.10 was when Vineyards was added and I watched sk8’s vid on that on the Wg official channel

keen laurel
#

ah i see

stone tendon
woeful stream
#

That golden color is nostalgic

broken jetty
#

I hope they bring back this big old maps

#

old maps we're so big that we can even battle with more enemies and teammates

stone tendon
#

Old mines was tiny, the reworked mines is larger

#

Just look at the town side in old mines

languid pollen
#

I am pretty sure they are working on it)

modern maple
#

Lol, when they reworked Mines they teased us with this nice open one, but apparently a lot of players liked the predictable and confined fighting in Mines, so instead of making this more open map they made it less open XD

quaint bay
#

Hey map idea Paris near the Eiffel tower like the Eiffel tower is at the center of the map and you got to go up a ramp to get to the flag

#

And on the right side you have the city go up left side the city is flat with the tower and there's alot of streets and some of the buildings are destroyed

#

And when ur in the battle about half way through the battle you have 2-4 fighters come in and now part of the tower is falling and if ur not carfel u can get urself destroyed if the tower is falling to the right side if ur not careful you will get destroyed so you kinda have it like well so you have the top of the tower falling to the right side or left side depends on what wg wants to do it but if your not careful to what side the tower is falling there's a 50/50 chance u will survive but ur badly damaged and ur stuckish or you get instantly killed

#

And there could be a day/night cycle that starts from noon and since it's a 7 minute battle most of the time it could go from 12:00pm to 7:00pm so it goes to bright and shiney to dusk

#

But it gets dark over time so it's not all at once

loud marsh
#

sounds cool, but way too ambitious for a mobile game, probably only the newest devices could run it. It would be impressive even for WoT PC.

quaint bay
#

I have more map ideas but I only felt like describing one today I'll describe another tomorrow

woeful stream
#

Paris is already in WoT PC, or are you talking about the extra effects, @loud marsh?

loud marsh
#

yeah. extra effects. it would not be hard to make a plain city map. @woeful stream

keen hare
#

dynasty pearl = paris

stone tendon
#

A bit yeah

next mantle
#

Hello

halcyon wren
#

actual only way to have fun on dynasty’s Pearl and mines is to play tournament meta tanks, otherwise you lose because if you have no armour it ain’t gonna work, no gun dep, it ain’t gonna work

vernal loom
#

Look at it like a challenge, not a problem. How can I play better on this map? What good locations are there? Can I get to those locations?

halcyon wren
#

how to play mines tier X

HTs: E5, Kran, IS-4, Maus

LTs: any of the 3

TDs: anything that does a lotta damage with good pen

shut creek
#

But the thing is, you don’t pick the map, so if you’re just using any tank you might get it

ocean ravine
#

No, don’t listen to this guy. You should rarely go town in your heavy on mines. 95% of the time you should go hill

stone tendon
#

If you heavy is fit for the hill go hill, but if you are driving a tank like the e100 or amx50b then go town

ocean ravine
#

No I would 10/10 go hill in an e100

cosmic frigate
#

We need a map based off of Chernobyl

halcyon wren
ocean ravine
#

@halcyon wren the trick is to not position yourself at the top. Stay low around the edges, they will expose themselves

halcyon wren
#

@ocean ravine plus the bar on top of the tank

ocean ravine
#

Still better than going town and being useless

compact cobalt
#

You usually get stalled in town because of the tds sightlines and the enemies that turn around on the bottom of the hill. Then mid starts being collapsed on because the heavies are sitting in town

gray gustBOT
#

dynoSuccess Zis (Marius)#4471 has been warned.

copper stag
#

But you can only compare mines to a disease

copper stag
#

Sounds more like you are a masochist

modern maple
#

Mines is not a challenge as long as you realise what the tactical situation is

copper stag
#

Keep calm and play hulldown tanks is the call on this map

shut creek
#

Mines is a terrible map for high tier

vast raven
#

Tactical situation on mines?

cold steppe
# vast raven Tactical situation on mines?

lights and fast meds rush to take hill and hope they don't get nuked
hulldown heavies + hulldown heaviums vertical hulldown on ridge outside of hill
frontline non-hulldown heavies peekaboom by the two rocks (actually three, there's two on each side) directly outside of hill
other meds cross river and farm damage on the heavies hulldowning on the other side of hill while peeking in and out of cover
td's take the traditional td camping spots at the back of the map. south spawn also has a viable camping position in the southwest corner crossing the river that has line of sight on the ridge outside hill

the hill is the dominant feature on mines, and if the lights and fast meds can take control of the hill it improves that teams chance of winning ~10-20%, as they can harass everyone else fighting over the hill while spotting the td's
also, note that there is no place for support heavies, as there is no way to get shots in without hulldowning, which requires depression, or frontlining, which requires armor
town is useless, there is no reason for heavies to go town in earlygame, although going town is acceptable midgame to flank
do not go to town in earlygame, as by the time you flank the enemy control of the hill will already have been decided, and, if the enemy meds and lights have control of the hill, they can shoot down on you and you will have no support

unicums, is there anything i missed?

ocean ravine
#

No you should just yolo

cold steppe
#

i mean, the lights and meds literally have to yolo to take control of the hill
they have to count on the hope that the other meds arent also trying to take the hill, the heavies being out of position, and the tds not yet reaching their camping position
if two of those three are true, then it is entirely possible for a light to get nuked 30 seconds into a battle taking the hill

hard jungle
#

@cold steppe Usually the enemy TDs are already in place when meds get to hill, when you go on top, not being shot by everyone at the same time is rare. Its better for the enemy to come to hill after you so you can kill them off while getting control of the hill, sniping town and enemy spawn.

cold steppe
#

yeah, in the first line i referred to them as lights and fast meds, but later i just referred to them as lights and meds, so my bad for not clarifying.
when i say fast meds, i mean the meds that are basically lights, like drac, cdc, leo 1 and pta, bromwell and the meds that are reasonably fast, like prog 46, comet, or most of the russian med clones
the slower meds can either help contesting the hill, but without entering the hill, or can cross the river and shoot the heavies through the rocks

ocean ravine
#

Imo it’s definitely worth it taking the inside part of the hill. usually I only take like 1 shot and basically the other team can’t push up the hill anymore

empty pebble
#

hello

vast raven
#

Meds dont farm more than 2 shots from the river

#

Hill is captured by someone who loves to gamble and opens stg crates

#

The map is barely good with its size for tier 1 battles there you may farm shots from river

#

I dont go to highest hill with my meds if i dont have medium tank advantage in my team

#

I dont give my hp

pliant shale
#

yeah

proper helm
quartz cliff
#

Obj was blocking you*

modern maple
#

Yes, only shoot if you can see the outline in such situations

proper helm
#

@quartz cliff
but some texture still took the blow ......

dusk ermine
#

@midnight escarp

flint turtle
#

Can we please have night versions of existing maps?

copper stag
#

Well....vineyards once had this night feel
But for whatever reason they removed it
But it looked really nice, yeah

wooden quartz
#

the only night map that we have nowadays is Faust, but I wouldn't like another night map with that horrible sky quality

pulsar agate
#

Night rockfield when

rocky geode
pulsar agate
#

It was actually a thing in past halloween events

wooden quartz
#

Yep, in 2019 (or 2020, I don't remember correctly) Alpenstadt had a night version with halloween decorations, this version had Horrorstadt as official nickname

quaint bay
#

It was 2019 halloween

pulsar agate
#

pretty sure it was also before that
2016 or 2017?

quaint bay
#

Nah I just wanted to point out that Horrorstadt was in 2019 Halloween

upbeat sand
#

Good afternoon, I’d like to share a relevant point about the map named “Mines” because (by what I see) it is far from being a map able to hold fair and balanced tier 10 battles, let me explain why

-The random matchmaker doesn’t take in consideration the amount of hulldown heavies spread between both teams (not caring about the map either) that makes that in some maps a team can have a slight advantage over the other

-Mines is a strictly hulldown map (besides the possible counter push through the base cap area, which still has a lot of hulldown positions)

-This two factors combined makes very often matches like this that I’m sharing below where a team finds itself in really HUGE disadvantage (in this chase my team, some other times has been the enemy)

-There’s 4 highly effective hulldown tanks in the enemy team (M4 54, 215b, E3 and the ST-1), in my team there is a T62 and a T22 and even if they penetrated every shot they would lose by hp, m103 is an easy pen in front of skilled players and falls apart on dpm and hp as well

river canopy
#

It's funny that you bring this up, because I was just going to post on Mines here lol

upbeat sand
#

@river canopy I was in red team the match I had, I couldn’t even try to flank like that

cold steppe
#

another reason why mines sucks, because south team has an island on the southwest corner of the map that can shoot the hulldown tanks and the tanks in the hill in addition to the traditional camping spots, while the north spawn doesn't, and only has the rock directly above spawn for a td camping position

modern maple
#

That’s actually an advantage for the north though because they can go to said southwestern position and crossfire the southern team

#

Having the hill is a lot less important than having the lighthouse clean, and as long as you have one or two camping tds and two heavies holding at the hill you are basically free to do whatever you like

daring reef
#

Why does Mines exist?

cold steppe
stone tendon
#

I only realised how bad dynasty’s Pearl is after play ratings

left parrot
#

yea dynast'y pearl is quite a bad map overall (my opinion of course)

wooden quartz
#

I'd rather Dynasty's pearl than Castilla

narrow vector
#

I'm one of the people that like mines at high tier, gives you a break from the more complex maps

shut creek
#

Just because you like it doesn’t mean it’s fair for any tank besides hulldown tanks, paper TD’s get spotted to easy, lights are only effective at light house and the map overall sucks

storm heath
#

Is there somebody who speaks fluently german? pm me pls

quaint bay
#

i know someone

river canopy
#

I'm just wondering how in the heck RIbble didn't put Middleburg in that list of maps

icy juniper
#

ooh, 165 more additions to the hitlist

river canopy
#

Middleburg makes Mines look like a fantastic map

copper stag
#

Atleast middleburg can be played with tanks that have no gun depression
Everyone will go hill anyway
(Same as mines of course :dead:)

hardy otter
#

U dont need gd to win in mines.
Bait and let TDs smash the pushers

short plover
#

Or just let the nubs rush hill

narrow vector
#

I always like going in my E4 to Town, works pretty well

plain pebble
#

So basically all maps suck until they don’t

copper stag
#

"All maps suck, because of the player base."
Done

cold steppe
#

legit tho, a lot of maps are biased to one flank or to one spawn over the other

wooden quartz
#

Campstilla wouldn't be bad if the meds flank correctly instead of camp

halcyon wren
#

campstilla also wouldn’t be bad if the HTs could do their job of holding their ground

tired folio
#

If all maps suck, which is the one that sucks the least?

river canopy
#

@tired folio Himmelsdorf. Only map I'm genuinely excited to play on when I see it in the loading screen

wooden quartz
#

Every battle in Himmels is different, can can either take the medium flank and have to deal with a genuine 7 vs 7 battle in only 3 sectors, or take the heavy flank and find even the lights flanking you through the center

hardy otter
flint turtle
#

Would a map like this work well for blitz?

Both teams spawn in trenches so they can either stay there and perform ww1-style trench warfare using tanks or have a duel in the city, tank destroyers can alsp position themselves up the hill present for both teams so they can snipe enemies from afar

quaint bay
#

This would be a nightmare for slow tanks like heavies to take positions

flint turtle
#

It's not that big, compare those buildings to the sizes you find on himmelsdorf

icy juniper
#

seems pretty terrible for meds/lights, having to cross a huge open spot in front of a line of tds

quaint bay
#

I'm not talking about the size of the map

It's the slopes

If they are trenches it can have some difficulty for slow tanks to move upwards to take positions

And i swear to god this is giving me Call of duty WW2 vibe

flint turtle
#

Any suggestions on what to add on the map?

#

Maybe bushes or a forest in the middle?

modern maple
#

The map is very very small. No sniping possible at all. I think a lot of tanks will have a serious problem fighting there because this make basically boils down to the classical medium hulldown peeking or city close quarter brawls and nothing else. If you don’t have gundepression + turret armour or good armour you’ll have trouble performing on that map

#

My first action would be to enlarge the map. The map you proposed would only be a sector amongst like four of similar size

#

I think what you proposed could work well if it was just the heavy side of the map

river canopy
#

Why does this look exactly like Middleburg?

river canopy
#

@flint turtle Mixed type maps are terrible, because the town area always ends up being worthless ground. Either make it fully urban like Himmelsdorf, or fully open like Normandy.

modern maple
#

Town is literally the only option on that map because the rest is open ground

#

Aside from that going to the town is a perfectly fine option on the vast majority of maps

quaint bay
timber steeple
#

lol, they should make a map for fun thats literally just a giant flat plane

icy juniper
#

fun

dull solar
glacial sigil
#

please more maps like oasis palms, this map is literally PERFECT

copper stag
modern maple
#

Say good bye to your lightly armoured tanks

stone tendon
#

new lost temple has one of the worst medium sides i have ever played on

#

i really wonder why they reworked this map

unique wolf
#

i want a map that is consistently night, why was night vineyards turned to day

river canopy
#

@stone tendon They reworked it because the “medium side” was even worse in the past lol

stone tendon
stone tendon
#

As i see it, 2 clear pathways are much better than the jumble of bridges and hills on the new lost temple. The hills that you can sit upon on the medium side have a large enough distance for you to remain unspotted after firing towards the tower, while most of the hills on the new lost temple would leave you spotted after firing.

#

Of course if I could play on the map again I might change my mind, since I am just saying this by looking at an image and trying to remember myself playing on this map 5 years ago

cursive vigil
#

I didn’t like the med side at all back then, but the current version isn’t more fun for me either so ye..

river canopy
#

@stone tendon Med side was worthless back then for the pure reason that it offers exactly 0 strategic value. Nowadays, it's possible to shoot at tanks on the temple from the meds side. Back then, there were essentially no angles where that was possible because the "med side" was placed so far down in the low ground, so the entire side of the map was completely dominated by the temple

Even now on lost temple, even though you can make some sort of crossfire, med side is still mostly worthless, and the side that wins the temple will win the game

stone tendon
#

Oh ok if it was too low down that you couldn’t even crossfire then I can see why they reworked it, but I would have preferred if they just elevated the old medium side so cross fire was possible

modern maple
#

Yeah, the big change on Lost Temple was that you could actually drive to the medium side and actually contribute to the victory

urban marten
#

Old lost temple med side was the most pointless part of a map to ever exist

stone tendon
modern maple
#

Where are the spawns?

stone tendon
modern maple
#

I think this map will result in everyone camping on the hills

stone tendon
#

The idea of the map is that the hills are used to cover, the towns are to be used to push the enemies hill, the bridge is only to be pushed through when the enemies no longer have the firepower to hold back the push

#

The "unclimbable hills" are there so tanks travelling to the towns have cover; so the tanks are not just going through an open field where the enemies can farm them

#

also the deep blue is where you can drown in the water

#

the dips provide a hull down area for flankers

compact cobalt
#

I think the actual gameplay will be quite slow. Everyone will just dig into the hills. Any push to counter the hill will likely be difficult. The higher ground the hill would give you means the people trying to attack the hill are already at a disadvantage.
I’m also willing to bet you’ll have players just camp in their own dip to have shooting angles into the town and also to defend their hill from flanks.

The cap also seems it will be useless as it’s quite exposed. The hills are very close to the cap, so it doesn’t take much to go and counter it. The people in town and even at the back of their base in the dip can also have angles straight into the cap.
The hills should be further away from the cap, and the cap should be less exposed to make it more viable to actually cap so it acts as a better counter to all the camping there inevitably would be

stone tendon
#

Agree with you on the cap being too exposed, and the dips just encouraging camping: preventing any progression through the town. I will change the map later.

#

Though I put the hills close to the cap so any tanks that are trying to depress their gun down to the cap, need to move forward and expose themselves, leaving them spotted and an easy target

#

the hills are quite high and steeper where the lines are closer together

quaint bay
#

Why people say Malinkova is Campingkova? I legit don't get it why

stone tendon
#

On pc it is

stone tendon
#

tried to fix it, but the hills still remain to be a very dominant area. Especially if the tanks there are able to remain unspotted.

flint turtle
#

How big are those buildings in comparison to the tanks? Let's say a Panzer IV G

#

Paper tank destroyers are gonna have a hard time trying to snipe in the map unless they take the city in Sector 7 and maybe then they can snipe at enemy tanks that attempt to capture base

stone tendon
stone tendon
stone tendon
#

Since this channel is basically dead Im just put map ideas here

sly cosmos
quaint bay
#

what are the best maps for hulldown?

modern maple
#

Mines is probably the best

#

But all maps have good hulldown spots, it just depends on where you go

quaint bay
#

tbh I don't really know where you can hulldown. Like behind rocks and formations that only expose your turret?

modern maple
#

In the most basic form, yes

#

Anything from rubble over tank wrecks to ridges goes

#

The only thing that you should be a bit cautious with is using alive allied tanks as extra armour. You could very quickly block them or they might move away, exposing your hull

quaint bay
#

ohhhh. dude that makes a ton more sense. thanks so much. The M6 has been such a pain but now I actually get what people mean when they say hulldown

stone tendon
modern maple
#

I think that map will have a lot of no-go areas and a lot of action in the middle. Would definitely be different to all the other maps we have which usually go for a strict heavy and medium lane. I think it could turn out like Mines where only really the middle is feasible for controlling the game

quaint bay
#

He basically copied alpenstdat

stone tendon
#

Actually yeah it does look like alpenstdat

stone tendon
#

i need to stop making dominant hills : P

tame isle
#

Ok

#

Found this yellow circle on rock feild ? Right next to the sturm stiger

supple vault
#

Yeah, that's another easter egg
There is another circle near ur spawn on a bunch of rocks

dull solar
#

there are 2 LoTR easter eggs on that map

left parrot
#

I think there was the ring on one of the rocks, I think south spawn

stone tendon
#

It’s a staff

karmic pier
#

Who else would like to be able to do battles on the starting map would be fun

stone tendon
#

The starting map has like 200m^2 of useable space, and barely any bushes.

#

Maybe for 3v3

copper stag
#

I dont even remember the starting map ._.

modern maple
#

Trial By Fire? It's... small but interesting

#

I feel like it's a huge roundabout

nocturne mortar
#

The spawns are very separate if I remember right?

void shale
#

It would be cool to see it for skirmish mode

modern maple
#

Trial By Fire, as observed today

#

I now have a player account on NA with 100% winrate

#

But I think I lost it already due to logging in with a WG account later on

compact cobalt
#

Last time I was on that map I used a trick with the british tier 1 to get over the boundary and out of map. They probably fixed that lol

modern maple
#

That must have been the proving grounds. On that map the games barely last 3 minutes even if you do nothing and just survive

stone tendon
fluid edge
modern maple
#

Just so I get this right: is the middle a depression or an elevation?

#

I’ll be honest, that map will probably be a mix of Mines and Yukon and I really like that thought

copper stag
#

It looks interesting
I think it would be fun
But there is probably some way players will find a way to ruin the intended gameplay

stone tendon
#

So middle area is elevated, and those hills in the middle are steeper infront than behind

stray ember
#

@stone tendon concept, to the left you could do a dense forest, allowing for close combat with low vision

raw glade
#

so..... y'all ever notice that Port Bay has a tendency to devolve into a camp off?

quaint bay
#

for me it always devolves into 2 enemy KV-2s rushing through the left sectors and destroying the lights who flank that way, causing our TDs to run down far right and get destroyed by a Tiger 1 and a VK 36 H

#

and then here I am in the middle of it all with an M6

sly cosmos
#

what if WG put some user made maps in training rooms ?
I think it would be cool no ?

stone tendon
sly cosmos
#

the TD tactic on the red side is to hide behind buidings and deliver heavy strikes before returning to cover right ?

stray ember
#

This is the only thing that's missing from blitz
Not necessarily Arty but tds with huge guns that take 20 odd seconds to reload, you hide behind cover, pull out deal a meaty smack into the enemy, pull back

stray ember
#

@sly cosmos yeah but that's a rare example at tier 10
The same could be said on the Su-152, I'm thinking the commonality through tiers should be improved

stone tendon
stray ember
#

@warm hatch yes that could be another one
Absolut unicum vodka

left parrot
#

Anyone want trial by fire to be a normal map from tier 1 to like tier 4?

stone tendon
#

the usable space in the map is 200-200 meters, maybe for 3v3s if the server population is low

left parrot
#

yea why not enlarge it a bit and it can be a fine map for low tiers

sly cosmos
#

at least in training rooms

midnight kestrel
#

@bitter panther do you think that himmelsdorf should be in the tournaments map pool

vale plover
#

Castilla needs to be seriously reworked. The side of the biggest hill base is the worst spawn in any map. The HT sucks. There’s no cover and unless you hug the red line enemy TDs will constantly punch your sides. But then the MT on the castle place will pew pew pew you to death and you can’t hide because if you try you run into the TD and the cycle repeats. The LT side is somewhat as bad but it depends.

The map suffers from huge sight lines which means anywhere there can be some jageroo or Death Star waiting to snipe halfway across the map. No one TD should have the power to watch over the entire map. The HT side needs to be revamped.

wooden quartz
#

@stray ember that's so much maps related...

stone tendon
#

I would not want to drive a slow tank on this map

icy juniper
#

Seems like alpenstadt (aka capenstadt) with more steps

gray gustBOT
#

dynoSuccess clock#2079 has been warned.

modern maple
#

This rather reminds me of the WoT PC map “Erlenberg” that usually ends in a ‘left side vs right side’ battle because both sides are equally strong so there is not that one game deciding side most people go to (and you can fight very well against the other side of the map because of the arrangement of the town (it’s also a river on Erlenberg) in the middle)

cursive vigil
#

And erlenberg is one of the worst maps on pc currently

supple vault
sly cosmos
stray ember
#

Imagine going city on middle burg

minor prairie
#

city on vineyards

copper stag
#

Imagine playing on middleburg
I always yeet my device when that map comes up

void shale
#

Me but Dynasty's Pearl

half pawn
#

hello its been long since ive chatted here

fluid swan
#

What is the size of the largest map in blitz? WG said they could do 1k meters by 1k meters... not sure if it’s true

cloud arrow
fluid swan
#

The newest are Hellas and Yukon plus the gravity mode only maps

cloud arrow
#

Yukon is one of the biggest I think

fluid swan
#

It’s around 525 meters

flint turtle
#

Which map is best for powersliding all over the place with a Tier V leopard

stone tendon
#

powersliding?

ocean ravine
#

If wargaming does 1k by 1k that would be awesome, I would settle for like 700 by 700 or 800 by 800 tho

stone tendon
#

You do realise that this game is a 7v7

acoustic raptor
#

Also a mainly mobile game and they refuse every change that negatively affect device performance

quaint bay
#

Hej

wooden quartz
#

Blitz was always meant to be a faster, simpler and in smaller places. You guys remember the Skirmish mode? Wot Blitz is basically the Skirmish mode from WOT.

Bigger maps and more players are against the concept of Blitz, it takes more time, it'll make the games even more complex, the number of campers will increase, slower tanks will have more disvantage, etc.

Bigger matches aren't Blitz at all.

#

A map with 800m is an interesting idea, but only in a certain condition; if the map design be smart enough to don't make it a camper paradise or the games too slow

frosty crow
#

If the devs could add a map like Lakeville to blitz (but smaller like 1Km - 1.2Km) with the same kind of concept but they should have to make some changes to it to decrease camping bc there's already and average of 3 TD's in most T10 games. But if they could do something like that, I think it would be a better addition. As long as they add like 10 tanks to each team or something

fair hazel
#

Or TD's in small maps only

spiral garden
#

I wish the beach was useful on Normandy

cold steppe
#

it's useful if you're a light that's trying to run away

bold knoll
stone tendon
#

The only reason beach is used in wot pc is because it is a path to the base cap

marble swallow
#

The beach is helpful because if your enemies go down there you know u won

dense nimbus
#

Add another map pls

drowsy cobalt
stone tendon
#

It has been 6 months since a new map was added

#

(If you ignore the gravity map)

dense nimbus
#

Is it a school map

stone tendon
#

A school map? what?

dense nimbus
#

Yesss we drive vk1602 leopard and autocannon them all down

sly cosmos
#

another city map would be nice like Paris or something new

drowsy cobalt
dense nimbus
#

It looks like the new one on pc

fluid edge
flint turtle
#

It is, just be patient, they're looking for a specific time to put it on blitz and that seems to be an asian-oriented map which the next battle pass is about

narrow vector
#

Epic

shrewd zenith
#

Why is there a bush here if it's unreachable? make this climbable please WG!

cold steppe
#

aesthetics

quaint bay
#

It used to be climbable but they put invisible walls

modern maple
#

Not that it will do you any good because all enemies you could hit when shooting through that bush are so far away that you wouldn't need the bush to begin with

shut creek
#

Remove port bay, it only favours hulldown tanks and everything else is left to suffer

modern maple
#

Most tanks can be played hulldown

civic crystal
sly cosmos
#

yes it is

stone tendon
cobalt dragon
#

they should add td spots on new maps

cursive vigil
#

2 corridor map?

stone tendon
#

It was going to be either this, a dominant hill area or a massive dip with ramps going up to the flat ground and giving shots across each corridor

#

but I decided the dominant hill would suck, and just leave a bunch of no go areas

cursive vigil
#

Corridor fights are not really what you want though

stone tendon
#

I can make the dip version

shut creek
#

Opinion on mines at high tiers?

halcyon wren
#

hill or lose, if you wanna go town, you need the people staying at hill to hold their ground

quaint bay
#

How many times will we speak about mine, However there have been none change still

acoustic raptor
#

South side on mines is so much better

river canopy
#

I absolutely detest South side

#

It's so much harder to have an influence on south side mines. You can't flank, so all you can really do is just camp it out and hope to dear god your teammates don't throw by going city

finite shale
#

yeah north side is better

#

its much easier to get to the base or flank from the west

marble swallow
#

Lol true positive

river canopy
#

Speaking of the west, I don't think I've ever lost on Mines North Spawn when playing a double medium platoon, since you can just rush the west island right off the rip, and basically just insta-win, since even if the enemy gets the hill, you can just farm them to pieces from the unspotted hulldown

mellow forge
#

remove Himmelsdorf from above tier 7. its just not a fun map for the tiers no matter where the fight is.

agile pewter
#

don't let positive hear that lol

river canopy
#

Too late
Although I'll save him the usual tirade because I'm lazy today

agile pewter
#

F for him then

compact cobalt
#

I dont mind high tier himmelsdorf. Definitely find it better than high tier mines or dynasty pearl

modern maple
#

I don't mind any of the maps

cold steppe
#

avoid mines and dynasty's pearl by exclusively playing supremacy

#

damage per battle goes 🔻

fluid swan
#

• “New transparent consumables.”
• The new "Chinese / Japanese" map will go to the game "Soon".
• A new branch for a nation from the beginning of the game.
• In version 8.0 it is possible to add new physics to the game.

#

What is a transparent consumable?

scenic stratus
#

Good question. Leaks aren't always accurate. But i am scared of that ominous name

stone tendon
#

invisible tanks

stone tendon
#

I was looking at some old posts on the forums, and saw that dead rail was actually supposed to be similar to Severogorsk and not prokhorovka

#
quaint bay
#

Yukon map sucks.

languid pollen
#

@cold steppe Google the original Russian word, not the translated one)

stone tendon
quaint bay
#

no.

stone tendon
#

ok how

#

did you just have a bad game in it or do you actually think its worse than the maps i just listed 0_0

ocean ravine
#

I like how on yukon both sides of the map are viable

acoustic raptor
#

^^^
It's one of the few maps with no completely flat side "for hevies" which is pretty useless

ocean ravine
#

Basically like castilla but without the cross fire

scenic stratus
#

Yukon is currently one of my favourite maps

#

At the release it was just med side(d cap) meta. But now i am seeing more variety in routes which pub players take

#

Kinda refreshing with the slight uncertainty with what teams may do without the risk of completely losing because of it

cold steppe
west prairie
#

Are there any plans to add the night version of vineyards back?

languid pollen
runic ivy
river canopy
#

@runic ivy The orange medium positions on E1/F1 here. If you play in the water, the island provides some measure of hulldown cover against the enemy, while you can pretty much just sit and farm the entirety of the red team that is on the hill. And if they try to go get you, they can't, since the TD position in A2 can hit them on the cross when they're in the water, leaving them on low HP to kill 2 hulldown mediums

#

Moreover, if any of those red heavy tanks turn their turrets to do anything about you, then the green tanks on the hill will put easy shots into their turret sides as they turn to look

#

And that's assuming they spot you, since there are bushes on the island that you can behind from

#

In a med platoon, getting 2 meds there essentially instantly ends the game

#

The only option they have is to just try to go up and over the top and kill your teammates on the hill, but that never happens in pubs since they lack coordination, and the TD in A2 suppresses them.

All they can really do is sit there and get farmed in the side, or YOLO and die to the mediums

#

And other than just mediums, if something like a 113 gets there, it's also GG

runic ivy
river canopy
#

Yeah, you can't really do anything if you stay on the B1/C1/D1 positions other than be somewhat annoying, because the South spawn TD at F3 will certainly pin you down. But getting your tank to E1/F1 changes the game. Just make sure to resist the temptation to stop and shoot when you're crossing through the water on D1/E1 since that crossing is exceptionally dangerous if you stay there

modern maple
#

I usually counter these medium pushes by abandoning the hill

river canopy
#

One medium alone can be countered, but if its 2 mediums, or something like a 113, it's very hard to get rid of him

modern maple
#

On EU the medium positions there already fell out of meta because the south just retreats to the city as a whole making it pointless

river canopy
#

If they go city, they're stuck. They're dominated by a crossfire from the hill and green spawn

modern maple
#

The hill is not a good fighting platform, campers usually pick everyone on the hill apart if they try to fight the city

#

Also, nobody said that anyone starts to push. The city has the cap, so there is no rush getting to the enemy. What usually happen is that the enemy takes the hill and that those of the enemy who were at the hill start pushing into the southern spawn, allowing the people who retreated to the city to shoot them alongside the campers

#

There are two routes to push down there, so if they don’t split they push into a crossfire. And those on the hill are usually useless because they can only shoot people if they overexpose

river canopy
#

I have literally never seen a South spawn team win by going city. Literally never. Even with the cap, since they're exposed from just far too many angles. Anything they had in their spawn will be quickly and easily dismantled with no hill presence, leaving them exposed to a 3 way crossfire

modern maple
#

Also, you can sit on the hill and fight the flankers while being safe from the enemy on the hill if you have TD support

#

I never said that they should go city. What happens is that they fall back towards the city and then stop the push from the hill

river canopy
#

If they pull underneath the hill, they can just get farmed from the island still. The only place safe from the island is in the city and the corner of South Spawn, but once you give up hill control, and have lost the island, it's essentially over

modern maple
#

You’re hulldown towards the island if you are positioned just south of the hill

#

And the enemy typically starts to push once the hill is lost which allows you to pull back

restive ferry
#

😭
But what is that

bold knoll
# restive ferry 😭 But what is that

Secrets of the maps ........ Check this "list with pictures" by me: http://forum.wotblitz.eu/index.php?/topic/54343-secrets-of-the-maps/

restive ferry
#

K thx

bold knoll
#

🙂

shut creek
#

Can they just hurry up and rework canyon

#

Such a badly designed map

#

There’s 3 garbage maps, Mines Fort Despair and Canyon

river canopy
#

@shut creek None of them have anything on Middleburg though

shut creek
#

Which one is middleburg again?

river canopy
#

@shut creek The summer map with a town on bottom and a big hill on the other side

yah

minor prairie
#

No that's castilla. Middleburg is the one where heavies spawn next to a huge town, cap circle in town, and meds spawn on hills that make up an entire side of the map

sly cosmos
#

middleburg has also a church in the middle

modern maple
#

Middleburg has the Tankenstein easter egg. It’s the map that was plagued the most by ATGMs

#

I actually like Canyon a lot. Same for Mines and Fort Despair. Maybe I should say which maps I don’t like...

warped fjord
#

Hello

#

Chat's dead

sly cosmos
warped fjord
#

( ͡° ͜ʖ ͡°)

steep crypt
#

where could TD's go for a good sniper position in mayan temple?

#

okk, cheers XD

cosmic sand
#

so precisely how many maps are there in wotb?

minor prairie
shut creek
#

That’s the one

compact cobalt
#

@cosmic sand If I know how to count properly, 29 standard maps.
Add another 4 for the gravity force, mad games and the tutorial maps

stone tendon
#

isnt there 2 tutorial maps?

wooden quartz
#

Only 1 actually @stone tendon

#

Also, there's one more but I think it can't be considered. You remember Battle ducks event? Well, that had an exclusive map based in WOWs tho @compact cobalt

shut creek
#

Wargaming loves making anti-TD maps

stone tendon
#

Do you want another Castilla?

shut creek
#

It’s better than middleburg, Hellas and that stupid ‘prison’ map

stone tendon
#

Castilla is very static because of all the td positions

#

They make the heavy side basically unpushable

silent kelp
#

@quaint bay isnt faust everones fav map?

lethal nimbus
#

my favourite map is port bay 😅

copper stag
#

Least hated map is actually himmelsdorf

dull obsidian
#

sure

halcyon wren
wooden quartz
#

For heavies, my favorite map is the good old Himmelsdorf

For meds and lights I'm pretty undecided, I like Yukon because I can use the whole map if I'm fast, but Campstilla is pretty relaxing in castle area

When using a TD, I like city area of Middleburg, Campstilla and Winter Malinovka

#

And yes, I'm the type of fool that goes to city in Middleburg

quaint bay
#

Canal is great for lights and TDs

wooden quartz
#

I like Canal, but I feel that I can use better the Yukon's terrain

quaint bay
#

That's also fair. I prefer Canal because it's fairly open and there's lots of advantages to take full advantage of light tanks' power, which is arguably underestimated in Blitz

stone tendon
crimson harness
#

Add 2 map bans to blitz

shut creek
#

I was side scraping against one of the blue houses on Yukon, and apparently you can hear a phone ringing every so often

wanton kernel
#

Problem with Blitz is most positions in this game have more than 2, or even 1 firing lanes

halcyon wren
crimson harness
#

What are you on about

frigid fulcrum
quaint bay
#

You should set down your graphic maybe, I mean your phone is not powerful enough to play with the set up you've put

abstract flax
quaint bay
#

guys you should add some kind o of bigger maps [maybe other mode and 10 vs 10] for example look at pubg m they got 100 of players on big map and it hasn’t laggy so maybe take a map from big wot and put it on small wot 🗿

daring wharf
#

Why am I seeing a lot of stuff abt pubg m

wooden quartz
# quaint bay guys you should add some kind o of bigger maps [maybe other mode and 10 vs 10] f...
  • Excessive battle time due to the bigger number of players and possibly bigger number of heavies
  • Longer matchmaker time because of a bigger number of players
  • Bigger number of campers because of bigger maps
  • Device problems (yes, bigger maps and more players WILL make problems to slower devices, no matter what you say. Some PCs struggle to run WOT even at minimal, why wouldn't cellphones do the same?)
  • It's not what the game means after all. WOT blitz was made to be a simpler, faster and more tactical version of WOT (mobile too), more players and bigger maps are the exact opposite of this
  • As like the marked comment says, some cellphones usually start to getting hot after only 1 hour of WOTB, what if we make it even heavier?
  • Servers probably won't hold it. Let's remember when Uprising mose appeared for the second time and the whole EU server had problems, or what about the ping/loss spikes that happens every time the servers are crowded?
  • Mobile games with 100 players usually aren't compatible with many devices (PUBG) or have poor graphics and gameplay (Free Fire) for a reason

Sorry for the essay, it's also a copy and paste from what I've said in #skirmish

quaint bay
#

-_-

cold steppe
#

tl;dr
If you want more players and a bigger map, go play WOT PC.
It's fine, WG doesn't mind. They're getting your money either way.

marble gyro
shut creek
#

I think maps like dead rail are stupidly predictable, there’s nothing fun about them

stone tendon
#

How is dead rail predictable

minor prairie
#

Heavies go valley, meds go hill, TDs usually go to hills overlooking the map but the same can be said for pretty much all the blitz maps

stone tendon
#

atleast the entire map is used, maps like rockfield leave the entire heavy flank unused

cursive vigil
#

Rockfield needs a rework, but not an overhaul.

cunning pine
#

why cant wotb have bigger maps and more players for the maps

halcyon wren
#

device limitations

wooden quartz
drifting cosmos
river canopy
#

The only thing wrong I see here is your team trying to go rails on Himmelsdorf

serene sphinx
#

No camos smh

minor prairie
river canopy
#

Of course not. Why would you take the part of the map with no cover that is completely isolated from the rest of the map?

minor prairie
#

Damn this is enlightenment
So heavy flank is actually the better flank on himmelsdorf? Because most of the time meds fight at rails and heavies go town

river canopy
#

"rails" is actually town. Just because the meds spawn there doesn't mean it's not a town

Think about it. Corridor combat. No hull down cover. Isolated from the rest of the map. Lots of right angles everywhere...

It's actually the worst possible place to be in a med @minor prairie

minor prairie
#

There's the 2 little rubble piles on the side but that's about the only hulldown cover on that side of the map
🧠 I'll keep that it mind next time I play on himmelsdorf

nocturne mortar
#

Go rails because you can shoot between the carriages at blind reds and laugh at them when they don't realise what's happening ;)

cursive vigil
#

Its the difference between EU and NA I guess. EU meta is rails while I guess NA goes town.

drifting cosmos
#

I play in ASIAN, what did you expect

pastel mauve
#

Dead rails good for TDs because bushes

minor prairie
modern maple
#

Himmelsdorf is the epitome of corridors. The only real freedom of movement is in the middle but going there is just asking to be crossfired

#

And the only reason why Himmelsdorf isn’t an absolute campfest is because it’s so small that you can spot literally across more than half the map

#

The best course of action in a medium on Himmelsdorf is going where the enemy heavies are not, and then flanking

minor prairie
#

so that's basically rails 90% of the time

modern maple
#

Yep

full needle
#

@tawny ridge

ocean ravine
#

The thing about himmelsdorf is this. Rails might be worse but if all your team goes there and only the enemy mediums go there you win cause you can just push on them. And if your mediums go rails and your heavys dont and all the enemy go rails you lose.

copper stag
#

So basically
The team that has the harder lemming push will probably win
Done
Can also be applied to most maps because yes

modern maple
#

Yes, lemming trains are actually the standard strategy in Blitz

nocturne mortar
#

And they are very effective too because most players have no clue how to hold a position and you need several of them to do that together to successfully stop a push

quaint bay
#

In asia server if there are three heavies or more and 1 or 2 medium everyone goes ht at tier 10 n 9. Rest tiers go med side nevertheless.

#

If there are 3 TDs then either the whole team gets confused or everyone go through middle (TDs go mid to snipe. We just follow them). And more beautiful thing is that no one uses chat and just does this. We're all connected. (Majority of Viet, Indo, Philipino don't know english that's the real reason XD)

ocean ravine
#

I wouldn't call everyone going on one side a lemming train necessarily, that implies the players doing this are dumb. I mean it would be dumb not to do this on some maps

modern maple
#

It doesn’t really matter what you call it

short plover
#

What if there was a ho chi mihn trail map

storm heath
#

is there somebody who speaks fluently english?

subtle ridge
#

Any thoughts and ideas of where I should be at in naval frontier map?

Type of tanks that i usually suffered in is LT and MT, still blinded by many positions on where i should be at or any cheeky positions.

left parrot
#

good turret mt-s should go to the south and peak their turret on that little hill I'd say. Lights can try to rush forward and peak from the dip on the left but it's risky

restive arch
#

What tiers start playing on maps like hell haluf?

bold knoll
stone tendon
#

lots of tents

restive arch
#

Your map reminds me of a map from console @stone tendon

stone tendon
#

My map already exists? Cool

keen mist
stone tendon
#

How? Because of the south east side?

runic ivy
#

Think any of you could maps like these for other maps?

modern maple
# stone tendon Rate my map

This looks like a river delta to me, which would be a cool theme for a map. I generally think that it is open enough while providing lots of different approaches through the numerous bits of cover instead of big, separating elements. I am positive towards that map

frosty crow
#

@runic ivy Isn't that just Castilla?

#

what do you think is the best map

quaint bay
#

Faust

frosty crow
#

I could see that

#

I think Castilla is the best bc I like playing lights and you can spot without being spotted easily. and i just like big maps

quaint bay
#

I hate castilla lol ... 60% of the time the mediums come in the heavy way and we get destroyed

frosty crow
#

yeah that's true

#

but i also like small maps in my T34-2G-FT bc i have it with a camo net and a 3% camo; it's at 71% camo when still. With a bush you can't get spotted until you get proxy spotted

quaint bay
#

I think it's better than e25 like that no ?

frosty crow
#

yeah but the tank i mentioned has 400 alfa with a 12 sec reload and i like big guns. and it's fast too

#

idk if it has better camo than E25 tho

quaint bay
#

Did you like the tier 8 too ?

frosty crow
#

don't have the Tier 8, i'm going up that line

quaint bay
#

Lol me too

frosty crow
#

you have the T34?

quaint bay
#

Which one

frosty crow
#

the chinese Tier 7 TD

quaint bay
#

Yeah I'm grinding it

frosty crow
#

what's your WoTB name? I'm at school rn but i'll add you once i get home

quaint bay
#

TheKingKen

frosty crow
#

Mine is Kgyy13, maybe Kgyy14

quaint bay
#

Ok I'll add you later cya

terse moon
#

Bring back old maps

cosmic sand
rocky geode
quaint bay
#

Yeah and it depends on the part of the country also, for my part I still go to school

buoyant basalt
#

Same

short marlin
#

are they revamping castillia?

deft turret
stone tendon
#

Its the house not an invisible wall, but yeah it is annoying

soft latch
#

When will REALISTIC map be available?

lament widget
#

mode*

loud marsh
quaint bay
#

Maps should be more td friendly like mines

cold steppe
#

do you want everyone to camp

lament widget
#

im taking that as a yes

stone tendon
shut jolt
bold knoll
stone tendon
#

Which side is unbalanced?

#

North spawn has heavy side advantage, south spawn has medium side advantage

honest valve
#

@stone tendon the mid, it's heavily covered in water which makes both side hard to push forward, other than shooting each other behind cover and that might cost into tie even more often than other map

#

Also right side have some small island with hills, it will be unbalanced for the red team since at that side green team have a climbale hill for TD to camp, and MT LT can actually goes to the right side and flank the red team HT while they cannot do anything

stone tendon
#

You are not supposed to push through the middle, it should only be crossed in the late game