#Community Map Feedback

45 messages · Page 1 of 1 (latest)

modest cloud
#

Have you tested the new Community Map yet?

As a reminder, the map is available in Custom Games until Feb 13th & we've turned off Resupply Costs for while its available!

We're looking for your thoughts and opinions on this map so far. For example:

  • Is there a section where you think there should be more/less buildings?
  • Do you think there should be more/less vegetation in a certain area?
  • Do you feel the map offers something for every type of tank? Brawling, Scouting, Sniping etc
  • Which Game Mode have you been playing most when testing the map?
  • Are you enjoying the map overall?

Don't forget to leave us grid references too so we know where you're referring to! And if you haven't had chance to test it yet, you can join T33Kanne and BAM1500 on Tuesday Jan 10th as they'll be hosting some Custom Games on the map too during our Weekly Community Stream

sharp ingot
#

Only if custom let single player to test out community map with bots we will happy to give a feedback.

wintry chasm
#

Assuming rough state will be smoothed out as there is at least one hole to fall through.

Thought the circle area with streets going out like rays would be wider. Think it should be a bit wider.

Seems to have a lot of water. More land area, such as driving onto ship decks would be nice.

summer topaz
#

We need more maps like this, though in my opinion, it needs more obstacles. If you are going for a destruction look, add rubble or destroyed vehicles.
If you are going for a clean city look, add more smaller buildings

When adding new maps, the best thing to do in my opinion, is to add two versions, like a destroyed and a normal version or a summer and winter

#

Specifically more to the left of the camera view in the little opening

mortal wing
#

The map tour was great, all that water just looks like a lot of places players will “give up” in. even with the “compensation has been given to enemy team” warning i still see a lot of players actively drowning themselves just so a player doesn’t get a kill.

civic burrow
#

Please add more land area to use and less water that is pointless unless we are adding snorkel equipment

drowsy lion
#

Derren and I just spent some time going over it. It has a lot of interesting potential. I see two main points for discussion:
First, there are a few places that you can see nearly all the way across the map. Some of those need to be obstructed to allow slower vehicles a safer route to the primary fighting areas.
Second, as others mentioned, there is too much water. This is an issue as anyone that starts in the north spawn is forcibly channeled to the center of the map while the south spawn can spread out to the north-west and south-east.
Remedies for the water issue:

  1. Put ships/barges into the dock areas on the 8-9-0 line with loading ramps to give the ability to flank/fight down that side.
  2. Move the north-west shoreline out several hundred yards to perhaps the B2 area. This will give room for a northern route with a beach to offset the docks on the eastern side. That would provide the northeast spawn more options to help avoid the entire team having to fight around the hill.
#

Oh, and I like the tunnel. 🙂

silent wigeon
#

Tunnel is a deathtrap, it should have some hard cover to get hull-down or sidescrape. Please add some dead tanks or piles of rubble into tunnel, like there was in Ravaged Capital's tunnel (if you call that a tunnel... anyway).

sour drift
#

if not careful you’ll end up with another manheim in rotation, the layout promotes a rotating clock in battle since the 2 grassy areas provide to much benefit right now …

need to give people reason to engage and hold other areas a bit more, break up the long lines of sight

South spawn seem weak in comparison to north, is a vast open area difficult to defend …the open bridge needs something there other than simply a crossing point perhaps this could be another tunnel?

you need ships, subs, cranes or something in the dock water for visual or obstacles

far too many areas you can drive off and damage with little to no queues they are there around north spawn

the buildings far centre north offer little incentive to ever go there at the moment due to lack of corridors up there and water line location

grim sigil
#

Make edge of map/playable area clearly defined and obstructed, this will be easily achieved in the coast with water, but in land maybe use of hills or obstacles, rather than just a ribbon/line to define the edge of playable area.

glad wing
#

Please dont add any invisible walls to prevent players from falling into the water, so the map has more "fun potential"

karmic cedar
#

Map Def has potential. I like the sounds of a war torn city, I think in general we don't have tons of maps with rubber piles for a specific kind of play style. Where it's hard to dig people out if you wanna get them out you'll need to flank or over match.

I personally like these sort of scenarios because you're really able to use your armor advantageously.
I'm sure those things come with more polish but I would enjoy that.

hoary dawn
#

4min to get into a 12 bot each team match. Cold war Era 3. NA servers East coast late morning.

swift marlin
#

You don't have to agree that I'm stupid, but I don't see any way to select only the Community map. All I see is set to random. How do you change it?

whole sand
#

yes l don't care about the other maps, just wanted to look at the community map. I've given up .

main crescent
#

Actually make key positions useful. When adding bushes and stuff please add them in key positions around the map so they can Actually be used by stealthier tanks. As ngl when you guys remake maps you guys just randomly add bushes and trees everywhere without much thought. Like I would actually to to see them strategically placed for better gameplay, like spotting, double bushing. And please use big bushes to medium bushes tired of small bushes that have no benefit even for light tanks.

#

Add more cover in certain areas

iron phoenix
#

I really don't like having water deep enough to fall into. Too many players do so either accidently or on purpose. I can already see bottom tier players just driving off the edge to get to the next match. Arty will jump off for sure.

If you guys are committed to the water front, make it a winter map where it is completely frozen solid and tanks can drive over the water.

One thing I like about the CW maps is there is no deep water.

I would rather have Live Oaks back. Also many of the other old maps from pre-6.0. I realize creating an all-new map may be more interesting, but there are so many good maps still gone. It would be better to re-create those than spending time to start completely from scratch.

Maps like Revenged Captial, Live Oaks you already know what they are supposed to look like.

Since we now have Dragon Ridge and Pearl River, perhaps Sacred Valley should be next. It likely uses a lot of the same assets. Just pick some maps that share assests of current maps. So you don't need to make new buildings, etc.

modest cloud
#

***IMPORTANT ***

Community Map Feedback: The Community Map has now been available for almost 7 weeks! So we want to hear what you make of it! Fill in this form to help us decide on how to continue developing this map: https://wotc.gg/CMFeedback

Form Closes Monday 13th @ 10PM UTC

swift marlin
#

More maps please, always, more maps... WW2

frosty orchid
#

Seems like a ok map for cw bit we need more WW2 focused maps feels like playing the same 4 over and over

whole sand
#

making 1 map just for CW or WWll mode is un economical and wasteful of time and human resources.

swift rampart
whole sand
#

Lol, however making a map for CW only takes $, time and resources away from WWII mode, so 1 map 2 modes. KIS, keep it simple. WG still have heaps of maps to re draw, we shouldn't even be looking at a community map till all the 'old' maps are done, assuming a 'new' map takes longer than an 'old' map

wintry chasm
#

Most of the remaining maps are not well liked or just terrible. Some they brought back should not have been.

whole sand
#

Correct so a poll on maps NOT to bring back would be interesting.

silent wigeon
#

I really hope this map comes to WW2 mode as well when it's ready... We need more city maps.

summer topaz
#

Is this map getting updated to match its development stage every Tuesday or is it still the same since it was first playable in custom games?

fierce quartz
modest cloud
iron phoenix
#

The water is bad. Too many players will drown accidently or on purpose. There were also way too many drop offs everywhere. Too many players will die from fall damage. In my match it was me and one other player. We were not shooting at each other just touring map. he died by accidently falling off a ledge.

The J-2 spawn seems like a fortress with it having limited access. The north spawn is surrounded by water. I can see defenders accidently drowning all the time.

The C-6/D-7 area is too steep to use any tank's gun depression. A lot of the hill and slopes are too steep.

The pond at J-8 will also a hazard if it is deep.

iron phoenix
#

The additions of guard rails on all the drops might lessen the chance of falling off them. However, those sections of the map will still be difficult to traverse safely through.

Slow tanks will be fat targets as they try to weave through obstacles and railed drops to get to the ramps. Fast tanks will likely make it through like a pinball bouncing off everything.

It really seems it could be a map where one team loses by making more mistakes, rather than one where one team wins by making good plays. So just sit in a defensive position and wait for the other team to make mistakes and hope your team isn't the one the pushes forward into the mistakes.

chrome rover
#

seen the new adjustment to the new map. they make now sense from a story telling point of view. but I have an idea to bring a new and fun mechanic to fix it.

it does not make sense to lock the bodies of water but having movable bridges could fix it and also bring new gameplay depth into the game.

lock and open paths on a semi random schedule and with the second type of bridge bring high risk high reward temporary firing positions when getting lifted up with the bridge

whole sand
#

Can a solo player try this map?

last gust
#

No you need a second person, but if you open a custom game at peak times (7-9pm) you will get loads of randoms to join@whole sand

whole sand
#

thanks for that. Pity you can't get the map as a selection choice, not interested in any other maps. Guess I'll just have to wait for the real one.

last gust
#

You normally can unless it was changed recently?

silent wigeon
last gust
#

Community map has been temporarily removed while devs make changes I think, it will return soon probably

mighty kindle
last gust
#

It returns very soon then😂