Developer Q&A - Maps
We field a new batch of questions from players like you!
What necessitates map reworking? Falls Creek, for instance, has the same scenario 95% of the time: heading towards the base to win. Why not rework Falls Creek instead of Desert Sands? It appears that the changes were spurred by one of the spawn points having a more advantageous location. Minor changes could have solved the problem, but instead the map was completely reworked.
We’re aware of this this issue, and Falls Creek is the next map due for an update. Desert Sands was completely reworked due to numerous problems, including tank destroyer hills, an unbalanced elevated “balcony,” respawn issues, and poor tactical diversity resulting from exposed areas and a lack of cover.
Why is Rockfield no longer available to high-tier vehicles?
Rockfield has been excluded from high-tier battles due to the size of the map and the removal of bushes.
When will new maps be added?
We’re planning to add three new maps to the game by mid-spring, and they’ll be arriving gradually throughout the year!
When will hills and bushes be removed from the red line (outer boundaries) for tank destroyers?
We’re taking measures to reduce the excessive effectiveness of tank destroyer red line positions in bushes on all maps. Most of the popular tank destroyer positions were not expected when we first created the maps.
Are bushes going to be optimized?
Every update contains some improvements. Bushes have been optimized about as much as they can be, but you can always reduce the graphics settings if they continue to be a problem.
Are there plans to rework Mines? There seems to be an imbalance in favor of the team with more medium tanks. That team takes the hill first and ends up winning if they other team doesn't have any medium tanks.
We’ve included this map in the update plan for early next year. We’ll be reviewing comments, statistics and imbalance issues, and fixing the map.
Do you plan to increase the size of maps or number of players in a team?
We do not have any plans for this right now due to hardware restrictions.
Will you add multi-level maps?
We can't say for sure right now. We’ve performed tests with multiple-level maps and the results were promising on one hand, but came with certain challenges. If we’re able to work out some of those problems, we’ll keep developing the idea further.
Why do you rework old maps so it's impossible to play tank destroyers on them? Why are all good positions for tank destroyers constantly removed? Tank destroyers have no turret, so any medium tank and some heavy tanks can run circles around them.
We don't mean to deprive tank destroyers of their vantage points, but they shouldn't cover the entire map. And some positions were not intended to become tank destroyer positions.
When will you introduce city maps like WoT PC's Himmelsdorf or Stalingrad?
We’re going to introduce them soon. Older devices often lacked the performance and memory required for such maps, so we’ve been holding off on bringing them into the game.
Why are heavy tanks often placed on the medium tanks’ attack route and vice versa? It seems like it would be enough to change the positions of 2-4 tanks to make the whole thing work.
There are some issues with spawn points. We’ve tried the concept of general lines of attack without dividing them into separate attack routes, but it doesn't work well.
Will it be possible to deal damage to the enemy with a shell that penetrates small buildings and fences? It’s frustrating when a shell hits a fence without damaging the targeted enemy.
As of now, shells stop on collision with any object. However, we’re planning to introduce a penetration system like in World of Tanks for PC. The penetration of a shell will be reduced when an object gets destroyed. High-Explosive and High-Explosive Anti-Tank shells will stop upon object destruction.
You did a great job when reworking Oasis Palms and Desert Sands. In fact, they’re so good that players perceive them as NEW maps. Why don't you add the old versions back to the game along with the new ones?
We’re constrained by the size of the game client, and with every new branch and every new map we are getting closer to the limit. However, that doesn't mean we’ve reached the maximum limit of the build size and that no more new maps will be added. We’re trying to preserve map diversity and are looking for ways to reduce the size of the game client. The old maps are great and familiar to players, but after analyzing them we decided that they do have issues, issues that resulted in us creating the reworked maps.