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[Issue 59] The Map Awards 2016!


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Another two years have passed. It is finally time to present the Map Awards of 2016! Now a tradition of the Reporter team, this is a review of Tanki's vast battlegrounds and how they stack up under various categories (with various opinions)! We've taken stock of the maps and made our decisions based on our experience with them. Let's see how the maps fared, who picked what, and why!

 

 

As the curator of this edition, I decided it doesn't come down to my opinion in the end of the day, and that there shouldn't only be a handful of opinions displayed. So I invited all the Reporters to participate by submitting their top three picks via a survey (also previous participants of the awards). Though not mandatory, quite a few Reporters stood up to take on the task of ranking maps. As for explanations, I invited other Reporters to give theirs instead. This is an award show of, by, and from the Reporter team to you.

 

Best Night Mode

@Fen-Harel: 3. Kungur 2. Silence 1. Rio

: 3. Barda 2. Kungur 1. Rio

@Vikingsrallentando: 3. Polygon 2. Kungur 1. Barda

: 3. Polygon 2. Lost Temple 1. Rio

 

Best Skybox

@SpaceCowboy18: 3. Winter 2. Space 1. Skybox1

@So: 3. Winter 2. Skybox1 1. Desert

@Fen-Harel: 3. Space 2. Rio 1. Skybox 1

: 3. Winter 2. Space 1. City

 

◄ Most Beautiful ►

: 3. Rio 2.Cologne 1. Iran

@Flexoo: 3. Pass 2. Deathtrack 1. Osa

@Remaine: 3. Red Alert 2. Kolhoz 1. Chernobyl

@TriNitroToIuene: 3. Stadium 2. Iran 1.Rio

 

@Thekillerpenguin's Picks:

 

3. Highland

 

Highland is probably an unusual pick for most of you. It's a common and simple map that isn't very large, and follows a fairly generic 3-lane format. What's special about it? For me, the surrounding landscape combined with the beautiful skybox seals the deal. I don't care too much for the winter version, but the summer version is really striking. Highland is more natural looking than a lot of other maps; a lot of dirt, soil, plants, and exposed cliffs are visible, and the map overall is filled with warm tones, from the yellow-brown of the soil to the burning, intense colors in the sky above. The lighting reminds me of late afternoon or early sunset. It feels like a small alcove of civilization in midst of the frontier, a mix of the familiarity and comfort of human development with the grand and austere beauty of the outdoors.

 

2. Rio

 

Most of you probably expected this to be here. Rio has a one-of-a-kind skybox and extensive amounts of architecture outside of the playable area, which makes it feel bigger than it really is. It feels like a city nested along the coastline, leading into the hills, which is fairly accurate from a geographical standpoint. Wherever you look, it always seems to be interesting and aesthetically pleasing. The right side of the map (relative to Blue base) is crowded with buildings and reminds some of a favela, but it's complex and adds a nice backdrop to the contrasting blue sky and yellow beaches. The map signifies to me that human complexity and influence can still coexist with the beauty of the elements nearby. Some of the props are rather curious, such as security cameras and what appears to be a purposely walled-off blockade in the back of Blue base, but it just adds some intrigue to the map overall.

 

1. Iran

 

Iran is about as unique as you can get from a map standpoint. If memory serves, the map was made by a Persian player, and although I've never been to Iran, it certainly captures the feel of an exotic and altogether majestic place. Almost all of the props, barring the palm trees in the middle, are original and are not used on other maps. The buildings consist of sandy rock with curved and elegant architecture, and the most beautiful of them all is the mosque near the center of the map, which is decorated with sapphire blue markings, which pair very well with the base color. The edges of the skybox fade into a sandy mist, which adds a sense of mystery and isolation. The map feels like an ancient settlement that has stood and will stand the test of time, sequestered away from the world. The map has been controversial for some Muslim players, as the mosque can be shot at by players in combat (damaging places of worship is a taboo in all the religions that I know of), but I feel like the map does a fantastic job of presenting this little slice of Iran to the outside world. Besides, while the buildings can be defaced with shot marks, those fade over time and are not permanent, and that could be interpreted as the endurance of the mosque (and really the map in general) in the face of hardship over time. Iran might not be my favorite map in terms of gameplay (I mean, it's kind of hard to use Shaft there), but in terms of appearance, it's the most beautiful to me bar none.

 

 

Most Overrated

@MiZ0o0: 3. Parma 2. Noise 1. Sandbox

: 3. Polygon 2. Island 1. Zone

@GoldRock: 3. Stadium 2. Esplanade 1. Future

: 3. Kungur 2. Noise 1. Polygon

 

Most Unbalanced

@Viking4s: 3. Skylark 2. Tribute 1. Industrial Zone

: 3. Skylark 2. Silence 1. Tribute

@Thekillerpenguin: 3. Noise 2. Skylark 1. Madness

@MiZ0o0: 3. Gubakha 2. Noise 1. Gravity

 

◄ Most Underrated ►

@Vikingsrallentando: 3. Osa 2. Magistral 1. Skylark

: 3. Gubakha 2. Kolhoz 1. Red Alert

@GoldRock: 3. Rift 2. Opposition 1. Osa

@Viking4s: 3. Sandal 2. Barda 1. Courage

 

@Thekillerpenguin's Picks:

 

3. Bridges

 

Bridges is a unique map. In my experience, it has been exceedingly rare to find it in the servers. It's been used in several eSports tournaments, but other than that, it has not been in the public eye at all. I think it's a hidden treasure, and is well worth playing on.

 

The map itself is fairly close to being two-fold laterally symmetrical. There are four elevated corners, four large bridges connecting each corner, a building in the middle on a raised hill, and a ground level underneath all the elevated portions and bridges. One pair of the parallel bridges are linked to the central hill via two bridges. In hindsight, it's a little hard to describe without an image, so it's best if you go see for yourself. The upper levels are fit for ranged weapons like Railgun, Shaft, and Thunder, while the lower levels are conductive to closer ranged turrets like Ricochet, Smoky, and Twins.

 

Bridges is a fairly open map with long sight-lines and defendable "bases". Why isn't it a campfest like Monte Carlo, then? The map manages to make combat less campy and more interesting by the virtue of its lower parts and abundant cover. While it is possible for a team to hold down a corner or two, there are many paths that enemies can attack or intrude from. All but one of the corners has two ramps leading to the lower areas, which means that a sneaky Hammer can show up and maul unaware Railguns. The one corner that is the exception to the rule also lacks a large building for shelter and has more sparse cover. If attention is paid to defending the ramps, that opens up opportunities for Railguns and Thunders to peek from behind the buildings or advance on the bridges.

 

The map supports a good variety of turrets and strategies. If you want to succeed as a Shaft or a Railgun, camping in a corner is a fairly safe option, but you also won't get a prime view due to the buildings, walls, and bridges obstructing you. On Monte Carlo, I can peek from next to the flag and have a view of almost the entire upper area while staying protected. This isn't really the case here; if you want a clear view, you will most likely have to drive up on one of the perimeter bridges, which opens you up to attack from many directions. So yeah, probably not the most fun map if you're a camper with a Heavy Capacitor Shaft and a Mammoth. Medium range weapons are at home in most parts of the map, and close range weapons can prowl the lower sections and evict any pesky campers. I'd still advise taking a turret with some range.

 

Overall, Bridges is a map that deserves wider attention from the community. It may be one of the first maps on the alphabetical list when creating a battle, but it's played so infrequently that I'm fairly certain many don't even realize it exists. It's a blast to play on and is a nice reprieve from the constant Polygon CPs and Kungur CTFs that fill the servers.

 

2. Novel

 

To me, Novel has a lot of character. It reminds me of a Siberian mining town for some reason, or maybe even a gulag; I don't really know why, but it certainly has a sense of isolation and decay. The Wiki describes Novel as a popular map for parkour thanks to its ramps, but rare to see outside of that, which matches with my own experience. That's a shame, since it's one of my favorite maps to play on.

 

Novel is an asymmetrical map. The props are a combination of the typical concrete architecture and buildings of, say, Serpuhov, with the composite buildings seen in Industrial Zone and some of the slopes used in Massacre. There is a "wall" in the center dividing the two sides of the map, which gives the team controlling it a vantage point to attack the other team with. The Red team side consists of a rather dense base consisting of tunnels and buildings, which lends itself to close quarters combat. There are plenty of flat surfaces for Ricochet users to take advantage of, but unfortunately Shafts and Railguns will not feel very at home due to the general lack of wide open spaces. The Blue team side is more open, with raised platforms/roads in the back leading towards the center. Shafts and Railguns can try their luck there. The most memorable feature of the Blue team side is the composite building surrounding the flag. A readily accessible ramp literally a few meters past the flag offers Red team players grabbing the it a very convenient escape route. That is, if nobody Railguns them in mid-air.

 

A general theme of the ramps in this map is that they are quite precarious. The Red team ramp is very well known, having a long buildup and being located right at the edge of a pit. Alas, this one is a harsh mistress. The ramp is divided into two props, and between them, there is a small horizontal "shelf". If you drive over it at full speed, it will mess up your hull's angle and orientation and you will probably fall into the pit. Not fun. Instead, resist the urge to simply gun it, and treat the shelf as a speedbump, slowing down a bit while your hull passes over it and then immediately charging forwards. I was unable to complete the jump by flooring the pedal with my micro-upgraded M3 Hornet, so be aware.

 

Novel is geared towards intense close or medium range combat. In TDM, CP, or CTF, the bulk of your team should be using weapons that can be used in close quarters. I would recommend anything from Firebird to Smoky, although you could do fine in a support role with Vulcan, Thunder, or Railgun. In CTFs, those heading assaults into enemy territory should probably be using one of the four close range weapons.

 

As someone who considers Shaft his weapon of choice, Novel is a nice change of pace. It's a good map to practice the turrets that I often don't use due to range constraints, such as Ricochet or Isida, and it provides a good dose of frenetic combat while not being a total meat grinder like Noise or Arena. It's not just for parkour.

 

1. Solikamsk

 

Ah, Solikamsk. I've only seen it on the servers a grand total of maybe 3 times. It has been used in tournaments before, but it really isn't as popular as a map of such quality should be. It's aesthetically pleasing, complex but not overly so, and is thoroughly unique.

 

The layout is a little unorthodox. Most maps in Tanki are asymmetrical, but perhaps not to this degree. The Blue team side is a fortress, which bears a slight resemblance to those of Brest, but is much shorter and has cramped, extensive, and mazelike interior hallways. It's a bit like a wall, and provides a vantage point for Shafts and Railguns. But unlike Brest, it's not really a campfest. There are two ramps to the back of the base from opposite directions, and the view on the roof of the base isn't spectacular unless you expose your tank. The Red team side of the map is very different. It's definitely not a fortress, having raised platforms and cover in a similar style to the right portion of the Blue team side on Kungur. Its perimeter has raised cliffs like Siege, which can be used by attackers as alternate routes or by snipers for vantage points, and its sides are banked with cliffs to provide cover for flanking attackers on both sides. Because there are so many possible routes to take, battles usually don't become very stagnant, and you need to stay on your toes to avoid being blindsided.

 

The map supports a wide range of turrets and playstyles. Shafts and Railguns can take advantage of the cover and vantage points, medium ranged turrets can midfield and push into enemy territory, while close range turrets can defend their bases or assault enemy positions. There's a place for just about everyone.

 

I recommend that you try this map out if you haven't already. It's one of my personal favorites, and it really deserves wider attention. Well, if it didn't, I wouldn't be talking about it here, but I really mean it for this one. For a lot of you, it might as well be a new map.

 

Most Difficult Terrain

@TriNitroToIuene: 3.Scope 2.Skyscrapers 1. Madness

@Remaine: 3. Massacre 2. Skyscrapers 1. Gravity

: 3. Madness 2. Industrial Zone 1. Novel

@Shedinja: 3. Silence 2. Madness 1. Massacre

 

Most Unique Configuration

@Thekillerpenguin: 3. Noise 2. Subway 1. Gravity

: 3. Scope 2. Gravity 1. Wave

@Flexoo: 3. Madness 2. Monte Carlo 1. Camp

: 3. Iran 2. Rio 1. Year 2042

 

◄ Best Feature ►

: 3. Massacre, Craters 2. Garder, Tunnels 1. Rio. Roofs and Beach

@Vikingsrallentando: 3. Iran, Props 2. Lost Temple, Temple 1. Fort Knox, Center Building

@Viking4s: 3. Wolfenstein, Castle Tower 2. Rio, Favela 1. Subway, Underground Level

: 3. Highways, Highways 2. Iran, Tunnels 1. Skyscrapers. Skyscrapers

 

@Shedinja's Picks:

 

3. Stadium

 

The Stands -- The sprawling surface area of Dusseldorf, the clear team borders of Monte Carlo, and Gravity's trademark tiered design all come together to create one of the most intriguing features in the game. While the ranged fighters can use these leveled areas to play Duck Hunt with any light hulls traversing the opposite set of stands, even close-ranged weapons can bring the pain to numerous tanks here, since multiple partitions to each set of stands opens opportunity to a number of surprise attacks.

 

In the middle of each set of stands, a spectator station with a ramp serves plasma weapons such as Twins and Ricochet well, as they can effectively defend themselves with their respective suppressive abilities from the passageway between both stands while simultaneously being well-sheltered from any ranged attack from the opposite stands. Smoky and Thunder can target them from this point well, but they lose a small bit of effectiveness at blocking the passage.

 

If you're not interested in staying high to have a vantage point, there's always the sheltered bottom set of stands to find sanctuary with, where ranged weapons can have an easier time taking out enemies on the ground. (This is more pertinent in the event of a CTF, where defense from a distance is absolutely vital.) A wide, indented nook is available below the center of each stand for players on the run to shoot from, but bear in mind that there are no alternative escape routes, which can result in another death to your tally should you back in without a contingency plan.

 

2. Garder

 

The Tunnels -- What makes Garder such an interesting map consists of two things: the outlying border that allows the map to support both ranged and proximity weapons, and an unusual collection of squared, squat segments of tunnel, four in total. There seems to be no evident purpose for their existence, but they certainly attribute to making this map one of the most enjoyable medium-small maps in the game.

 

Parallel and placed squarely from the corners of the map to the center, these tunnels can aid both close and long ranged combatants by acting as a form of organized hedge maze for players to escape into when taking fire. Wasps and their likenesses can hairpin through them and attack unsuspecting players from behind, while Mammoths and other heavy hulls can attach Ricochet or Thunder and leave their mark on a considerable portion of the map, considering every surface is planar spare the upper access ramps.

 

If you're using a DPS (damage per shot) weapon like Railgun or Shaft and you sport a decent aim, these tunnels can be excellent targeting devices, as the short tunnels can easily conceal you from sight from certain angles, while simultaneously having access to a wealth of hunting territory. Direct yourself properly, and you'll have the jump on plenty of tanks, especially those already engaged in combat and not paying attention.

 

1. Subway

 

Thematic Tiers -- One of the few and proud maps to integrate subterranean environments, Subway in particular takes it to a whole new level by not only adding multiple segments and divisions, but bestowing it with a defined theme. In total, disregarding the ramps and normally inaccessible rooftops, there are four total stages to the map: the surface areas, the lobbies (the flag positions in CTF mode), the main station, and the rails.

 

The surface is a breeding ground for Shafts, Vulcans and Railguns, sporting a wide plane of fire only divided by the six clusters of scattered buildings coating the sides of the map. The main intersection divides into small sublets and passages for proximity weapons like Freeze and Twins (without Plasma Core Accelerators active) to pass through with minimal interference, but they must beware of crossing roads to reach the sublevel entry zones. Projectile traffic is a common occurrence on the surface level of Subway.

 

The lobbies, a pair of short, cramped sections of flat ground between the surface pathways and the subway, house the flags in CTF mode. They're constantly traversed by mid-ranged fighters and short ranged alike, but the sublevels aren't as well tended to by ranged combatants thanks to space constraints limiting their usefulness, being a contained tier stage. The actual station and rails are domineered likewise by the shorter ranged community, but mid-field weapons such as Smoky and Ricochet can thrive down here as well thanks to the open spacing. This makes for a thrilling game experience for any player or any mettle.

 

Best for eSports

: 3. Kungur 2. Barda 1. Sandbox

@Remaine: 3. Bridges 2. Parma 1. Barda

@Flexoo: 3. Kungur 2. Barda 1. Parma

: 3. Barda 2. Bridges 1. Red Alert

 

Most Difficult Gameplay

@GoldRock: 3. Solikamsk 2. Barda 1. Duality

@TriNitroToIuene: 3. Skyscrapers 2. Highways 1. Madness

: 3. Stadium 2. Monte Carlo 1. Highways

@MiZ0o0: 3. Forest 2. Chernobyl 1. Atra

 

Best Gameplay

@Shedinja: 3. Subway 2. Red Alert 1. Scope

@Thekillerpenguin: 3. Novel 2. Kungur 1. Serpuhov

: 3. Silence 2. Polygon 1. Desert

@TriNitroToIuene: 3. Polygon 2. Silence 1. Highland

 

@GoldRock's Picks:

 

3. Osa

 

You might not have seen or even heard of this rare map before, but it's well worth holding a battle here if you ever get the chance. Since you probably don't know what it's like, here's a picture...
 

2lhtonw.jpg

 

It's reminiscent of Kungur in its layout and it's about the same size, but it feels like small aspects of Bridges and even Parma have been thrown in. The cover in the red base consists of fewer scattered houses, with some well-placed walls and a defensive tower, only part of the top half of the red base is slightly elevated as opposed to the whole corner block, and the blue base consists of two elevated platforms connected by a second bridge rather than a single central platform.

 

The result is that the map is more diverse, more evenly spread, flows better, and the gameplay's seriously involving. There are numerous attack routes and great strategies to be had here, with some unique features like the elevated platform in the red base acting as an 'sniping outpost' for blue opponents to control. Ultimately, a game here can be very exciting, and I could really imagine this as both a professional eSports map, a CTF supplies arena and even a DM battlefield... if only people actually knew about it!

 

2. Sandbox

 

In contrast, pretty much all of you should know this map well. But why did I pick it in my best gameplay list, you might wonder? Simply because it's a very good all-rounder and, like the name, it's a great training ground. This is where the basics of XP/BP are learned and even where players first roam the battlefield in DM, since it's an excellent place for learning techniques and manoeuvers.   

 

And, even if it isn't the most complex or interesting map at all, the actual gameplay here in a close battle can be intense. The size of the map forces players together - there's no such thing as 'attackers' and 'defenders', you have to move around constantly and jump between roles for success. And it's this fluency, the natural feel and simple nature of the map, that really makes for some awesome battles. It's just so easy for players at all levels to dive in and play. After all, there's a reason it's so popular!
 

1. Red Alert

 

Red Alert is a unique map. It does consist of two united bases and three clear attack paths - perhaps the most typical layout you could find. But apart from this base, the details of the map really transform it. Even though it's really not that large, the layout consists of heavy cover and the use of multiple elevations. The supply drop points are carefully placed at key points in the map, and there are numerous side-routes which can be used across the map beyond the main paths. 

 

It's this combination of many of the features found in significantly larger eSports maps being thrown into a closer battlefield that really makes for the best gameplay there is. It's great in DM, a solid TDM map, but CTF is where it really comes into its own. At the higher levels, the sheer pace between flags, the taking and counter-taking, is effectively managed only by extreme co-ordination and awareness. The result is just brilliant to play, and as brilliant to watch.

 

Worst Parkour

@Viking4s: 3. Ping-Pong 2. Sandbox 1. Duel

@MiZ0o0: 3. Atra 2. Arena 1. Duel

: 3. Skyscrapers 2. Year 2042 1. Rio

: 3. Madness 2. Duel 1. Sandbox

 

Most Difficult to Conquer

@Flexoo: 3. Dusseldorf 2. Desert 1. Skyscrapers

@Vikingsrallentando: 3. Gubakha 2. Skylark 1. Osa

: 3. Esplanade 2. Rio 1. Skyscrapers

: 3. Skyscrapers 2. Future 1. Rio

 

Best Parkour

@Shedinja: 3. Madness 2. Silence 1. Rio

: 3. Kungur 2. Molotov 1. Berlin

@TriNitroToIuene: 3. Kungur 2. Industrial Zone 1. Novel

@Remaine: 3. Rio 2. Industrial Zone 1. Novel

 

@GoldRock's Picks:

3. Skylark

 

A relatively rare map, this one's actually quite fun to play normally... but when it comes to parkour, the terrain is really good. The scattered, large buildings are accompanied by nearby ramps and bridges, making for some fun tricks and stunts in scaling its higher points. The outer elevated edge seen in a number of maps also helps, and the fact that the map is reasonably sized while consisting of diverse structures right the way across makes for a solid parkour area overall.

2. Year 2042

 

This one's a parkourist's classic. Once upon a time, when I was involved with TFP, I remember coming to this map numerous times with the old members as we invented and tried out new stunts. The industrial props in a large map with some unique features (e.g. the thick walls, random platforms and the ramp to nowhere) seem designed to be scaled. Coupled with a few tall buildings, and there's a lot of potential here for many different stunts to be pulled off. A great parkour map to have fun conquering with friends.

1. Berlin / Lost Temple

 

It was too hard to choose just one winner for this, so I've settled for a shared crown. Berlin and Lost Temple have one very important thing in common - they're both very large, and they're both filled with a variety of large structures and props.

 

You could spend many hours in Berlin and still not have explored all the map's areas. One base seems like a tall town, the other a scatter village, and a green area lies in-between. Many ramps and bridges as well as a long outer wall allow each part of the map to be scaled in turn - you could use pretty much every trick in the book here. Meanwhile, Lost Temple is quite different in its layout, with greenery and buildings integrated through the use of highly uneven and steep terrain. In particular, the central temple and the staggered outside walls form original features, allowing multiple unique stunts in a map with a lot of buildings and places to climb.

 

Ultimately, for any serious parkour team, these two maps are really worth exploring. They offer a vast range of opportunities for great tricks and jumps, as well as some unique challenges. This huge variety of structural terrain means newer parkourists can practice many of the basic techniques, while more experienced parkourists can go for the most exciting and creative maneouvres possible.

 

Best Name

@TriNitroToIuene: 3. Siege 2. Deathtrack 1. Molotov

@Vikingsrallentando: 3. Duality 2. Chernobyl 1. Lost Temple

@Thekillerpenguin: 3. Massacre 2. Novel 1. Zone

@GoldRock: 3. Future 2. Skylark 1. Courage

 

Best Fund/Player Ratio

: 3. Noise 2. Island 1. Polygon

@MiZ0o0: 3. Arena 2. Sandbox 1. Polygon

@GoldRock: 3. Ping-pong 2. Arena 1. Island

@Remaine: 3. Courage 2. Silence 1. Polygon

 

Overall Worst

: 3. Novel 2. Atra 1. Ping-pong

@Flexoo: 3. Camp 2. Hill 1. Duel

: 3. Wolfenstein 2. Skylark 1. Gubakha

@Viking4s: 3. Wave 2. Hill 1. Skylark

 

Discovery of the Year

: 3. Kolhoz 2. Wolfenstein 1. Duality

@Shedinja: 3. Wave 2. Solikamsk 1. Rift

@Remaine: 3. Forest 2. Gravity 1. Highways

@TriNitroToIuene: 3. Station 2. Tribute 1. Desert

 

Best Removed Maps

@Thekillerpenguin: 3. Abyss 2. Canyon 1. Deck-9

: 3. Deck-9 2. Canyon 1. Carousel

@Flexoo: 3. Magadan 2. Deck-9 1. Canyon

: 3. Magadan/Crash 2. Platform 1. Canyon

 

◄ Overall Best

@Vikingsrallentando: 3. Kungur 2. Red Alert 1. Skylark

@Remaine: 3. Wolfenstein 2. Kolhoz 1. Chernobyl

@TriNitroToIuene: 3. Polygon 2. Silence 1. Highland

@GoldRock: 3. Barda 2. Osa 1. Red Alert

 

@Shedinja's Picks:

 

3. Combe

 

For a smaller map, Combe has one of the best organized layouts through its simplicity alone: a clearly defined base for each team, apparent drop box locations, a low amount of obstacle clutter, and predictable spawn locations. There are a number of maps much like it, displaying similar size and characteristics; so besides the linear "reverse CTF" design, what exactly about this map screams 'special'?

 

At first glance, Combe is much like an inverted version of Hill, with two slopes and a slim section of flat ground dividing bases from one another. This difference immediately solidifies balance between both close and long ranged weapons, allowing the latter to have a niche on the field where they did not on Hill: being able to target opponents within the other base from their base, offering the benefits that they'd normally receive on a medium or large map. This does not detract from close ranged fighters' effectiveness, either, as they can still traverse the valley and assault targets from below.

 

Not only is it a simple design in terms of minimal prop editions, but it can still be a challenging map for players of all ranks and equipment. The battle's only as fun as the map and the players are, and the natural slope obstacles can pose a challenge for any player to aim their weapon if they're only accustomed to xy plane maneuvering. Furthermore, being a small map, there are only eight players allowed on the field at a time, which means there's not enough crowding to overpower a distance-based turret, but won't let it overrule the entire field, either. With tankers of all combat styles able to perform successfully in Combe thanks to these details, there's usually a guarantee that the gameplay will always be diverse and unpredictable every time you enter a thriving Combe.

 

2. Red Alert

 

The antithesis of simplicity, Red Alert is a notably complex stage, host to a variety of different elevations, obstacles, and slopes. A player count of twenty maximum only adds to the required awareness level for all players. Thanks to this level of intricate design and variability, players of all combat styles can play specific roles well, so long as they remain conscientious of every occurrence onstage. Red Alert was aptly named; if you're not constantly focusing, you will perish quickly to unforeseen events with little haste.

 

In an odd sense, most sections of the stage are exposed to one another, but only from certain angles and vantage points. This limits the total effectiveness of Railguns, Shafts and the like, opening opportunities for close ranged turrets to use obstacles and shrub props to slip under the radar, granting attacks from unexpected angles. Ricochet and Thunder can also take advantage of this labyrinth design, dealing damage from secluded and difficult to access locations.

 

The redundant pathways and roundabout stage design make for exciting and unique battles each time, yet its medium size still makes sure that unfamiliarity with the map doesn't overstay its welcome, even for first time players. Anyone can play, anyone can learn, anyone can win. It's a matter of skill and utilization of your various surroundings.

 

1. Scope

 

Especially in CTF mode, this stage thrives for players of all turret and hull class, thanks to its classical, articulate and recognizable style of defenses. Two clear-cut teams, holding fast within their dedicated fortifications, must rally and coordinate their efforts to punch a hole in the other castle's defenses and swipe their flag away. Yes, this is the standard definition of a CTF, but rarely does a map feel like one is invading a base quite like this one.

 

To even make it onto this list, a map requires excellent balance for all hulls, teams and fighting styles, so it would clearly follow that Scope would have an excellent calculation of all of the above. The long-ranged fighters can stand proud atop their bastion walls and fire upon the crowd below, but players more comfortable with the likes of Firebird and Ricochet can take the low road instead; that is, the tunnel buried beneath the stage, linking the two towers together. (Or if they're feeling brave, they can brazenly charge across the field and try not to be pummeled.)

 

Not only is the stage well balanced, but it's also unique in that there is not one, but two identical forts, with a well stated no-man's-land in the center. This entirely changes the formula of castle DM modes that Cologne, Wolfenstein, Edinburgh and Fort Knox have previously established, and the fact that there is but one building instead of a number of buildings, in the example of Kungur or Serpuhov, grants legitimate purpose to the structures as if they were designed to aid the counter an invasion. Secondly, the skylight, another unique feature to the stage, allows players to take a rapid shortcut from the surface to the subterrain in the event of an emergency. All in all, this stage feels like it was meant for battles of epic proportions, and that it manages to do so properly without shifting the balance or making things predictable is just the icing on the cake.

 

 

This concludes the Newspaper's Third edition of the Tanki Online Map Awards for 2016. Please give a round of applause for the Reporters that participated! And another hand for our explanation panelists: thekillerpenguin, Shedinja, and GoldRock!

 

Here are the previous versions: 2012 and 2014, for a dose of nostalgia. I hope someone else continues this tradition in the coming years, and I hope you'll be around to see it.

 

Finally, it's your turn. What would you pick?

vikingrepava4.png

Zf2b4Q1.pngeVgViCZ.png 

 

Edited by Vikingsrallentando
Performed final proofreading.
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i dont understand this-

b51e751fc91f420c920e7536524c0f5e.png

any help what those names really r?

Those are the types of background skyboxes you get in a map. Like Skyscrapers has a City skybox, Madness has a Space skybox, Polygon and some other maps have a winter theme skybox.

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i dont understand this-

 

 

b51e751fc91f420c920e7536524c0f5e.png

 

 

any help what those names really r?

To me the number one skybox is The New year one:

7luK5SQ.png

Picture credit to

 

Have look at those explosion of colors and lights!

 

44Y7JOs.png

Picture credit to

Edited by Viking4s
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To me the number one skybox is The New year one:7luK5SQ.pngPicture credit to

 

Have look at those explosion of colors and lights!

 44Y7JOs.pngPicture credit to

oh, I forgot. Happy New Year! Is the best map ever.not was amazing. Hope this years' one is good too.
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The 1 actually does not mean it is the new year one. There are various skyboxes that are similar and I kept it simple and it's what I happened to name it in the survey. I apologize for not including this in the article, but for the record, here are what the choices looked like in the survey:

 

Rio

Summer

Winter

Space

Skybox 1

City

Desert

Summer Night (don't have pic, and few people picked it because of it)

 

My goal was just to get this category on the books, I didn't stress over having every scene, including the various holiday/event boxes. I hope the next curator will use this category and do a better job of orchestrating it.

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