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[Part 1] Plotting the Changes: Map Modifications


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Main Image: @Viking4s

 

Greetings! Yes, dear readers, it has been a while since I have stooped this low visited this section as an actual writer. It has been an entire year in fact. Much has changed in the game since I first began to write articles about it, though I have been trying my best to keep up with this rapidly moving video game. Today, we are going to take an in-depth look at one of the more recent alterations. Let's get started!

 

 

 

Yes this is me actually writing something. No, I am not doing it for crystals. No , you cannot plagiarise it.

 

~ Introduction ~

 

Apart from your trusty tank, plenty of supplies (obviously) and a bunch of enemies to destroy, what is/are the most important thing(s) in the game? It's the shop isn't it? No, It's the wondeful maps that bring this game to life in many respects, especially if you have the technology to run Tanki on full graphics.

 

Anyway, the majority of the maps have been around for an age, with the exception of a few. The number of tankers crying out for new maps is actually quite noticeable, especially as skilled individuals such as @Adriel.RB have created some extraordinary battlefields (some of which, I will add, are better than many of the official maps). The current 77 maps in-game have barely changed since each was added, even though some are clearly skewed into favouring certain gameplay and/or turrets. The most recent map alteration (in my memory), was the addition of an extra level onto the central hill on the Siege map, because Magnums were terrorising helpless base defenders on either side.

 

But this has changed, completely owing to the future introduction (or completion) of the upcoming Matchmaking System. In the 151st Vlog, it was announced that certain changes were going to be made to several maps, with Polygon, Silence and Highland to be hit the hardest. Also, a new map was to be added to the game - Yorkshire. These map alterations were to be introduced to make every map within the non-PRO bracket suitable for 20 players (10v10) to play in. During the Matchmaking testing which happened shortly before the Vlog became live, players got a sneak peek at the new maps. Currently, these new maps are only available in non-PRO battles.

 

Regardless, let's leave all the boring introduction and skip straight to the...slightly less boring part. We're going to be taking a look at all the map changes and analysing them. Let's go!

 

Map Changes Briefing - Kindly Supplied by

  • Aleksandrovsk — summer and winter (no visible changes)
  • Barda — summer and winter (no visible changes)
  • Brest — summer and winter (removed entrances behind the bases)
  • Bridges — summer and winter (concrete blocks added in a few spots)
  • Desert — summer only (no visible changes)
  • Forest — summer and winter (removed the hole in the middle of the map)
  • Future — summer only (no visible changes)
  • Highland — summer and winter (both bases revamped, added new territories)
  • Highways — summer and winter (the size of the bases slightly reduced)
  • Industrial Zone — summer and winter (small changes to several parts of the map, removed the tunnel below the building with the destroyed roof)
  • Iran — summer only (no visible changes)
  • Kungur — summer and winter (no visible changes)
  • Massacre — summer and winter (the map increased in length with the additional territories for both bases)
  • Osa — summer and winter (added new ramp to the central platform)
  • Polygon — summer and winter (many changes to the perimeter areas of the map)
  • Red Alert — summer and winter (slightly increased the size of some pathways)
  • Rio — summer only (increased the base territories, the Red flag moved down)
  • Serpuhov — summer and winter (concrete blocks added in a few spots)
  • Silence — summer only (extended the territory for both bases)
  • Solikamsk — summer and winter (territory reduced with the removal of narrow pathways at the sides of the map)
  • Tribute — summer and winter (concrete blocks added in a few spots, new building in the middle of the map, ramp added to the hill off the side of the long bridge, some pathways expanded)
  • Wolfenstein — summer and winter (areas blocked to the side of the ramps to the castle walls)
  • Year 2042 — summer and winter (territory narrowed on the right side of the map close to the Red flag)
  • Yorkshire — summer and winter (brand new map)

 

 

~ Minor Changes ~

 

Let's begin with some fairly minor changes. In this section we will look at maps that underwent very few modifications. The majority are so small that they have a corresponding effect on gameplay within the map (usually very minimal). I will highlight these changes, suggest why they were included (even if it is blindingly obvious) and then give my own opinion as to whether the alterations have improved the map in question or not.

 

 

-- Forest --

 

When I first discovered and entered the Forest map, I was actually largely disappointed with it. My imagination had formed an image of a tall tree-filled map with lots of interesting tunnels and cliffs. Instead, I was greeted with an elevated plateau covered in bushes and small mounds - not exactly a forest. It wasn't quite as bad as I had thought, though. Forest can entertain in ways other than in a visual sense.

 

All turrets can work here in some form or another, with the map changing from moderately open to full of interesting turns among the mounds dotted on the upper plateau. I've found that I can enjoy playing here with every turret (though obviously some out-perform others) without feeling forced into using a particular turret or hull.

 

Changes

 

o5ghk5U.png

The only change to Forest is shown above. A "holesome" change if you ask me cringe.

 

Actually, there is only one change to Forest, and it unfortunately involved removing one of the features Forest was most renowned for - the central hole. Yes, I'm fairly sure everyone reading this (if there is anyone else reading this) has suffered a lack of concentration and suffered the misfortune and embarrassment of ending up falling into this pesky little feature.

 

I certainly have anyways.

 

Perhaps to the happiness of many, the Developers decided to remove this hole in the update.

 

Old vs New

 

Well, since the change is extremely minor, it hasn't affected gameplay or tactics much. However, I've noticed that the centre has now become a place with heavy melee fighting, compared to before where everyone seemed to be solely focused on avoiding falling into the hole. The centre of the map is now open, rather like a clearing in a forest. I like it and prefer Forest this way. Holes annoy everyone even at the best of times.

 

The changes to Forest have left gameplay largely unaffected, so they are neutral changes.

 

 

 

-- Osa --

 

Osa is a map that possibly discourages tankers (me for example) from playing by its name. The word "Osa" is not particularly appealing, being short and relatively boring in appearance (when compared to other map names such as "Madness" or "Fort Knox"), so this could well be one of the reasons low-ranking tankers tend to avoid playing here. Osa was never really a very popular map until the Daily Mission changes, which forced players to explore these relatively untouched battlefields while attempting to achieve mission goals.

 

After certain Clan Tournaments, I found myself playing on Osa fairly frequently and it has now become a favourite of mine, even more so than Kungur or Serpuhov. I love the differences between the bases and the interesting territory that separates them. Truly, Osa is worth much more than just being the host of the occasional Clan Tournament fixture!

 

Changes

 

xbxieMO.png

This picture shows the only change made to Osa.

 

Since this is under the "Minor Changes" section, one can safely assume that Osa was relatively untouched when the map changes hit the game. And yes, one would be correct in that assumption. Like Forest, Osa was largely left alone when the "Angel of Death" (Aka Hazel) swooped through the map collection creating scenes of terror and destruction adding and altering here and there.

 

Also like Forest, there was only one change to the entire map. Unlike Forest however, something was added rather than being removed. A new ramp has been added to the large central platform, meaning that now both teams have better access to the platform for its supply drops and also for CP mode, as the "C" point is located there.

 

Old vs New

 

As with most minor changes, a slight change like this won't affect the general map balance very much but even so, it is a beneficial change. Before, the central area hemmed in the Blue team, meaning they were channelled under the main bridge. Now, they have a better and less exposed route to the "C" capture point and to the tactical aggressive camping position overlooking the Red Base. It also unlocks new attacking routes/escape routes in CTF mode.

 

Personally, I think it is a slightly positive change to the map, even though it is very minimal.

 

 

-- Red Alert --

 

Red Alert, like maps such as Bridges and Kungur, is a veteran of eSports Tournaments. It is extremely popular among XP/BP players and clans alike, and I have spent many hours training hard with various clans across my time in Tanki. It is a well-formed and interesting map, full of surprises around every corner. Its versatility is incredible as well, considering it is not a particularly large map. Every turret and hull, when in the right hands, can perform admirally here. Due to the mission change update, Red Alert has become even more popular among regular players who can enjoy the fast-paced and frantic gameplay that this map has to offer!

 

What has changed exactly?

 

Changes

 

uriO7Px.png

 I really had to get out my microscope to find these changes in Red Alert.

 

Essentially nothing has changed here, if I am completely honest. The Patch Notes stated that several pathways have been widened, so I set about looking for some widened pathways (duh). I managed to track down and locate two points where the breadth of the paths had been changed. Essentially, one path has been widened to allow tanks to fit between a wall and a grassy bank while another gorge has simply been extended outwards to allow tanks to pass each other (now you don't have to be polite anymore). Also, one wall (shown above), has been flipped so that the crumbled side faces the other way.

 

Old vs New

 

Minor alterations equals minor effects on general gameplay. Of course, more width to certain parts of the map is always appreciated, especially by those Speed Boost-infused Wasp M4s who tear around without paying much attention to the location of walls and other obstacles. And of course, there is now a new way to get around a barricade! Aside from that, there isn't really a great deal to say.

 

The minor tweaks to Red Alert have left gameplay largely unaffected, so they are neutral changes.

 

 

-- Serpuhov --

 

Serpuhov is a sort of sister map to Tribute as both contain similar features, both geographically and visually. Serpuhov is another favourite map for campers, especially if you're on the upper Red Team who, aside from having the higher ground, have buildings and other features to retreat behind. However, this map can still be great fun for other playing styles, as the outskirts of the map provide plenty of cover for stealthy attacks. The Supply Drops are well-spaced, neither too plentiful nor too scarce.

 

All in all, it is a very fun map to play. Now, let's see if the update has affected it at all.

 

Changes

 

D3O3B7u.png

Serpuhov changes. Cute eh?

 

Unlike Tribute however, Serpuhov contrasts in the sense that it has been relatively unaltered during the map changes. In fact, all I could find that had changed (aided by helpful patch notes) were the magical appearances of three new barricades. One has been placed on the Red side near a Double Armor zone (2) while the other two have been added to the Blue base (1) + (3). Two are next to a Supply Drop Zone of some kind whereas the other simply seems to add attackers a small piece of cover after they enter the Blue base.

 

Old vs New

 

The addition of a couple of barriers isn't going to change much, although I thought that they might play a role in ASL mode. However, after a quick scan of the ASL Sherpuhov, it turned out that my initial thoughts were incorrect. The barrier that has been added to the blue base, as shown in the above picture, will be useful for attackers coming from that direction. However, aside from possibly providing some mediocre cover, the other two add little.

 

In my view, these barricades add little. Therefore, they are neutral changes.

 

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~ Medium Alterations ~

 

Alright! We have covered the maps that were least affected by this update in the section above. Now it's time for us to move onto changes that were a little more pronounced and are much more noticeable. Let's continue!

 

 

-- Brest --

 

Brest is renowned in several ways, with not all of them being positive ones. To begin with, it has the "entrenched armies" feel, where both teams are facing each other in bases with the centre being a sort of "no-mans land". It has a wide variety of interesting drop zones and both bases are similar, meaning no one has an unfair advantage. It can be a fun map to play, though definitely only under the right circumstances.

 

The main problem is is that campers absolutely love it. There are multiple places to hide and shoot undetcted, many walls and other objects to retreat behind once your target has been destroyed, and plenty of high-up sniping platforms. I have played many frustrating games here where Shafts and camping Railguns have been relatively untouchable and achieved very high D/Ls (though it's a favourite map for my alternate account for this reason).

 

Changes

 

LRyKtab.png

The image above shows the changes that have taken place on Brest. More places to snipe unobserved from - great!

 

Brest has experienced some interesting changes in the map changes update, though they were reserved for what are the opposing bases in CTF format games. To begin with, the lengthy passage behind both bases has been removed and the rear entrance blocked up, with new clusters of shrubbery added and several signs. This removal limits the number of access points to the team flags, so the developers decided to add an extra entrance on either side of the base in a position where it originally looked like an exit pointd had once been. However, these extra entrances only occur on the Blue Base side, not the Red. In addition, the duo of Speed Boost drop zones which were located behind the bases have disappeared, and the Double Damage zone which was under the rear doorway has been moved forwards.

 

Old vs New

 

So, how do I think the new version of Brest compares to the old one? Well, the removal of the rear passages has certainly improved the flag protection, meaning there are less available escape routes. However, this also has the downside of making sneak attacks on the upper campers a little more predictable, since attackers now cannot access the base via the rear. In addition, the vast amounts of shrubbery added on both corners means that Shafts and Railguns can hide much more easily, compared to before where the corners were fairly exposed. It doesn't encourage the right kind of gameplay. However, if you're a camping kind of guy, you will love this map even more!

 

The main reason these changes have been implemented is because of the new ASL mode (Assault), so the entrances to the Red Base (the attack point) have been limited. While it certainly makes defending in ASL mode easier, it doesn't improve the other formats' diversity where gameplay is concerned.

 

My opinion is that aside from the obvious improvement for ASL mode, these changes to Brest have affected it in a negative fashion, simply because it means that as well as encouraging camping, they're making the individuals safer.

 

-- Bridges --

 

Bridges is another map which experienced changes which generally only affected its features, rather than its size or general layout. Bridges is a popular map among eSport players and it is one of the official maps used in clan tournaments, having been host to many decisive and bloody clan battles over the years. As you might have guessed by its title if you haven't set foot here before, Bridges is named after its bridges! There are four main bridges which form a square around a central platform, on which sits a large building. Two more bridges connect the platform to the main network. It can be a fun map to play and it does support all types of gameplay, as the map is quite dynamic in many respects.

 

However, the exposure of the bases to fire from all directions is noticeable, and base defenders have to take up interesting defensive positions to stay alive long enough to perform their roles. This tended to be main issue with Bridges, especially as the Blue Base was had no covered defending positions whatsoever.

 

Bearing this in mind, let's look at the changes!

 

Changes

 

6leIp1u.png

Here are the modifications made to Bridges. Literally the only Bridges maps I could find were in Winter.

 

As briefly mentioned above, Bridges does have a strong bias towards the Red team during CTF games, as the Blue base has little to no cover for its defenders. Not anymore. Thanks to this recent update, Bridges has gained multiple barricades. Two have been added to the Blue base, with the existing sign having to make way for one of these. In the central area another wall has been included and the previous one has been exchanged for a more "heavy-duty" structure. The Double Armor zone which was present there before has been moved. Also, the Red team's spawn point in CP mode has gained several walls (this area is also used as a flag point during ASL mode). In addition, three other barricades have been added around the map. These are shown in the image below.

 

PM5f7s0.png

 

Old vs New

 

So, are these new changes beneficial for the map? In my opinion, yes. The new defensive structures for the Blue team have certainly improved and balanced the Blue base, and some of the other barricades which have been added turn exposed areas into sheltered hiding places. The moving of supply drop zones has little to no affect on anything, though the new barrier added to the central area does feel a little on the "slightly overdoing it" side. I mean, no one wants to see a map that is just one big maze of barricades and defensive structures. Some of the changes have been made purely for the new ASL mode (for example: The barricade in the middle of the above picture protects the ASL base) and of course changes needed to be made for this mode to work here. However, as with maps such as Tribute (which we will take a look at in a future article), too many new barriers can result in some nasty changes in gameplay. The good news is that Bridges has not quite reached the point of becoming "overdone".

 

The changes to the Blue base in particular have balanced this map, especially in CTF mode. Therefore, they are positive modifications.

 

 

-- Highways --

 

Highways is a tough map for many player types, especially in CTF format. If you ever have the misfortune of ending up in a Highways battle without Shaft protection, you may want to quickly amend this. Battles here are simply one big sniper-fest, with unfortunate other individuals acting as blaster fodder along the way. In CP mode the camping problem isn't quite so serious, as the plentiful capture points themselves are either tucked out of reach of campers or are pretty much inaccessible once they are captured. CTF is where the fun begins (for those few individuals who delight in farming kills from poor innocent Firebirds and Freezes).

 

CTF mode is an extremely tough mode to play in if you're the "rush in and capture the flag" kind of guy. Very rarely are games completed by one team reaching 10 captures, as the hapless flag carriers are nearly always sniped and destroyed before they get anywhere near to their home base. Something needed to be changed where the bases are concerned, as they were just too far behind enemy sniper lines and too protected for successful assaults to be made.

 

Changes

 

WnctjIB.png

These are the Highways changes, shown in the above image.

 

The developers finally came to their senses and decided that the camping problem in Highways was simply too great to ignore any longer. On both sides of the map, the team flags have been moved down a layer, going from the very well protected top layer with sheltering walls to essentially one of the most exposed places on the entire map; at opposite ends of the main central bridge. In addition, the actual sizes of the original bases have been decreased, with two buildings replaced on either side and the pathways that used to lead behind the buildings have been blocked off with barricades. The central green building looks as if it has changed, but actually it has simply been rotated 180 degrees. Also, the ledges that run down the map sides in steps are now self-destruct zones.

4qjKk9j.png

You can almost hear the sinister laughing from here.

 

 

Old vs New

 

A very good and much-needed change in my opinion. Highways was simply disgusting to play in CTF mode before without hundreds of supplies and micro'ed Shaft protection. Whereas before attackers were exposed to the menacing Shafts for long periods of time, now they can slip to and from the bases in relative cover for the majority of the time. Campers played far too big a role in Highways battles before, but now I think this update should balance things out a little better.

 

This change to Highways is a positive one, since it now means that players with non-camping playing styles can perform better here.

 

 

-- Wolfenstein --

 

Wolfenstein is older and bigger brother of the maps Edinburgh and Cologne, though it does share some similarities with another map; Fort Knox, as they were created by the same person. The style is that of a medieval fortified town, with picturesque houses and grand ruined castles. It has always been a fairly popular map among players, even after the introduction of Cologne and Edinburgh, which (as mentioned before) were styled in a similar fashion. It is a fairly well balanced map as it is, with neither team getting any particular advantages due to the bases being similar and the centre of the map being roughly symmetrical.

 

But did the developers decide Wolfenstein needed modifying?

 

Changes

 

iMH8gH0.png

The changes to Wolfenstein are shown in the picture above.

 

So, what changes could be seen on close examination? Interestingly, the patch notes let me down here. I'd noticed the small barricades during several battles in the updated map, but that was originally all thought had changed. However, after closer inspection I realised more had changed than the patch notes had let on about. For a start, the size of the central castle had been increased, with new walls added and the overall area it encompasses expanded. Towards the Red base, two buildings have been replaced with new ones that appear more inkeeping with the rest of the map's visuals, and a length of castle wall has been added. In the Red base itself, a house that was previously situated there have been removed completely and replaced with a short length of wall. The Double Damage drop zones which were originally placed there have been moved to new locations, as shown in the picture. Finally, a Repair Kit has been added in the place of another Double Damage, meaning that there are now two Repair Kits per side, balancing the drop zones. All these changes are shown in the pictures. Also, as shown in the image below, multiple small barriers have been added on nearly all the castle ramps.

 

PtsmghK.png

Plenty of these have been introduced in the update.

 

 

Old vs New

 

How do the new additions to this map affect battles here? I think the Repair Kit balance was necessary, as before one team had a slight advantage with two on their side compared to one on the other. I think the Red base did need a slight debuff as the small house was perfect for people to hide behind, especially if they had picked up the enemy flag and were waiting for a return. On the other hand, the changes to the central castle only appear to have been made for ASL mode (the ASL base is located here) and I much preferred the previous version as it was far more interesting in appearance. The wall extension is interesting, as I originally thought it would not be used at all - a sort of pointless addition. However, I've observed several Magnums using this to camp from during several battles I've played here. Not particularly ideal. The visual changes (the buildings) are asthetically pleasing, as they merge well into the general medieval backdrop, compared to the previous ones which stuck out like sore thumbs.

 

My opinion is that although some changes have been positive, others have certainly been negative. Therefore, the overall changes made are neutral.

 

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 ~ Conclusion ~

 

And with that, I reckon it's time for you to take a well-earned break from reading (if you've actually managed to make it this far without passing out) and go lie down. This article is part one of a two-possibly-three series about the recent map changes. In future articles we will take a look at some of the maps that got drastically altered to fit the new matchmaking requirements, and possibly even go as far as checking out the new CP and ASL point/base locations. I hope you've found this useful and possibly even gleaned some interesting and helpful information in the process, and I hope that my lack of editing skills didn't make my images too much of an eyesore.

 

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Stay tuned for future articles in which I will discuss and explore more map modifications, and possibly even venture back a little deeper into writing!

 

Thank you very much for reading!

 

 

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He is back! That's my boyo.

Nice picture (not sure about the yellow frame thought).

 

<rant> These safety small barriers are the ugliest things that tanki introduced to nice, good looking, authentic map.

 

 PtsmghK.png =   TBP11c%20-%2001-190x190.jpg

 

Tanki! Seriously!  Let the noob flip once, twice, ... maybemore, but then they will know. They will learn. It's part of the evolution selection.</rant> 

Edited by Viking4s
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He is back! That's my boyo.

Nice picture (not sure about the yellow frame thought).

 

:D

 

Well, I had to pick a colour...I chose yellow (Coldplay song ok).

 

Good article! The detail using the pictures is outstanding. Good work :)

 

Excellent effort!

 

Nice! The pictures illustrate your points perfectly.

Thanks guys!

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A M A Z I N G !

I did not even notice these changes, since I don't play these battles. But nice to know)

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Lool

I love the old highways
Camping with mines in the enemy base on the edge of the map

 

 

 

:ph34r: Wait, i never knew that they changed it 

 

 

Edited by Heles
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