Jump to content
EN
Play

Forum

Vikingsrallentando

Tanker
  • Posts

    233
  • Joined

  • Last visited

Everything posted by Vikingsrallentando

  1. Vikingsrallentando

    [Issue 58] [Interview] Community Events - A Chat with the Organizers

    After a much anticipated launch and a very detailed review of the EN Community Events, it is only appropriate to sit down and meet the few tankers that work on the project. I first reached out to katekizem and xMoneyMaker to get their story on how the events came to be. I found out there are many more persons involved in to projects inception and production. If you are a fan of the Events, take it upon yourself to read the entire interview and it's many perspectives. Enjoy! Viking: katekizem and xMoneyMaker, thanks for taking the time to do this interview for the Newspaper! Nik: Hello Vikingsrallentando, thanks for conducting this interview on our Events project :) Money: Thank you too! Viking: Of course! Before we get to the details of the events themselves, I'd like to familiarize the audience with the two of you and how you came to this point in your Tanki career. How did each of you find the game and what has kept you playing? Nik: Well, that's a long story. Sometime in late 2011, my friend first told me about Tanki Online. We started to regularly play the game, and it started to get more and more addictive. I started to build up friendships, and this is what has kept me in the game. Money: I found this game by my little brother, @iMoneyMaker. He wanted me to try out this game, and I gave it a shot. At first, I wasn't a big fan of this game, from the point I joined a clan, I really started liking this game. Starladder was amazing, entertainment, fun and enjoyable. Main reason I'm still playing is for friends, to have a laugh, timepass, and clan. I really enjoy playing eSports tournaments, recently the clan I've been in "AK" and we came in second place in the MoS tournament, and won Gladiator and Silver paint. Viking: Very nice. We all get addicted at some point on our journey. What led you to become an event organizer/staff member? Nik: The journey to this point in my Tanki career is interesting as well. It all started off with the TankiOnlineSpectator project, and the "Helpers vs Players" battles that I got a chance to organize. Soon after that, I got a chance to become a German Community Event Helper, and I, of course, grabbed that chance. After around half a year of helping them, I got the ability to speak from Spectator mode, and from that moment on, I helped with the organization of DE Events. While that was happening, I was already working on translating all the DE Event rules into English, so that we could start doing Events in the English community as well. Until that moment in time, English community had some Facebook events, but they weren't really frequent. So, once Cedric became the new EN CM, he gave me the chance to officially start working on EN Events, and from that moment on, everything we did was a step closer to making these events published - and now, we succeeded that! Money: I was one the first people to work with on this project "Daily Events". We first met on a German TeamSpeak, where I was in clan called "HZD". I know fluent German, and one day I messaged this person called "katekizem" and found out that I have met him couple years ago, when I was in clan called BFM, and lost to his clan. Since then we were quiet close, he helped me a lot through my Forum Mod Candidate period, along with other friends such as Mia. I decided that I wanted to give something back to him, after couple months of getting to know Nik very well, he started talking about "Daily Events", which he was already involved in the DE community. He wanted to bring it to the EN community. I really liked his ideas, he worked extremely hard, before I even got involved, he already had majority of the stuff ready, and it was just the matter of time of getting accepted by the heads and publishing it. It's a big step up from helping in an Event, to hosting an Event and for that reason I rate Nik. He wanted to make the EN community to come back alive, and needed someone to help him, that someone was obviously the one and the only Moneyyyy ^_^. It all started in the German community. I think it is necessary to have a talk with their side of the story to see what events are like and how they came to be what they are now. Viking: I understand both of you work on the DE Events, which are a part of the Cybersport over there, and you also are around on the EN side, could you explain how each of you came to work on the DE project and what it's been like watching the EN start up? Fabi: I personally became staff around 2.5 years ago as a reporter, which I quit 1.5 years ago because I had no time there anymore. The first event I personally participated in was in January 2015, a Mammoth Rush in which I asked the organizer (German FB admin at that time) if I can be the wasp next time. He added me then as event helper. Around 3 month later I got candidate because of my skill as commentator and organizer (I had already used an unofficial eSport account to help out). At that time the German events were split in Facebook and forum events. After our community manager changed, the admin for the events had to leave and I got promoted as section leader, simply because I was the longest organizer. We are really happy to see the English events grow up. We tried a long time to start them because of a significant amount of international players who participated in German events. Although, our goal was only to get translations of our rules for the international players. Torben: For me it was kinda luck. A good friend Flo_BoS asked in Skype if someone would have time to help in "Minehunt". I was online, so I went to help him. This was my first contact with events. It was 16.02.2015 and I asked him how he got his position as an Event helper. He told me to "apply" (with 4 words) in a forum. Without him, I would not even have played in an event. I was accepted and helped as an Event helper for ~ 5 months. Then I got accepted on the cybersport staff. Till now that hasn't changed. :) How it has been to see the English events grow? Just amazing. First we just wanted a translation for our rules, because of the English players in German events. But the idea to organize events in the English comunity was the best idea I had seen for a long time. Here are so many players, with want to participate. That's like I said just amazing :) Viking: Seems as if both of you have experienced some luck in your endeavors. In case it wasn't made clear to the readers, what you see in the EN events is derived from the DE events. Could you tell us where the DE events themselves came from? Torben: I was not really interested in the forum or cybersport until I was an event helper. But as far as I remember the first idea for an event was the tournament "Tankiada". There we got the idea for today's Tanki Race. But "Tankiada" was not the first event called "event". The first German event organized event was "Mammoth Rush", which was organized by our community manager Valery, our cybersport admin Viktor, and the Facebook admin Moritz. After this first event there were two different part of events like Fabi allready said, the forum (organized by Nick - raphi_1001) and the Facebook events (organized by Moritz - miiolo). Together with the event helpers, they created most of today's events. ~3 month after this first event I joined the event helpers. Fabi: The first official Event was Mammoth Rush at Halloween 2014. This event was held by all communities separately and were designed by the developers. A few months later the German eSport Admin AntiVirus (don't know the correct spelling of his name) decided to create forum events. While the Facebook admin miiolo also decided to create events for Facebook, similar to the English Facebook events. at the beginning the events were more random, not daily. After some months we decided to make daily events, every second day Facebook, the other days forum events. Then most events where later created by the event team, but some events where created by competitions and players. Viking: Wow, this is an older project than I thought, and they work really well! Did it take a lot of trial and error when it came to creating these modes? And how did you progress to the current frequency of the events on DE side (which is daily)? Torben: Before we publish an new event we always test them. And yes it take lot of trail. Therefore we test it :) Normally we write a bunch of rules but while a test we always add some more, change equipment or notice it's not possible to do this regularly. A good example would be "Tanki Football", the plan for this event was made long ago. We tested it several times and changed nearly all rules. At the beginning we wanted to play it with twins, but we decided to use hammer at the end. The frequency is daily, like you said. That have a simple reason, the German community lives almost in one timezone. Because of that, we organize events only at 20 UTC+2 (our timezone), at the beginning, it wasn't daily and much players forgot the events. They were online at the wrong date. So we simply decided to do events daily, that's easy to recognize. Every day, same time, same place. Fabi: As Torben already said, there were a lot of trials and feedback from the community helped to improve the events a lot. The only thing I have to correct is the time, it's 6pm UTC+2 ^_^. 8pm or 20 for us, it's not the first time timezones created some troubles for us, sometimes we started an hour or two too early preparing English events. Currently, we reduced the amount of events per week at German community due to the fact that a large amount of players came from other communities. Another reason was that the German Events got slightly rusty and we want to improve them to create a better experience for everybody. Viking: Timezones are tricky business, but not in your community. Lastly, which mode do you personally enjoy organizing? Which mode do you think the players like the most? Torben: In my opinion Minehunt is the best. Yes, it needs some time to prepare this event, and you have to parkour. It`s something different than other events. And that is what I like about it. We can show that it is possible to do things witch were not planed for this game. Who thought tanks would be able to fly? After this first part, the players can join and it`s quite funny to look at them. Trying their best to get on a house. What they are doing with Wasp-Shaft is just amazing. Fabi: My favorite event to organize is Minehunt, it's really interesting to prepare but also to watch. Especially if whole clans participate which are capable of doing really nice parkour (although the players only can use shaft). For players, Minehunt is a favorite but I think Save the Gold is going to get the most liked event. ~ Resuming Interview with Nik and Money ~ Viking: @Nik: Seems as though you had a gradual introduction to your role, how important was it to help organize the Helper vs Players? What did you learn from that first experience? Viking: @Money: With your background in clans, had you had any previous experience with planning Tanki related gatherings? If so, how does it relate to your job now? Nik: The Helpers vs Players event was pretty unexpected to me, it came out of nowhere (since the Project leader became inactive). I learned a lot from the experience, and I am very thankful and happy that it was as it was. It gave me my first impression of Event organizing, and it made me interested into Events even more. Money: I have been a Leader for a number of months. I know how to organize my time wisely. Clan experience has taught me a lot, not just as a Leader even as members of a clan. Currently, I'm struggling to keep up with Event times, due to University work. I'm in my first year, meaning, I'm new to this environment. Lectures, handing in work ( Assessments on time), helping out, joining societies, is a real pain. Therefore, I do not have much time in playing currently, and nor helping out in Events currently. It will take me couple solid months to get settled in and help out in events regularly. Viking: I'm in the same situation as a first-year college student, you don't quite know how much time you have until you've been studying a while. We hope you get acclimated well and at your pace. Now to running the events themselves, what would you say is the hardest part about operating them? Nik: Thank you! Every part of it has its own difficulties. Translations took quite some time, tho I would say getting some decent event helpers, and make them work together was the hardest part. As all of that was already done, we are facing new difficulties every day. The hardest one is without a doubt managing a group of 20 or more participants, with some having no idea what to do (which is understandable, as we have only just started with the Events). Sometimes that part takes even longer than the event its self, and that is what the whole community will need to work on. Money: Personally for me the hardest part is timings. At times I finish lectures around 6, 7 or even 8. The times I finish early, I am mostly on different society groups, studying and reviewing what I have learned. Like Nik mentioned, every part has its own difficulty. Lately, I have not contributed a lot to the Events, due to difficulty in times. Viking: Of course, with new things comes the acclimation period (like after big updates when people freak out). Could you explain the relation to your work and what the helpers do; how do they help you run the events? Nik: Relation to work? I love it! I enjoy every single second of it, and that is what matters to me personally. Helpers play a big part in our events, without them, the whole project would not be possible! They are the ones that you are very likely to come across if you will join an event. They are playing the basic roles, that other players do not get a chance to do (let me give you a quick example - they are the ones putting mines by Minehunt, shooting players on Shooting range etc etc.). As Nik said, "you are very likely to come across" an event helper. Therefore, it would be rude not to introduce them to you. Meet the helpers! Viking: What is it like working on the Events project? Damar: It feels good to help and see other players enjoying the work you do and having lots of fun with it. Ninja: The job is fun and depends on team work. It's good to see players competing with each other in different exciting challenges. It's a pleasant experience overall. Lovro: Working on Events project is exciting. It's amazing to see how random people can cooperate as well as competes against each other. Viking: I can imagine! Is it a good partnership with Nik, Money, and the DE organizers? Damar: Yes it is, without our organizers, we would be just a mess. Ninja: Indeed. We work as a team and got each others back. Lovro: Yes, there is a lot of communication between the organizers, which overcome the difficulties. But as well there is an agreeable friendship between all of us, including the helpers, which allows the events to run smoothly without many mistakes. Viking: That is nice to hear. One can conclude you enjoy helping the project? Damar: Yes, for me I enjoy working with the other event helpers more than anything, especially when we have time to mess around with each other. Ninja: No doubt, I really enjoy helping with the project. The fun part about my job is that I get to meet different players of the community from all over the globe and have some nice time with them. Lovro: Working on this project is amazing, especially when I see players enjoying the events which I feel happy about. Also, whilst setting up the event, working with my colleagues is just as amazing. We hope to achieve, that in the future, that everyone can experience the fun in participating in the events. Viking: Enjoy enjoying the events in your company. Lastly, since I've given everyone else the chance, I'd like to ask which event mode is your favorite and which mode do you think is the player's favorite? Damar: I enjoy "Kill the king" and "mammoth rush" events the most because it's just full of action, as for the players i think their favorite event is "Kill the king" or "Shooting range 2" because they are the ones attacking. Ninja: I personally like "Kill The King" and "Last Man Standing". As for the players, I guess, they like "Tanki Race Extreme" and "Shooting Range 2" as they don't need to have a lot supplies in order to compete with others. Lovro: I agree with Damar ''Kill the king'' is the most action packed and fun event that Event helpers and players enjoy the most. ~ Resuming Interview with Nik and Money ~ Viking: I bet that is pretty fun to watch people look for your mines or shoot the sitting ducks. As with any new addition to the community, opinions are formed and suggestions are made. What has the response to these events been like? How have their thoughts helped to improve the project? Nik: As expected, there are some that like, and some that dislike the idea of Events. The majority likes it, so it shows that we are doing the right thing. There are a few issues that all agree need some upgrading - there is only a limited amount of players that can join the event, and normally the connection speed matters. We do know that the "system" we use right now needs updating, but it is hard to find solid solutions for it. Viking: I can't wait to see how their feedback helps. Lastly, continuing the trend, could you tell us your favorite event mode and which event mode you think is the players favorite? Nik: That is easy - Minehunt for sure! It was always my favorite one, from the times I was just a player, an event helper, organizer, and even now. As for players, that would be hard to say. One of the most visited are Minehunts, Shooting Ranges, and Tanki Races, but each player has his own taste, so we'll leave that decision up to them. Viking: You hear that tankers, you have to decide! I've had a blast talking with you guys about the community events, do you have any final thoughts to close out the interview? Nik: Thank you for having me here! It was fun to answer your questions, think back in the history a bit, and remember how all of this hard work is starting to pay off. I would also like to thank all the participants for making this possible, there would be no events without them! Special thanks also goes to Damn_Slow and Cedric Debono, they are always ready to help us out! You have probably asked, why aren't the events organized within the eSports? I asked the eSports admin what he thinks of the separation between the two. Viking: Do you think the Events compliment the eSports section well? Damn_Slow: I don't think it complements eSports, I just think it is a thing of its own. The game has a huge diversity in what it can offer to its most loyal and fervent players. They are the ones who attend events of all kinds. Community Events is primarily targeted at them and gives them a chance to get something extra, thus rewarding their support to the game and community. Before we sign of this interview exposé on the community events, I'd like to share Cedric Debono's thoughts on the recent addition of the events to the community. Straight from the CM to you. Viking: From the CM perspective, what kind of potential did you see in the events? And now that they are here, what is their impact? Cedric Debono: Events are fun, that's the bottom line. From a purely "business perspective", they don't do much in reality. Because of the obvious limitations, the number of participants will always be a drop in the water, no matter how many we organize. But even though Tanki as a business doesn't get any real benefit from them, Events were one of the very first things I wanted to bring back to the community (even though it took a while for it to actually happen). And this is because they're just so much fun for the few people who manage to get in. I'd love to have many times the resources that we have, so as to enable a huge portion of the community to participate. But as it is, we'll have to content ourselves with what our dedicated team of event helpers manages to pull off with their limited time and energy. And I do believe they're doing a great job. There you have it! The EN Community Events are a great new addition to the the plethora of different things to do in the Tanki world. While some say there is room for improvement, I'd say they are off to a great start. I hope a look into the many perspectives displayed here today gives you some useful insight into who puts on the events that you enjoy.
  2. Vikingsrallentando

    [Issue 56] [Contest] The Pyramid of Tanki

    Rewards will only be sent to the account used in the entrants structure. Account A was in the structure, only account A can receive a reward. I have a more sophisticated method of scoring and ranking the entrants by quality and how well they followed the judging parameters I gave. There will be no luck of the draw in this contest.
  3. Vikingsrallentando

    [Issue 57] The Pyramid of Tanki

    The construction period of the contest "The Pyramid of Tanki" has concluded and it is time to see who won the highest bid! Although, very few (less than expected) entries were showcased on the contest topic. For that reason, the prizes have been adjusted so every participant goes home with something! Lets see how they turned out! 1st place finishers that will receive a pool of 30,000 crystals are the 3 dimensional entries: ∆ The Black Pyramid ∆ by @viking4j and crew LeOrange Pyramid by and crew 2nd place finisher that will receive a pool of 20,000 crystals for an abstract 2 dimensional pyramid: The Pyramid of Unity by and crew 3rd place finishers that will receive a pool of 10,000 crystals are the 2 dimensional pyramids: Star Spangled Squad by @Jwimmer and crew Sandbox Pyramid by and crew I thank our participants for doing their best to create something new by working together. Please, share your thoughts on the results. Also, if this contest were to be done again, your suggestions on how to make it better. Thanks again! For the winners depicted in this topic: A private message will be sent to the entry's poster very soon in regards to the prize pool and how it is to be split with your crew. You will have less than 48 hours to respond to this request promptly. Otherwise, the pool will be split evenly. The prize pool itself will be distributed on Monday, the 10th of October.
  4. Vikingsrallentando

    [Issue 56] Real World Phenomena: Pokémon GO

    That is if you get the luxury of keeping one for more than an hour. I've not found a mega-gym that I'm willing to spend time and resources working into.
  5. Vikingsrallentando

    [Issue 56] Behind the Tank: RustyNail

    Suit yourself, I think we accomplished something. That something still seems to be purely subjective to either side. We all have guilty pleasures. Certain substances can be consumed with proper moderation.
  6. Vikingsrallentando

    [Issue 56] Behind the Tank: RustyNail

    Even with the intentions of your original statement now being clear, it is not incorrect to say sabotaging is an improper coping mechanism, sometimes that is not the sole root of the problem. First time experiences in sticky situations, situational influence, lack of resources, time spent in game, competitive desire, etc. attribute to whether or not the player acts in such a way that violates rule 2.1.5. or just leaves the match. That's the broad reality. Brisk Mango Ice Tea is heaven
  7. Vikingsrallentando

    [Issue 56] Behind the Tank: RustyNail

    I apologize for misquoting you, a rude move on my part.
  8. Vikingsrallentando

    [Issue 56] Behind the Tank: RustyNail

    Irrelevant to your point. I agree with 1 & 2 because they can be an inhibitor to the team, but the rest is where it gets complicated. 3 - 5 are either playing styles/tactics or instances where there is a lack of resources/skill. Whether or not you think its "mult-like" or not, its dangerous to assume these instances are sabotage because if they are actively participating in the battle, it is hard to prove they're an omission/active mult yet easy to just say they are. TO does not punish people for lack of competitive drive. I think the terminology matters, and you do too. If you didn't, you wouldn't have posted your thoughts. My critique looks nominal when you break it down to black and white explanations like that. You picked it apart so you should know what I was getting at. My point can be broken down to "someone who prevents me from capturing a flag is a mult(iple account)" and that it is an inaccurate statement (if the player was already there and turned on his teammates). The theory I provided in private was one of many possibilities. Is it possible for a 26yo to have studied Biology, worked in pharma, worked as teacher, worked in a chemical company; probably not, thus he gave his age. If I was him, I don't think I would have put in the profile Age: 50 (Oh yah I lied about my age on starladder for privacy reasons). Could have mentioned his use of different dates, but that takes away from his story. Its something to sort as we are now. It's not very smart to include editorialized points that draw back from this discrepancy you're pointing out. Your framing of this conversation has an impact on society too. It's not promoting healthy and inviting discussion. If you (and others) keep doing what you are doing, I'll have to get someone to look at this conversation and hide stuff all over again (yes, it was not me last time). Adjust appropriately, or don't post on my articles. Thank you
  9. Vikingsrallentando

    [Issue 56] Behind the Tank: RustyNail

    I don't know what where you stand on this issue/non-issue. Seems as though you're relating the terms to use in normal circumstance, not for the game specifically. We're looking at it within the context of Tanki. But this gets to my point in bringing this up and why I think "mult" should not also include acts of sabotage. Read the first part of rule 2.1.5, which you quoted "Sabotage — Any acts or omissions aimed at creating obstructions for the team where the User is a member..."There are two different kinds of violations. First, the acts "...fighting against the team of which you are a member (...or intentional failure to comply with map’s or game mode’s requirements...), damaging/destroying an ally’s tank, Basically, anything that is directly linked to moving or shooting your tank in attempt to stop gameplay. Then, the omissions "...fighting against the team of which you are a member (...frequent pauses, inactivity... imitation of issues with internet connection)" Anything related to the lack of participation and technical manipulation. The bottom line being an occupying placeholder. (I left out "including in CTF, TDM and CP modes," "intentional selection of weak equipment," "fighting in the interest of the opponent’s team (conspiracy);" because they are or can be relevant in all cases) I think an act of sabotage should be a saboteur and an act of omission should be a mult. This difference is relevant with the two examples of intent that you pointed out. I challenged 2000mc's statement because his explanation relates to a saboteur, not a mult. For technicality sake, mult is slang and is not in the game rules. They identify both as sabotage because they are both in the same rule. For detailed conversation in a forum or in game term usage, it makes sense to define it clearly; say if you wanted to determine which instance happens more often. It is not clear to me why someone on my who prevents me from capturing a flag is a mult(iple account) as some people say. That someone is a saboteur. Someone who sits mute occupying space without playing is sabotaging, but not in the same way as blocking a flag. A mult sabotages because he/she is intending to prevent the productivity of a place in a battle. A saboteur sabotages because he/she is "frustrated and lacking maturity"
  10. Vikingsrallentando

    [Issue 56] Behind the Tank: RustyNail

    This is the only post that will be reinstated. Thanks again for the mediation joost, this one is acceptable. I and many others still subscribe to "mult" meaning a multiple account or null account being a placeholder against the team. Even so, if you include sabotage itself, its not all simply because he isn't knowledgeable. I don't think the players on the opposite team who send in placeholders to hinder their opponents power is ignorant, they are educated on how to abuse the system. So to say that there is "nothing else" is incorrect in some cases. Have you ever given a fake birth date to a social media site? If you haven't, then you must have a surreal trust in modern technology and people's motives. As D. O'Reilly points out in this article: Look at profiles of people you know. You have trust in them, yet they may be dishonest in that regard for strangers. Take out the preconceived notions and look at it unfiltered.
  11. Vikingsrallentando

    [Issue 56] Behind the Tank: RustyNail

    Thank you joost, I second the notion of PM's being the proper place for such babble. The point of this series is to show that there are real humans with real lives behind the nickname, one you may chose to pick fights with or look to for advice. If you don't get that, then we just ask you to be civil, not rude.
  12. Vikingsrallentando

    [Issue 56] [Contest] The Pyramid of Tanki

    About two weeks left folks, plenty of time to round up a group of tankers and create a tank masterpiece. Remember, pyramids in the real world are 3 dimensional; we'd like to see how close you can get to replicating them!
  13. Vikingsrallentando

    [Issue 56] [Contest] The Pyramid of Tanki

    I don't think that is the best way to go about this. The point of this is to get everyone involved, why should a cameraman receive a reward when the participants worked hard to organize the structure? I'm not saying no, but don't expect to get much of a reward for pressing Print Screen and uploading it. This is referring to the dimensions by the way. Can be 2D, but that is what random strangers can do in battles, less impressive. 3D takes coordination and communication.
  14. Vikingsrallentando

    [Issue 56] Real World Phenomena: Pokémon GO

    Me :3 Is the GO fad over? I've spoken to friends that I knew played, and now they don't.
  15. Vikingsrallentando

    [Issue 56] Behind the Tank: RustyNail

    Shows you when I returned :)
  16. Vikingsrallentando

    [Issue 56] [Contest] The Pyramid of Tanki

    Yes, it is necessary. For example, say the a player taking the image is on bottom or middle of a 3D structure, he/she is not going to be able to get good views of the other side of the pyramid. Having three different photo takers is to ensure that you are presenting the engineering well. Answered first part above^. I would prefer not much cropping. You can get rid of the bottom bar and address bar at the top. I'd like to see the whole playing screen.
  17. Vikingsrallentando

    [Issue 56] [Contest] The Pyramid of Tanki

    Yes, as was inferred under the Engineering header.
  18. Vikingsrallentando

    [Issue 56] [Contest] The Pyramid of Tanki

    This is done after the winners have been announced. As mentioned on the first page, the winning group leader must reply with who gets what (I will PM them and ask).
  19. Vikingsrallentando

    [Issue 56] [Contest] The Pyramid of Tanki

    As rule #3 states, you cannot participate in more than one group. The rule will be amended to include no alternative account usage.
  20. Vikingsrallentando

    [Issue 56] [Contest] The Pyramid of Tanki

    Do what you have to do in order to assemble a group, folks. Be kind to each other in the process, though. It is the max I can put on paper, but it is not impossible to end up with more; the potential rests on participants to produce exceptional results in order to receive extra compensation.
  21. Vikingsrallentando

    Ideas for Maps!

    I did create a Kursk, it accompanied the files of a contest I conducted. You can see what it looked like where it only premiered on the RU side. I plan to create a town similar (but smaller) to Verdun in the future.
  22. Vikingsrallentando

    [Issue 59] The Map Awards 2016!

    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... 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?
×
×
  • Create New...