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BTW the map seems unbalanced in CTF*

I like the use of the concrete tiles vs the dark ones to contrast.  Makes tanks with good camo REALLY hard to see, thus great for surprising people in game play.  Very Halloween.

Edited by FogOfWar_XXX

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And of course a mandatory secret area:

 

3dfPkym.jpg

 

Terrible design, as someone could take the flag and sit there the whole game, but who cares! It's a secret room!!!!

Could be a self-destruct zone, that would stop people from multing with the flag. 

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Please make the area of sandbox in front of the blue flag on the upper level but behind of the wall a self destruct zone (hopefully y'all know where I'm talking about). When playing in xp/bp battles, occasionally wasps will drop the flag there when playing against hornets knowing it is much easier for them to get the flag again and nearly impossible for a hornet to get there. This is the only reason that this portion of the map is used. Make battles more fair and don't allow players to go there.  :)

 

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Screenshot_161.png

 

Reminds me of Magadan. Liked how you put the ramps together, haven't seen that in any map.

Edited by Guest

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So a question, for anyone who knows.

What exactly is the "flip" tile for?  I see them, they are in my way, never touched them, became curious, and wondered what on earth they are good for.  Anyone know?

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When driving any tank in the tunnel which is on the Iran map, most of the time, players get stuck in it. It happened to me before, so I decided not to drive in the Iran tunnel anymore.

 

Please can you consider on making the Iran map tunnel flat, like in the other maps. By the way, the tunnel's width in Iran is fine. Instead of those annoying wooden planked floors, make the tunnel floor with a flat sand base driveway so that any hulls can easily pass through the Iran tunnel without getting stuck.

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When driving any tank in the tunnel which is on the Iran map, most of the time, players get stuck in it. It happened to me before, so I decided not to drive in the Iran tunnel anymore.

 

Please can you consider on making the Iran map tunnel flat, like in the other maps. By the way, the tunnel's width in Iran is fine. Instead of those annoying wooden planked floors, make the tunnel floor with a flat sand base driveway so that any hulls can easily pass through the Iran tunnel without getting stuck.

Topic merged

 

Good point, but I don't think devs will change it. Iran was made by a player many years ago, and they don't want to make any edits to it without his permission. Besides, the problem you describe isn't particularly serious. You just need to make sure you move slower when drive over the weird wooden bridge things, and then you won't get stuck.

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Okay. I did not know that the Iran map was made by a player. Please ask that player to make a few edits on the awkward wooden floor in the tunnel to fix the annoying "stuck" tank.

 

I always drive slowly in this tunnel and still I get stuck. The design of the tunnel floor in Iran is a problem and needs fixing. Apart from that, the rest of the Iran map is Okay.

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Okay. I did not know that the Iran map was made by a player. Please ask that player to make a few edits on the awkward wooden floor in the tunnel to fix the annoying "stuck" tank.

 

I always drive slowly in this tunnel and still I get stuck. The design of the tunnel floor in Iran is a problem and needs fixing. Apart from that, the rest of the Iran map is Okay.

The main issue with the tunnel is that the props don't have rectangular/square hitboxes. 

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As you might remember from 2011, there were to maps of Silence. Silence and Silence I. I want Silence I to come back because the current map Silence today has become very boring and I think having Silence I back will bring a more diverse gameplay back to Tanki.

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Hello.

My idea is not to make new maps (there are currently 77 i think), but add more maps to lobby. I know i will count many maps, but those are the maps that are played: Aleksandrovsk, Barda, Bobruisk, Brest, Bridges, Chernobyl, Deathtrack*, Desert*, Espalanade, Forest, Highland, Highways, Industrial zone, Iran*, Kolhoz*, Kungur, Massacre, Molotov*, Novel, Osa*, Parma*, Polygon, Rio*, Serpuhov*, Silence, Tribute*

(*very rarely seen by me)

Here I counted 26 maps. Why dont you put in some other maps that are "dying" because they are not played often.

Examples: Skyscrapers, Edinburgh, Subway, Canyon, Camp, Stadium, Pass, Noise, Madness, Gubakha, Factory, Future... You can put it as a experiment 1 week to see what maps will be played, and what maps wont. I mean, there are 77 maps and we play only on 26. Why to let them "die"?

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Topic merged

 

The reason why not all maps are in the game is because developers only included maps, on which gameplay is interesting and balanced. Also, most current non-PRO maps are a similar size, meaning that players know that they can expect to be in a large map when they use the "quick battle" lobby. It's unlikely that any of the other maps will be included in the list, unless developers decide to make some changes to them and add them.

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Gameplay on those maps is generally balanced but not interesting. I think there are some maps that could be added to the battle list (they fit the criteria of medium-sized, good for most turrets, and balanced), such as Magistral, Rift, Subway, and Gubakha, perhaps even Opposition and Factory.

Yeah, you're right. Then perhaps it was the opposite - developers chose maps on which gameplay is fairly simple and straightforward, so that players would know what to do and where to go regardless of which map they get sent to.

 

But that logic doesn't really work either because of Gravity...

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As you might remember from 2011, there were to maps of Silence. Silence and Silence I. I want Silence I to come back because the current map Silence today has become very boring and I think having Silence I back will bring a more diverse gameplay back to Tanki.

Topic merged

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Tanki is a good concept, however it can be improved. There should be no players who can’t be defeated, whereas currently, there are such players who win every shooting match/Mexican standoff.

Unfortunately, almost all the maps have a clique in charge, waiting for your arrival, members of which have green symbols on their identification banners. These are probably the administration. In almost all cases, these green symbolled members collude to gang up on new individual players, especially in free-for-alls, using them like shooting sitting ducks in a pond and favoring their own green clan when it is supposed to be a real individual free-for-all. I can’t imagine what pleasure or pride one can get from killing or targeting relatively defenseless animals or humans who can’t fight back. The validation would be to give the players more ability to fight back. The game should be about driving, timing, shooting and aiming skills, and tactics on the ground, not special magically programmed computer powers which take forever to acquire. There are too many ranks before players get access to equal/useable equipment.

 

Lakes, rivers and oceans are missing except in the Rio map, so we have earth, fire and air represented, but not water. Can this be added for realism? The gangs monopolizing the majority of the maps magically appear, disappear and can leap across the board, which others can’t do. This may be programmed into the game but is perceivable as unfair. These gangs don’t have to aim their turrets and can blow up opponents by remotely pressing keys. Pretty sad. Automated kills are dehumanizing, something humanity has yet to learn as drone and AI use are growing. One such admin. tank can turn a corner and when you go after it, it has disappeared or appears at an unrealistic distance impossible to follow and at unbelievable speed. Pursuing the dominant green-symbolled gangs which can trigger remote detonation to those following them or within a radius of them is unfair, unless everyone has it.

 

Snipers should be limited in any given map as some maps are frozen by laser targeting long-distance snipers and sorties against other tanks become impossible as the lasers deny any movement. That’s a stalemate and I leave when maps offer no hope other than fun to earlier players who have been this laser-sighting equipment. Laser cannons destroy the game and are of the wrong century for this game which isn’t Starwars, after all.

 

Curves on roads and spirals roads around towers would be fun, and offer more challenge. Towers with shooting crenellations/lookouts/ need to be matched by distant towers at the same height so return/.exchange/ volleys/shooting matches are possible.

 

Why are players killed after making a clean kill of an opponent? That is unrealistic. Let there be winners and losers. That’s Nature.

 

Why are our tanks destroyed remotely out of the blue when there are no artillery pieces on the board? It would be better to know who, if anyone, killed us. Why blow up people who have won an engagement? Mines need better explanation and graphics and mines need to be marked so we realize it was a mine, i.e. some symbol appears above our ghosted tank. Otherwise, it feels like another magical unearned kill caused by an opponent invoking a remote kill power.

It is a serious limitations for new players to not be able to angle their turrets at those attacking them from above. This is extremely unfair. Can this ability by given to all?

 

   In summary, kill or be killed okay, but give players a sense of fairness, while it happens. Otherwise, life and the game become useless! Just sayin.’

 

tuan1

Edited by wow
Kindly refrain from using big font size.

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