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I believe they were removed so people wouldn't simply hide in them instead of taking part in battle. It probably wouldn't be a good idea to add them to matchmaking, but I don't see any reason not to add them to PRO battles.

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Eye Of The Needle

(BE GENTLE. I have NO video editing software and the TTT tank runs a little slow and a little odd, doesn't handle great.)

 

Notes

Spoiler

Desert canyon/ravine with central abyss and dual multilevel paths to opposite basis.  Many places to run, some places to hide, but none for too long.  A lot of turns and twists, no straight "aways" and many vantage points from which to halt enemies.


Thoughts

Spoiler

Brutal layout, with open views to each side from its opposite facing, defenders will most certainly stop initial flag carriers and it will require major team work to bring a flag back from a defending base.  Same would be true with control point, the taking of them would be exceptionally difficult, though a force could retreat and attempt to defend taken points from opposite sides of the map.

 

(Also, duly noted, base is small again.  I simply don't have the time to rework the bases right now.  Going to be more careful though moving forward with the size of them.)

 

Edited by FogOfWar_XXX
linking issue
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28 minutes ago, FogOfWar_XXX said:

Eye Of The Needle

(BE GENTLE. I have NO video editing software and the TTT tank runs a little slow and a little odd, doesn't handle great.)

 

Build of a urban spillway found in large metropolitan areas where flash flooding is mitigated by these artificial channels.  Features half height obstacles, uneven terrain, and limited cover.

 

Notes

  Reveal hidden contents

Desert canyon/ravine with central abyss and dual multilevel paths to opposite basis.  Many places to run, some places to hide, but none for too long.  A lot of turns and twists, no straight "aways" and many vantage points from which to halt enemies.


Thoughts

  Reveal hidden contents

Brutal layout, with open views to each side from its opposite facing, defenders will most certainly stop initial flag carriers and it will require major team work to bring a flag back from a defending base.  Same would be true with control point, the taking of them would be exceptionally difficult, though a force could retreat and attempt to defend taken points from opposite sides of the map.

 

(Also, duly noted, base is small again.  I simply don't have the time to rework the bases right now.  Going to be more careful though moving forward with the size of them.)

 

nice map but its gonna be a nightmare for MM matches

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19 minutes ago, sharifsahaf said:

nice map but its gonna be a nightmare for MM matches

Ha!  IKR?  Frankly, I couldn't give two rats rears about MM.  They're again homogenizing the game further, doesn't matter what you play, medium range, mid to heavy damage rules, and mid rangers got so many bumps to their max range it's almost pointless to have a sniper.  It's all about that 2,3,4 and number 1 at death's door.  I don't care what they think, I'm tired of considering what Tanki is actually doing, because it's more of the constant same.

Glad you liked though.

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11 hours ago, Adriel.RB said:

Again, amazing map

I guess shaft users will love this map a lot ;;p 

Thank you Adriel, and yeah, if Assembly Plant was for a melee blood bath, this is silent but deadly "good luck with that" get the flag back to base heartbreaking map.  I again, started with something very different in mind in terms of the two sides, but I discovered if I ever want to build anything remotely like what I had in mind, I have to start with the sides and then build out to the bases.  It'll probably be my next non-urban map (well, maybe two away, now that I can mess with the physics, I want to make a "Jump Park" map, if nothing else for the grins.).

Alright people, start making maps again, we need your maps.

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Make competitions for making new maps (for rewards such as dream tank, and also make a new map creator where we can test parkour so it works as offline test server as well etc.)

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Well we found out why maps have been getting no attention lately.  Wonder how long till they they can reconcile the technical issues.

Edited by FogOfWar_XXX
grammah ein' spellin'

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On 6/5/2020 at 2:53 AM, Charizard said:

 

 

On 6/6/2020 at 9:37 AM, sensei_tanker said:

 

 

On 6/9/2020 at 3:12 AM, luckySlo said:

 

Topic merged

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I would love to see some of the other maps added to matchmaking. Going into the battle list and creating a battle doesn't quite feel the same as it is almost impossible to get a match to fill up completely. So many great maps such as Courage, Camp, Deathtrack, Espanade, Gravity, Lost Temple, Monte Carlo, Novel, and more, where regularly played back before matchmaking was introduced to the game. Matchmaking has helped get rid of mults and lopsided teams, but the current map rotation has gotten a bit stale. 

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+ But a few maps like lost temple and esplanade would not do for matchmaking. They’re simply too large and I don’t think that 6-7min will be enough to cap even one flag when teams are filled up to a considerable amount.

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Just got a massive throwback to hour-long Lost Temple CTFs with 16 people per side. Those always felt so much more reliant on strong tactics, skill, and strategy, because you'd always have a few Shaft-Vikings scattered around the map, so you'd have to find ways to guess where they were watching and take them out before they see you. Those games really remind me of how modern games like Valorant or CS:GO work because everyone was communicating with each other and helping the team out.

I miss when Tanki actually required skill and teamwork.

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On 9/9/2020 at 9:13 AM, E_polypterus said:

+ But a few maps like lost temple and esplanade would not do for matchmaking. They’re simply too large and I don’t think that 6-7min will be enough to cap even one flag when teams are filled up to a considerable amount.

You make a valid point. Esplandade doesn't seem that much bigger than Highways to me but Lost Temple is definitely too large for a 6-7 min battle. I would love to see MM options such as small sided MM(Boombox, Atra, Arena, Valley), medium sized MM(Current rotation), and Large scale MM( Lost Temple ext.) with longer time limits for bigger battles. The small player base currently may make it hard to fill teams with multiple MM sections but these options could bring a lot of players back to the game.

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Tanki these days behind the eight ball really,

if you notice, now, all of the maps in MM are the same, with the same strategies to play, just move and shot

there is no long games like in the past,  or a long time to plan with your teammates and hang out with them

no a different maps to play with some other strategies like Combe (playing 4v4), or like Monte-Carlo or something

Tanki have changed dramatically from it's first concept like:

 

Red and Blue teams (have no means now) and its been like most of the games that you see the enemy with a red color and your teammates with a blue, maybe its more appropriate for the other games but with Tanki IMO its No. we accustomed that the high team in Silence are blues and the other reds, and the lower team in noise are blues, and a lot with other maps

also, with MM

 also, with the new HTML5 (though I like it?)

it all changed the Tanki a lot

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9 hours ago, asem.harbi said:

Tanki have changed dramatically from it's first concept like:

 

Red and Blue teams (have no means now) and its been like most of the games that you see the enemy with a red color and your teammates with a blue, maybe its more appropriate for the other games but with Tanki IMO its No. we accustomed that the high team in Silence are blues and the other reds, and the lower team in noise are blues, and a lot with other

Go to the pro battles section. 

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24 minutes ago, asem.harbi said:

actually Tanki underrated the pro battles a lot, so no meaning to go to pro battles

You would still see the same features you say you missed in the remaining pro battles at least. They still have the same features as long ago, I keep saying this all the time, people say they miss old tanki and all but what’s changed in pro battles?

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57 minutes ago, E_polypterus said:

You would still see the same features you say you missed in the remaining pro battles at least. They still have the same features as long ago, I keep saying this all the time, people say they miss old tanki and all but what’s changed in pro battles?

ohaa thank yo, now I understand you.

but I spread in my words the changes that ruin Tanki, In past pro battles(creating battle) was standard,

now MM is the standard and most of the time goes in it, so this is what we critisize.    you know, probattles didn't give you an enourmous number of crystals and stars and missions compared to pro battles -- and the player's base even in MM are small what in probattles for sure a hard lack of 

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Shattered

 

Notes:

Spoiler

Broken expanse of rock formations with difficult passage and four different levels of travel across the map face. Many jumps and leaps are present and this map requires Mk5 and above to be played seriously.

 

This map a is a departure from previous ones in that the filming was performed with an Mk7 map testing mod provided by Ariel DB (many thanks), and it was the inspiration to create the map. It should also be noted that the selection of soundtrack was determined months ago, but the unfortunate reality of the timing of the release makes me wish to tribute Eddie Van Halen.

 

Rest in peace Eddie, and hope you have all of our departed in the next life jumping now. God bless and God speed.

 

Thoughts:

Spoiler

While this map lacks variety of elements, the barren nature is the point of it.  defense is found in using the varying levels to escape harm and jumps of course.  It is a playable map, but it is certainly not the most playable map.  The distances involved would make for difficult capture the flag and a lot of team work.  That said, nimble players in groups would find this map to be very fun and very challenging too I'd imagine.

 

Edited by FogOfWar_XXX
link correction
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My idea is to make two different night modes. The first, "summer night" mode will stay the same, but an other mode will appear. If you are wondering why, i can easily clear you confuses: a lot of people want to see night mode in MM, but some players say that it's eye strain, and don't want to look dark maps in daylight. Well, i came up with a pretty easy solution, which is already in the game!

Watch these two pictures:

S01102-171848.jpg

Halloween mode in PC (picture taken by Akame)

S01102-172024.jpg

Same mode with the mobile version

 

The difference is pretty clear: it's hard to see the other side of the map using the web version of tanki, but you can see everything well using the mobile version.

I think, the mobile version of the night mode should be added to MM as a new mode, however, the lightning effects of the drop boxes and shots should be highered a bit, without lowering the vision. It will be good for everyone: a new mode with new effects will apear in MM, without causing eye strain.

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Would that not defeat the point of night mode? The "night mode" on the mobile version just looks like summer day but with a different skybox. Similarly space mode is summer day but with a different skybox.

The appeal of night mode, at least in my opinion, is in using the light emitted by turrets firing to figure out where enemies are.

Edited by ThirdOnion
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