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Reworking of maps


semyonkirov
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I'd like to request to allow us to shoot through holes such as these...

 

 

33o4rk3.png

 

When new maps are implemented... It would make for much more strategical gameplay, and more interesting places to shoot from. Even short-range weapons would be able to shoot through these holes. Its strange because the bullet shooting effects go straight through, as if you can do damage, but when you shoot someone through them, they take 0 damage. Very frustrating. I think many other players agree that you should be able to shoot through these clearly visible holes.

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I'd like to request to allow us to shoot through holes such as these...

 

 

 

 

When new maps are implemented... It would make for much more strategical gameplay, and more interesting places to shoot from. Even short-range weapons would be able to shoot through these holes. Its strange because the bullet shooting effects go straight through, as if you can do damage, but when you shoot someone through them, they take 0 damage. Very frustrating. I think many other players agree that you should be able to shoot through these clearly visible holes.

Yes pls. Wine is spot-on here.

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Shaft used to be able to do that.. then they removed that feature .-. 

It shouldnt only be shaft, that would make it OP. It should be for ALL weapons. Close range should shoot through it too. These ramps/structures are found in many many maps though, so it would greatly increase the usefulness of these spots...

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brandybabyxx's Review of the Reworking of Maps.

 

 

 

 

Spent 6 hours on the test server looking closely at every single map... and this is what I've found.

 

Green = Good

Orange = changes needed

 

Lets get started, shall we? ;)

 

 

The new Short bridge is AWESOME!

 

But please, give it CTF mode. The flags can be positioned behind each base perhaps, or in a back corner. Control point would also be amazing. 'King of the hill' where the control point be located at the top. It has enough space now to do so.

 

I believe Short Bridge CTF would be a very popular 4v4 map.

 

----------------------

 

I think Kungur is alright, but perhaps It should be made 12v12? Its considerably larger now. Still nice, I love the use of trees behind the blue flag at the top for stealth. Stealth tactics should be implemented in many more maps, It would really improve strategical gameplay. It gives more potential for everyone to learn new skills and pull off more unique attack or defense plans.

 

The row of trees should be used in other maps, perhaps even make a map which is nearly covered entirely of trees, called 'Dense Forest' so that we can use camoflauge and stealth to our advantage. It would be a fun 4v4-6v6 sized map, mostly open with a few places for cover, but entirely covered in trees.

 

I'm not sure if many others will like Kungur though. It was sort of a staple for 10v10 games... and its really really different now. Perhaps too much change was done? Maybe remove the 'side parts which were added, but keep the parts behind both bases.

 

----------------------

 

Polygon CTF... Its WAY too crowded... for 8v8. Perhaps if it was 5v5 or 6v6, or if you just put the flags further away, and spawn points further back, it could work. The flags are so close though... its so hectic. I'm glad polygon will get CTF mode though. It should be a fun interesting map if these adjustments are made. ^^^^^^

 

---------------------

 

Massacre is fun. Massacre was always fun. Now it will cater slightly more to long range weapons, but thats not a big issue since many enjoyed long range weaponry there anyways. I dont think it will be the most popular of maps, but it wont lose any of its current popularity either. A nice change I think.

 

--------------------

 

Iran is great, nice graphic improvement though the tunnel could be a bit darker. Overall an upgrade, thanks for removing those annoying boxes that were in the center by the trees.

 

---------------------

 

GRAVITY MAP IS AMAZING!!! Seriously, best job ever on Gravity. I can see this being played ALOT now. It fits all weapon types, and so diverse. Its perfection. I cant wait to play XP/BP in this map. Amazing job guys. :D

 

-------------------

 

Combe is nice, it should allow for a greater variety of weapons there now with the slight increased size. Also, the Gold Box should be slightly easier to get with lighter hulls, as before, Heavy hulls like Titan and Mammoth would usually take all the Gold boxes since it was so obvious as to where it was going to fall. I see nothing wrong with the changes that were made, it will remain a popular map im sure.

 

--------------------

 

Wave on the other hand... has been turned into a stretched out Combe. I don't think many people will like this change. I certainly don't, and the map holds less to its name now. Wave should be very wavy! It was decent before, but I think it could've actually used even steeper and higher of ramps, to focus on making it a unique map. Now it is once again more like Combe, and it would be silly to make two similar maps. One will be favorited, the other will be ignored, and we don't want this. Make Wave have some serious Waves, steeper, and more profound carvings with some nice jumps. It lost its ability to do parkour 'launches' since the middle hill has been flattened. Put it back the way it was before, or enhance it even more by giving taller and steeper hills for even better jumps.

 

-------------------

 

Silence looks interesting. Its good to know that the maps 1 and 2 will be combined, and will be focused on making a more quality map. I think the changes that have been made are decent, but the principle of silence (2 entrances) has been removed. This map disappoint some. Defense from both bases will need to be less centralized, and more spread out now if a team wants to be successful. I dont necessarily think its a bad change, and since its such a popular map, I do think it could use a new flavor. I suppose this will work just fine. Its still a very recognizable map and the main idea is still very much there, just with a new twist.

 

---------------------

 

Fortknox, a great job! It looks much more like a 'Fort knox' with the middle building being changed. It didnt make sense before for a random building to be there. The increased space is also great. I will be playing more Fort Knox.

 

-------------------

 

Duality Duality Duality. Good job here, it had some useless props before due to them being stuck against the walls. I like the spacious feeling it has now, I think it will be played more often. 9/10 stars.

 

--------------------

 

FOREST.... It doesnt make sense. Yes, I see you've added more trees... but most forests do not contain so many ramps and buildings okay... I suggest you re-work Forest ALOT. Flatten it out, add EVEN MORE trees, and perhaps put ONE building at each teams base, with the flag behind it. Then it will make more sense with the title, and with even more trees, it will be like fighting in the woods. This should be the goal here in a map called 'forest.' You want something different, something unique, not just a random map with more trees than usual. Thats just lame. Add even more trees, and flatten out the land and remove all, or almost all of the walls... Basically turn it into a 'massacre' map, with hundreds and hundreds of trees, with a building on each side. (A log cabin styled building as you would find in the woods.)

 

---------------------

 

Magadan isnt much different... the problem with this map is that it doesnt offer much in comparison to other maps. That is the problem with tanki. Too many maps are too similar, by structure, and so most of them dont get played. You end up getting 1 map from each 'type' of map, getting played pretty much... you need to add more uniqueness to each map. Don't just make changes to make changes... but create something monumental that will make players say, "I want to play this map because it is clearly different from all the others and I can play a different style and choice of weaponry that no other map offers just like this one." Essentially, Magadan is like Sandal, but worse, because Sandal already exists and is played frequently enough to stay around.

 

---------------------

 

Brest! Brest is beautiful. The bases truly feel unique and comforting... I'd thoroughly enjoy being on defense in Brest, as there are so many entrances and exits to guard from, you'd constantly be on your toes whether defending or attacking, and it is very unique. The elevation changes are also great! I look forward to playing Brest more often, and I hope other players are willing to play there too. Its structure is extraordinary.

 

----------------------

 

Novel is still Novel. Despite the fact that generally, I like Novel, I don't see many people playing it in the future... the changes that were made were certainly welcome, and I think a good job was done, but I still cant see it becoming too popular.

 

-----------------------

 

Zone... O_____O This is a WHOLE new map entirely. Seriously, I doubt ANYONE would have any clue if you set them in that map and told them to name it. Nonetheless, I think its a good change, its a fairly nice map now. I can see it being played regularly. Good job here.

 

-----------------------

 

Camp.... 8v8? SIXTEEN PEOPLE? In that small map? I'm not sure how I feel about that until I see it in action. Otherwise, nice changes have been made to Camp, however I don't think I'll be playing it with the max number of players. Perhaps 4v4 will do better.

 

-----------------------

 

Farm.... This looks like a fun map, though I might miss the old 'choke point' it had, perhaps this is a good change. I will certainly miss sneaking through the edges using wasp/hornet/hunter with the enemies flag when they have no idea what has just happened. We'll see how it does in the future. I think its not bad though.

 

-----------------------

 

Scope is decent... but it still holds nothing of serious interest for a player. There is nothing that tells a player to choose Scope over another map, because its simply nothing special. Try hard to make every map give something unique and something which will give the player a different gaming experience if you wish for Tanki's map selection to be one of a kind.

 

 

======================== If a map was left out, its because it received little or no change and was not worth writing a review over.===========================

 

 

As an ending note, overall I see the reworking of maps as a positive change for Tanki, but once again I must say that many maps do not hold anything special that provides a different gaming experience, and so they are ignored, and will be continue to be ignored until something is placed in them which gives the player a different emotion while playing in that map. I do believe that some maps should be removed entirely since they offer little to the huge majority of players. Particularly, those maps would be Berlin, Courage, Lost Temple, Scope, Gubukha, Kolhoz, Solikamsk, Siege, and Magistral. These maps are simply undesirable for 95% of people, or are horrible versions of other maps. For example, Magistral is just a bad Kungur. It seems the problem with Maps are that you developers have chosen QUANTITY over QUALITY. This is never a good choice, and should be avoided. Perhaps remove these 9 useless maps and replace them with something unique like Madness, or the new Gravity. Thank you for your efforts in making Tanki a better game, I hope you will listen to these suggestions which I have discussed with multiple people and work towards improving our map selection even further.

 

-brandybabyxx :)

Edited by r_brandybabyxx0
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It shouldnt only be shaft, that would make it OP. It should be for ALL weapons. Close range should shoot through it too. These ramps/structures are found in many many maps though, so it would greatly increase the usefulness of these spots...

I love the idea! (Thus the reason I gave it reputation) However, I believe there should be less of these spots than there are today. Because while it's very easy for Shaft to use this to its advantage, and while you claim that other turrets can shoot through it too as if that fixes a problem, it is much harder for other turrets to destroy the Shafts that are constantly shooting through these holes due to them being so small. Also short-ranged weapons can't use them to much extent. So while I agree we should help Shaft users a little bit, we should also consider how much we're helping them because if the amount of holes remain the numeral, there will certainly be a lot of complaints against Shaft users, especially at the low ranks.

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Shaft used to be able to do that.. then they removed that feature .-. 

It was awesome in subway in the tunnel, sniping from the windows   -_-

Edit: just noticed that the secreat tunnel in subway has been removed  -_-  -_-

Edited by jiangreo
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brandybabyxx's Review of the Reworking of Maps.

 

 

Spent 6 hours on the test server looking closely at every single map... and this is what I've found.

 

Green = Good

Orange = changes needed

 

 

The new Short bridge is AWESOME!

 

But please, give it CTF mode. The flags can be positioned behind each base perhaps, or in a back corner. Control point would also be amazing. 'King of the hill' where the control point be located at the top. It has enough space now to do so.

 

I believe Short Bridge CTF would be a very popular 4v4 map.

 

----------------------

 

I think Kungur is alright, but perhaps It should be made 12v12? Its considerably larger now. Still nice, I love the use of trees behind the blue flag at the top for stealth. Stealth tactics should be implemented in many more maps, It would really improve strategical gameplay. It gives more potential for everyone to learn new skills and pull off more unique attack or defense plans.

 

The row of trees should be used in other maps, perhaps even make a map which is nearly covered entirely of trees, called 'Dense Forest' so that we can use camoflauge and stealth to our advantage. It would be a fun 4v4-6v6 sized map, mostly open with a few places for cover, but entirely covered in trees.

 

I'm not sure if many others will like Kungur though. It was sort of a staple for 10v10 games... and its really really different now. Perhaps too much change was done? Maybe remove the 'side parts which were added, but keep the parts behind both bases.

 

----------------------

 

Polygon CTF... Its WAY too crowded... for 8v8. Perhaps if it was 5v5 or 6v6, or if you just put the flags further away, and spawn points further back, it could work. The flags are so close though... its so hectic. I'm glad polygon will get CTF mode though. It should be a fun interesting map if these adjustments are made. ^^^^^^

 

---------------------

 

Massacre is fun. Massacre was always fun. Now it will cater slightly more to long range weapons, but thats not a big issue since many enjoyed long range weaponry there anyways. I dont think it will be the most popular of maps, but it wont lose any of its current popularity either. A nice change I think.

 

--------------------

 

Iran is great, nice graphic improvement though the tunnel could be a bit darker. Overall an upgrade, thanks for rremoving those annoying boxes that were in the center by the trees.

 

---------------------

 

GRAVITY MAP IS AMAZING!!! Seriously, best job ever on Gravity. I can see this being played ALOT now. It fits all weapon types, and so diverse. Its perfection. I cant wait to play XP/BP in this map. Amazing job guys. :D

 

-------------------

 

Fortknox, a great job! It looks much more like a 'Fort knox' with the middle building being changed. It didnt make sense before for a random building to be there. The increased space is also great. I will be playing more Fort Knox.

 

-------------------

 

Duality Duality Duality. Good job here, it had some useless props before due to them being stuck against the walls. I like the spacious feeling it has now, I think it will be played more often. 9/10 stars.

 

--------------------

 

FOREST.... It doesnt make sense. Yes, I see you've added more trees... but most forests do not contain so many ramps and buildings okay... I suggest you re-work Forest ALOT. Flatten it out, add EVEN MORE trees, and perhaps put ONE building at each teams base, with the flag behind it. Then it will make more sense with the title, and with even more trees, it will be like fighting in the woods. This should be the goal here in a map called 'forest.' You want something different, something unique, not just a random map with more trees than usual. Thats just lame. Add even more trees, and flatten out the land and remove all, or almost all of the walls... Basically turn it into a 'massacre' map, with hundreds and hundreds of trees, with a building on each side. (A log cabin styled building as you would find in the woods.)

 

---------------------

 

Magadan isnt much different... the problem with this map is that it doesnt offer much in comparison to other maps. That is the problem with tanki. Too many maps are too similar, by structure, and so most of them dont get played. You end up getting 1 map from each 'type' of map, getting played pretty much... you need to add more uniqueness to each map. Don't just make changes to make changes... but create something monumental that will make players say, "I want to play this map because it is clearly different from all the others and I can play a different style and choice of weaponry that no other map offers just like this one." Essentially, Magadan is like Sandal, but worse, because Sandal already exists and is played frequently enough to stay around.

 

---------------------

 

Brest! Brest is beautiful. The bases truly feel unique and comforting... I'd thuroughly enjoy being on defense in Brest, as there are so many entrances and exits to guard from, you'd constantly be on your toes whether defending or attacking, and it is very unique. The elevation changes are also great! I look forward to playing Brest more often, and I hope other players are willing to play there too. Its structure is extraordinary.

 

----------------------

 

Novel is still Novel. Despite the fact that generally, I like Novel, I don't see many people playing it in the future... the changes that were made were certainly welcome, and I think a good job was done, but I still cant see it becoming too popular.

 

-----------------------

 

Zone... O_____O This is a WHOLE new map entirely. Seriously, I doubt ANYONE would have any clue if you set them in that map and told them to name it. Nonetheless, I think its a good change, its a fairly nice map now. I can see it being played regularly. Good job here.

 

-----------------------

 

Camp.... 8v8? SIXTEEN PEOPLE? In that small map? I'm not sure how I feel about that until I see it in action. Otherwise, nice changes have been made to Camp, however I don't think I'll be playing it with the max number of players. Perhaps 4v4 will do better.

 

-----------------------

 

Farm.... This looks like a fun map, though I might miss the old 'choke point' it had, perhaps this is a good change. I will certainly miss sneaking through the edges using wasp/hornet/hunter with the enemies flag when they have no idea what has just happened. We'll see how it does in the future. I think its not bad though.

 

-----------------------

 

Scope is decent... but it still holds nothing of serious interest for a player. There is nothing that tells a player to choose Scope over another map, because its simply nothing special. Try hard to make every map give something unique and something which will give the player a different gaming experience if you wish for Tanki's map selection to be one of a kind.

 

=====================================================

 

As an ending note, overall I see the reworking of maps as a positive change for Tanki, but once again I must say that many maps do not hold anything special that provides a different gaming experience, and so they are ignored, and will be continue to be ignored until something is placed in them which gives the player a different emotion while playing in that map. I do believe that some maps should be removed entirely since they offer little to the huge majority of players. Particularly, those maps would be Berlin, Courage, Lost Temple, Scope, Gubukha, Kolhoz, Solikamsk, Siege, Magistral. These maps are simply undesirable for 95% of people, or are horrible versions of other maps. For example, Magistral is just a bad Kungur. It seems the problem with Maps are that you developers have chosen QUANTITY over QUALITY. This is never a good choice, and should be avoided. Perhaps remove these 9 useless maps and replace them with something unique like Madness, or the new Gravity. Thank you for your efforts in making Tanki a better game, I hope you will listen to these suggestions which I have discussed with multiple people and work towards improving our map selection even further.

 

-brandybabyxx :)

 

 

Very detailed, nice job Brandy ^_^ Must've taken a while to go through all of those...been going through lots of maps personally and have been seeing great things, good job developers, looking forward to drugging in them. :D

Edited by SpreadLoveNotHate
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↑ u missed silence i will post video of it tomorrow

Silence wasnt changed hardly at all since the last 'version' of reworking. Pretty much everyone had already seen that last version of silence, so I left it out. (The same goes for Combe, and other maps which were previously in the last 'map testing.' The ones I listed were the most current of changes. Perhaps I will add a few more though.

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I LOVE your overview of all the maps that were significantly changed except for one thing. Don't you dare touch my Lost Temple. When I created my 2nd account, I decided to make it a BP account. Lost Temple was simply the best map (and still is IMO) for BP/XP before rebalance. When they changed it to General, I was heart-broken. When I finally get to General (along with Major General for my beloved Rift with Freeze+Viking :wub:) I'll be able to play XP (and possibly BP) on that. That's why I want to play that map. I'd play it for hours by myself parkouring and having fun if I could. It was that fun, and it does have many traits that make it different from any other map, okay?

 

 

As a side note, I believe you should be fairly happy you didn't choose Rift as a map to be removed. Because I have my ways to find people....

 

Edited by JonathanBernatowicz
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I LOVE your overview of all the maps that were significantly changed except for one thing. Don't you dare touch my Lost Temple. When I created my 2nd account, I decided to make it a BP account. Lost Temple was simply the best map (and still is IMO) for BP/XP before rebalance. When they changed it to General, I was heart-broken. When I finally get to General (along with Major General for my beloved Rift with Freeze+Viking :wub:) I'll be able to play XP (and possibly BP) on that. That's why I want to play that map. I'd play it for hours by myself parkouring and having fun if I could. It was that fun, and it does have many traits that make it different from any other map, okay?

 

 

As a side note, I believe you should be fairly happy you didn't choose Rift as a map to be removed. Because I have my ways to find people....

 

Of course, my apologies if I listed a map that you love, I had no intention of doing so. I was just trying to speak for the majority population from my own experience, and questioning others as to how they felt about each map. I know the list isn't perfect, and again its just a group of opinions and so it wont cater perfectly to every single Tanki player. Perhaps others share your view as well about Lost Temple, I can respect that and maybe you're right that it should stay. Regardless of what my 'review' says though, I'm sure not every single bit of it will be agreeable to the developers so you don't have to worry too much.

 

As for Rift, it is a wonderfully constructed map, but received little change for the most part, so I left it out of the list. Its also played rather unfrequently though I believe it should be played more often as it's a pretty cool map in my opinion. I think many other people adore Rift as well, and it should stay in Tanki. Hopefully the time will come when more people realize how nice of a map it is, and they will begin to play it.

 

One problem I find though is rank limit. I know that rank limits are placed on maps not only to give Tanki players something to look forward to, as a reward for ranking up... but (as you yourself have expressed) it can be very frustrating. Honestly I think that some of the unpopular maps would actually be greatly enjoyed by lower ranked players if the rank limits were lowered. Rift is one example of a map which I think should be unlocked a tad bit earlier.

 

I actually think that most maps should be unlocked alot earlier, now that the 'crystals for ranking up' bonus has been put into place. See, before when we didn't receive crystals for ranking up, the only reward we got to look forward to was the unlocking of new maps, and equipment. Now that we get crystals to look forward to, I think it would be a bit safer to let some maps unlock earlier.

 

Clearly, the majority of maps that people play are really unlocked before Major. Anything past this (of course with a few exceptions) are for the most part left untouched. One reason for this could possibly be due to people in general liking what they are already used to. They like to play maps that they know their way around... and playing a map which unlocks late which is foreign to them is somewhat of a turn off because they feel out of place. It takes time to learn a map and appreciate all of its possibitilies, and when a maps rank limit is set so high up, it really decreases the chance of it becoming a popular map, even if it is constructed to perfection.

 

This is why I believe a few maps should lower their rank limits. I suppose this could be determined via. a Poll. I'll create one and link it here soon to see which maps people would want the most, to be unlocked earlier.

Edited by r_brandybabyxx0
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Pics

 

 

Gravity

 

ndsk.png

 

Polygon

96nf.png

 

Scope

bk18.png

 

Desert

302b.png

 

Arena

5ld8.png

Abyss

w7tc.png

2042

331n.png

Deck-9

q9g5.png

Combe

a0wp.png

 

Camp

k43c.png

 

 

Sandal

0rkq.png

 

 

Short bridge

6gwy.png

 

 

Cross

bsb8.png

 

 

 

qmsw.png

 

Deathtrack

abw8.png

 

Novel

ut6q.png

 

 

 

Edited by jiangreo
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-My detailed reasoning-

 

This is why I believe a few maps should lower their rank limits. I suppose this could be determined via. a Poll. I'll create one and link it here soon to see which maps people would want the most, to be unlocked earlier.

[Poll] Should some maps be unlocked earlier?

 

Hopefully you map developers can find something useful from this poll, as well as the feedback I've tried to provide here.

Edited by r_brandybabyxx0

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Silence wasnt changed hardly at all since the last 'version' of reworking. Pretty much everyone had already seen that last version of silence, so I left it out. (The same goes for Combe, and other maps which were previously in the last 'map testing.' The ones I listed were the most current of changes. Perhaps I will add a few more though.

um ya it was alot too

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um ya it was alot too

I'm not comparing it to the current real server version. I'm talking about the test-server version of Silence that was up around a month or two ago. Many people had already visited the test-servers then, and saw the major changes that were done to Silence on the test-server a while ago. The most recent version didn't change very much, thats why I previously left it out of the 'review' that I wrote.

 

However, since you commented on it, I added it to my list as of a few days ago so anyone who missed both the previous and current test-server versions can view my opinion if they wish in regards to the new Silence. I also added Combe which was also changed in the first test-server map reworking version, and since then it didn't change so I didn't add it in the review. Anyways combe is there now too.

Edited by r_brandybabyxx0
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