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new maps for tanki


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I agree.  In fact, given the nature of many of these maps, the strategy of them makes it almost predictable.  Serpuhov and Rio are overplayed, Stadium is simply a blood bath with no logic, Massacre is good but over playted, Industrial Zone is good too, but again too predictable.

 

They should rotate map availability weekly or monthly.  Not get rid of them, but cycle them, and add some from time to time and them mix it up.  I Shaft, and I can tell you I know all the perfect places to on those maps, and the others know where to find me.  It's almost programmatic and boring once people hit Warrant Officer and up.  They know the maps and just run a routine, it's boring as hell.  Campers like me are successful only when supportted by team mates (which is rare given the drugging aspect that's taking over) and the other teams, when they are really good, over run the opposing teams map area and camp out at all the spawn points and just kill everyone before they can take up a position or make run to enter battle.

 

The unknown is what makes the game even better.  Sure, maps and strategy are good, but people can't be allowed to memorize every aspect of a few maps and expect the game to be fun any more.  A perfect example was Halloween.  That map changed the dynamic of many things for a day or two and the game was awesome.  Snipers, runners, everyone was at the top of their game.  Less drugging, more working for wins, and each unit had a chance to actually enter into the game play.  Slugfests are fun if they spawn into slugfests, but if you drop into a game and you know off hand by reading the player list that you HAVE to switch turrets just to chase each other in predictable patterns, it gets old, FAST.

 

I say they make make 20 to 30 maps available on any given day, or week, let folks play on them, and then cycle them out.  Make viewable schedules for teams that want to plan, but no playing on them till it's time.  At the end of the cycle, you can introduce one or two new ones, and back burner some for even a few weeks before reintroducing them. 

 

Keep the game field fresh and NOT boring, because Serpuhov is almost a dirty word to me now, I'm SO sick of it, but it's the only one that has a little variablity still, given all the routes possible, though even then, this map is too predictable too now.

 

One idea too is to vary greatly the theme of the week.  Fields vs urban, or close quarters vs long range, force player styles to work with the reigning terrian, this way you actually have to do some thinking and use some skill.  A shaft or thunder in tight quarters is going to really have to think on how to play and not SUCK, just like a isidia is going to have to get mighty creative to cross a long field in the open.  These things force team work and interesting game play and really makes good players stand out.

 

There you go, two cents in favor of this thread and good reason why.

 

Sincerely,

 

Half of One

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Bump, because that^ is a pretty good idea. I think switching out maps every 2-3 months wouldn't hurt. It is something that would benefit game play. Updates to the game have been to tanks and graphics for the past few years. Yes, a few maps were added from a contest and from introducing the game to Brazil, but after 3 years of playing this game, Kungur, Silence and Sandbox have gotten old.

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I agree.  In fact, given the nature of many of these maps, the strategy of them makes it almost predictable.  Serpuhov and Rio are overplayed, Stadium is simply a blood bath with no logic, Massacre is good but over playted, Industrial Zone is good too, but again too predictable.

 

They should rotate map availability weekly or monthly.  Not get rid of them, but cycle them, and add some from time to time and them mix it up.  I Shaft, and I can tell you I know all the perfect places to on those maps, and the others know where to find me.  It's almost programmatic and boring once people hit Warrant Officer and up.  They know the maps and just run a routine, it's boring as hell.  Campers like me are successful only when supportted by team mates (which is rare given the drugging aspect that's taking over) and the other teams, when they are really good, over run the opposing teams map area and camp out at all the spawn points and just kill everyone before they can take up a position or make run to enter battle.

 

The unknown is what makes the game even better.  Sure, maps and strategy are good, but people can't be allowed to memorize every aspect of a few maps and expect the game to be fun any more.  A perfect example was Halloween.  That map changed the dynamic of many things for a day or two and the game was awesome.  Snipers, runners, everyone was at the top of their game.  Less drugging, more working for wins, and each unit had a chance to actually enter into the game play.  Slugfests are fun if they spawn into slugfests, but if you drop into a game and you know off hand by reading the player list that you HAVE to switch turrets just to chase each other in predictable patterns, it gets old, FAST.

 

I say they make make 20 to 30 maps available on any given day, or week, let folks play on them, and then cycle them out.  Make viewable schedules for teams that want to plan, but no playing on them till it's time.  At the end of the cycle, you can introduce one or two new ones, and back burner some for even a few weeks before reintroducing them. 

 

Keep the game field fresh and NOT boring, because Serpuhov is almost a dirty word to me now, I'm SO sick of it, but it's the only one that has a little variablity still, given all the routes possible, though even then, this map is too predictable too now.

 

One idea too is to vary greatly the theme of the week.  Fields vs urban, or close quarters vs long range, force player styles to work with the reigning terrian, this way you actually have to do some thinking and use some skill.  A shaft or thunder in tight quarters is going to really have to think on how to play and not SUCK, just like a isidia is going to have to get mighty creative to cross a long field in the open.  These things force team work and interesting game play and really makes good players stand out.

 

There you go, two cents in favor of this thread and good reason why.

 

Sincerely,

 

Half of One

the point of a map is to learn everything about it and how to play in it. once you have done that you use the right turret and hull,then you develop a strategy. In  silence,for example i have at least 6 diff spots on both teams where i position myself.  switching maps out would slam down on my pc and i would never play again. im already thinking about it because tanki keeps making pro battles better and better and non pro battles worse and worse.

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