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Top 10 Potential Matchmaking Maps


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DISCLAIMER: This article was written in May. Since then, Chernobyl, Cross, and Molotov have been added to the MM maps list.

 

Throughout the years, we’ve had some iconic and unforgettable Tanki maps. While some of our favorite maps are now in Matchmaking, others that were just as good still only reside in PRO battles. So here are my ten picks for maps that deserve to be added to MM. Without further ado, let’s get started!

 

#10: Opposition

 

Simple design really does the job

 

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Simple and fun, this map is home to some of the most intense CTF games in the history of TO. With many opportunities for flanking, this map makes sure that a team getting spawn camped has a chance to break out through the tunnels. Every turret can find a place here, whether it be a Hammer or a Shaft. Tactical plays are what this map is all about, and you need your “A” game to excel here. If you do, though, you’ll have some of the best fun in TO.

 

Overall map review: Perfect for the casual players who want to learn all about strategy if they are trying to become better at clan battles and MM. If you can find a populated game, play on it. You’ll have loads of fun.

 

#9: Scope

 

Don't judge a map by its cover - Scope is beautiful inside

 

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Scope is a map that not a lot of people know about. It features a huge open field and a network of tunnels that are simply begging to be accessed by anyone, really. Although it might seem like a camper map, get a few close-range turrets into the tunnels in CTF and you’ll see all hell break loose thirty seconds later when they start engaging the enemy team’s base. Having a Nuclear Energy box that drops in through the little hole in the middle would be a fun mechanic as well. Still, it’s definitely not the best map out there.

 

Overall map review: Great for CTF fans and awesome for gold boxes. There’s so many gold box drop spots on the map that you might just get lucky with your respawn in the corner of the map. The tunnels provide great alternatives to going out into the open. All in all, this is a map with a ton of replay value. Enough said.

 

#8: Kolhoz

 

A beautiful map + a beautiful skybox = bliss.

 

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Kolhoz - a sniper’s dream because of how effectively you can camouflage yourself in the bushes and because it has so many elevated positions. This is probably the best map for Shafts when it comes to PRO battles. The best MM map for Shaft is arguably Massacre, but Kolhoz is another story. Having some great flag routes and flanks, this map doesn’t let you sit in one spot for too long, because there’s always a way for the other team to get around. The pit in the middle has a lot of action, too - if the Nuclear Energy was to drop there, I guartantee you there would be a huge battle every time. So much fun to play on, but it really has been forgotten in time. Try it out some time.

 

Overall map review: Great for any turret and hull provided you had decent camo to blend in to the surroundings. Snipers were everywhere, but they were powerless without knowing where you were. That feeling of getting away from the enemy Shaft’s line of sight is so satisfying. CTF was a real meat grinder here. Open areas on top of open areas = very hard path for the flag carrier. And that’s what made Kolhoz so good!

 

#7: Rift

 

The perfect symmetry of this map seals the deal

 

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Rift is one of my favorite TO maps ever, due to the amount of levels it offers and the amount of turrets you can perform well with. Sadly enough, you won’t see it even in PRO battles - its popularity is really underwhelming for a such a gem of a map. It’s particularly great for CP mode, as there was always a scramble for the A point at the start of a match. Ultimately, this is why I put this map at #7, as it is incredibly good at achieving its purpose, but still not very widely known. It does leave some things to be desired, like better flag base spots and less open areas, but overall it’s a very good map.

 

Overall map review: Rift is a great map for beginners who are learning how to play on a variety of levels. Having an almost-perfect symmetry, you can navigate and understand this map much easier than Tribute. Although you can argue that CTF wasn’t as great here, it was the CP that made it intense and made you break a sweat. You had a whopping five levels to play at, but if you could master them, the battlefield was yours.

 

#6: Factory

 

A small map with loads of action, set in a burning city? Yes please

 

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Factory, the smaller brother of Future, has a unique feature in the middle of the platform - a little net that can cause you to lose your bearing. Although it’s not big enough to actually fall through, it can still cause you to mess up your aim, especially if you’re playing with something like Railgun. It’s great for CTF, with its perfect mix of cover and wide open areas. The flags are planted out in the open, so you  have to think twice before going for them. This map was great fun for parkour, too, because the buildings really gave you a challenge to climb by yourself. To me, it’s one of the most iconic TO maps out there just because of the layout. Whatever game mode you throw at it, competition will be fierce, and that’s what makes a TO map amazing.

 

Overall map review: A great alternative to Sandbox with a variety of heights to play at and great gold box drop spots as well. What made this map popular was the parkour. It was easy to master and gave you immense satisfaction from doing so. The brown design of the map really brings back that old TO nostalgia that you get from Future and Platform, and I think that’s the best feature of the map. It may not be perfect, but at least you get to remember the old days of TO, where everything was simple and great. 

 

#5: Subway

 

Equally as amazing both above and below ground level

 

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I honestly didn’t think that I would put this map so low, but when you’ve got these other great contenders, Subway can’t quite compete. Being a map great both underground and above ground, you really had a lot of choices with how you wanted to play. Although the flags were closer to each other in CTF than on Sandbox, the amount of terrain you had to expose yourself to in the underground made it a great trek to get a capture. Of course, you could also go above ground to escape the action, but you would get a blockade of enemy players near your flag when you arrive at your base. The satisfaction of capturing a flag, though, is unparalleled. It isn’t an understatement when I say that this map is a meat grinder, but the dynamic gameplay you get is only rivalled by the maps which I put higher up.

 

Overall map review: Best for CTF. The amount of plays you can do is immense, and the more you played on this map, the more you learned. It was home to Mammoth-Freezes camping at their own bases, but get a couple of people surrounding them and it’s show time. It was like a meat grinder on steroids. Was it fun? YES. Will it be fun in MM? PROBABLY. Now imagine a Nuclear Energy drop falling on those rails. Exciting, isn't it?

 

#4: Esplanade

 

Amazing map design makes for amazing gameplay

 

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ESPLANADE! One of the most popular PRO maps to date because of its easy parkour and great gold drops, this map was home to some of the most intense CTF gameplay you have ever seen in TO. It’s key feature was that it offered such a huge variety of levels to play at - you’ve got the top, the middle, or the bottom to choose from. Many campers flocked to the top to rain down death to the opponents, but they always had to remain careful because there were passageways through the bottom and the top to flank them, so they never knew the enemy was coming from their own base. This map is often used for rankups and parkour because it has the highest jumps aside from Madness and has a variety of hiding spots for hide and seek. Never forget this map.

 

Overall map review: What a map. I spent many hours here learning how to time my jumps and learning the art of Shaft and Ricochet. What kept me coming back here was that it great CTF matches, and they didn’t die for a long time. It was the perfect map for so many things - CP, CTF, even DM! Every turret had a chance to shine here, and I think that’s what makes a map perfect. #4 seems like a great place for it.

 

#3: Cross

 

The symmetry, the CTF, the looks...THIS MAP IS SO, SO GOOD!

 

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If you really thought I wasn’t going to put this legend of a map into this article, you’re wrong. Home to many XP/BP duels and tandems, this map has become so much of a TO classic that it even got its own reboot in Tanki X - Area-159, which is also one of my favourite maps of all time. The simple structure of this map makes it so much fun to play on - I can’t tell you the amount of hours I’ve spent on this map. It’s the perfect spot for beginners because it teaches you how to play the game under the bridges, on the ramps, and on the bridge itself. I personally think it’s symmetrical design was why it was such a successful map, and it doesn’t matter if you’ve got Mammoth-Thunders camping up top because you know that one minute later, you’re going to get them. It doesn’t matter if your flag was taken - you’ll get it back. Pandemonium was what this map did best, and I remember catching one of my first gold boxes here. One word to describe this map’s awesomeness - balanced!!

 

Overall map review: The best map for beginners to the game. Controlling the supply drops is key to controlling the map, and the map is small enough for you to have a good chance of catching gold boxes. Knowing how to utilize the area under the bridge can potentially win you the game. CTF was what made this map iconic, setting the stage for eSports as we know it today. What can I say? This map better be added to MM.

 

#2: Chernobyl

 

The winter setting makes you feel like you really are Captain MacMillan

 

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I’m going to tell you that this pick is biased. I love Chernobyl and Pripyat as a place because of popular culture, and I felt that the map was equally as amazing. Created by Duke2.0 in early 2010, this map was fairly popular for several years after. I remember it starting to die in around 2015, even though it’s still pretty popular for parkour even today. Although this map wasn’t used much for XP/BP, it was great for any other modes. The CP points had a great distribution, and CTF was a lot of fun here too. Although you can say that there were a plethora of campers (I know that because I used to do that to get easy XP), the people who dared to go out into the open were the brave ones. This spirit would make the team go forward and capture the flag together. What saddened me was that this map was never used in the XP/BP rotation for StarLadder and ESL tournaments. It really has so much potential, and yet, it’s neglected.

 

Overall map review: The setting and the layout is incredible, especially if you play on Winter and have fairly good graphics. Although it can be subject to campers, gameplay here is dynamic and diverse - you always have to keep an eye on the objectives as well as enemy players to excel here. As a result, you get fast-paced gameplay which pulls you into that thrill of playing. Playing on this map effectively and punishing the enemy is probably one of the most satisfying things in TO ever. So should this map be added to MM? DEFINITELY.

 

#1: Novel

 

Iconic? Yes. Balanced? Yes. Masterpiece? YEAH!!!!

 

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And at number one today, we have Novel. Some of you might have seen this coming, but this map really does deserve the top spot due to how amazing it is. It’s just perfect. It allows every turret to shine, it allows you to have fun to the max, and you valued every game of it. This was the pinnacle of TO map design, and nothing will bring back the fun of CTFs on this map. I used to come back home when I was in sixth grade and play this map for hours! The fun you had on this map was simply the best. Nothing can contend against this masterpiece. THIS is why I put it at number one today, because of all those years that I and many other people spent on this map. This map was our childhood. This map was our everything. And this is the true king of all of them. If you didn’t get to play this map in its prime, you missed out on a lot. And I mean a LOT. 

 

Overall map review: Perfection. Everyone who has played here has high praise of it. This map was the average Tanki player’s childhood, and I don’t think any map can really top this experience. You can put many maps at #3 at #2, but this has to come at #1. At least for me. Every part of this map is iconic - the ramp at the blue flag, the buildings at the red base, the bridges - I could go on all day. If I could choose one map to be in MM - it would be an easy win for Novel, but not an easy fight for the maps between #2 and #5. It was really hard for me to choose the order of those.

 

Honorable Mentions:

 

Deck-9

 

Why was this gem of a map ever removed?

 

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Deck-9 was one of those iconic TO maps, and even though you can argue that the red team had a bit of an advantage, all it really took to get the red flag was a push into their territory and then a jump through the hole. CP was something unique on this map - instead of the standard one or three points, there was only A and B - something I believe wasn’t in any other maps. Correct me if I’m wrong, though. There were plenty of escape routes for each team, especially the notorious ramp that led to a free Repair Kit at the blue base. So while the Red team had an advantage on defense, it would be a grind for them to capture flags. This map wasn’t easy for beginners, but once you played on it once or twice, you could navigate the map like a pro. 

 

Overall map review: The best map on this list for learning how to keep track of your surroundings and learning how to play in close quarters. Controlling supply drops is also key to winning here. With a bit of practice here, you’ll excel in pretty much all the small maps of TO.

 

Pass

 

3-lane maps never disappoint

 

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Ah, Pass. The times when TO was simple. Close-range turrets were dominant here, but back then when this map was popular, there were no flag indicators that showed where flag carriers where, and you always had to keep guessing. Sure, you could just stay at your base the whole entire game, but the risk of going out and not knowing what would happen made you come back to this map all the time. I remember falling so many times into those holes under the bridges, and learning not to do that really made you learn how to control your tank better. It was the perfect map for beginners, and this was what kept me coming back to it even years after its prime. 

 

Overall map review: The simple design makes this map great in quality - it was many peoples’ first map in TO, and this is where TO really started in my opinion. Although it can’t quite compete to the other maps, I felt that I should at least give an honorable mention. It’s been a part of the old-school Tanki players’ hearts since the very beginning of TO, and I don’t think anyone will forget this from their Recruit days.

 

Siege

 

A hidden gem which got lost in time

 

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Sadly enough, I never played Siege due to how unpopular it is, but once I went in to see if it was good enough to qualify on my list, I was surprised to see that it really was. It has a plethora of sight lines, and you were always at risk regardless of where you were on the map. Although I’ve heard that the amount of campers on this map were huge, most say that gameplay was pretty dynamic and that flags were captured very quickly. What this made for was for constantly populated games which I never joined. That’s probably one of my biggest mistakes in TO to date.

 

Overall map review: It’s seriously underrated. Even back before MM was here, I almost never saw Siege in PRO battles. Like I said, it’s a shame that this map was almost never seen in PRO battles, because it’s actually pretty good. The symmetrical structure contributes significantly to why I love this map so much nowadays. Although it does look similar to Forest, more open areas means you can rely on more turrets instead of just CQC ones. This is what a real battlefield looks like.

 

Molotov

 

The true king of format battles

 

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Molotov has been popularized by many to be the best XP/BP map there is, and I think that they’re right. The layout, although nonsymmetrical, is perfect for CTF because there’s a lot of cover for the carrier, which in turn makes a full assault necessary for a return, allowing for enough time to plan the next strategy. This map was widely used in eSports, which made its popularity go through the roof. Even today, you can probably see Molotovs in PRO battles. This map really did age well, just like wine. 

 

Overall map review: One of the most iconic eSports maps, and for a good reason. Gameplay really flows here, and with teamwork, it’s one of the best experiences you’ll ever have as a Tanki player. Its astounding success is only bested by some of the other eSports maps, such as Sandbox or Parma. Although it could work in MM, I think that a rework of Molotov would probably be necessary.

 

Station

 

Simple design, but great execution

 

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What can I say about Station? The ultimate map for CTF, allowing for great 2v2 or 3v3 gameplay. This map has an interesting feature in CP - I think (although I’m not certain) that points B and C here are actually the closest points in the game (in terms of distance). This definitely gives an advantage to the team that holds them down, which is why point B especially was always defended fiercely. You can even compare it to say, Polygon’s point A. The significance of this point was huge, and this is why people played it in the mid ranks. Small map + Contested point = Huge fund build-up. The math speaks for itself. 

 

It is also extremely popular in XP/BP, due to the plethora of crates, pipes, walls, and other obstacles in the middle, which allow for amazing dodges and require pinpoint accuracy - playing well in Platform was a real testament to XP/BP skill.

 

Overall map review: Station is a map that thrives from being small. Don’t let the height advantage of the station itself fool you into thinking that this map is unbalanced. The fact that almost all of the map is on flat ground makes it an even playing field, especially when you’ve got a view to all corners from the center of the map. Gameplay is one-of-a-kind here, forcing you to constantly think about your next move, especially if you’re playing without supplies. Almost like chess…

 

And that’s about it. I’d like to thank each one of you for reading my first article in the Newspaper. If you felt that my choices were either justified or biased, hit me up in the comments section - I’ll try to answer everyone’s questions as thoroughly as I can.

 

Next time, I’ll be taking an in-depth look at Chernobyl and how its MM version compares to the original.

 

Until then,

 

Tidebreaker out.

 

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Hey everyone! Thanks for the support already! I hope to answer each one of your comments as thoroughly as I can, so comment down below whatever you want and I'll answer it. 

 

Alright, see ya in the comments!


Just scrolling through this made me nostalgic.

Which part of it? For me, it's gotta be Subway and Novel.

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Which part of it? For me, it's gotta be Subway and Novel.

For me it was Pass, Cross and Esplanade. I had so many memories on those maps, but I never see them anymore.

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Hey everyone! Thanks for the support already! I hope to answer each one of your comments as thoroughly as I can, so comment down below whatever you want and I'll answer it. 

 

Alright, see ya in the comments!

Which part of it? For me, it's gotta be Subway and Novel.

Nice. Cheers  ^_^

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Opposition would not be very fun to play because of Magnums, and also because whoever takes the hill wins because of the massive height advantage.

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Well... Cross is in MM. Much like Sandbox. Which does remove some of the charm, but Cross MM does exist.

DISCLAIMER: This article was written in May. Since then, Chernobyl, Cross, and Molotov have been added to the MM maps list.

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Well... Cross is in MM. Much like Sandbox. Which does remove some of the charm, but Cross MM does exist.

 

DISCLAIMER: This article was written in May. Since then, Chernobyl, Cross, and Molotov have been added to the MM maps list.

 

Mm.
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Forgot how much I missed so many of these, I remember my very first battles were on Esplanade, its a very interesting map.

 

Wish Monte Carlo would be popular as well but I can understand why it isn't, its not the best for slow hulls and short range turrets.

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I still remember two years ago when maps like Kolhoz DM and Desert DM were still popular, I would have Isida Viking and one time I did 76-15. Kolhoz and Novel are two maps I would like to see in Matchmaking.

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i'd love esplanade in MM, the map is just perfect for CTF and CP games, for DM pass would be a nice map.juggernaut assault and rugby are not fitting in those matches in any way, we have to get different maps for different modes.

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subwway , rift, and oppossition have to go in....i miss playing on rift it was a thrill, as for the others i love them but never used to play them but they look like cool maps and would definetly bring a better  variety into the mm mode.

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For me it was Pass, Cross and Esplanade. I had so many memories on those maps, but I never see them anymore.

Understandable. Those maps were legendary in the 2015 days. It's a shame that they're nowhere to be found in the last year or so. 

 

 

Opposition would not be very fun to play because of Magnums, and also because whoever takes the hill wins because of the massive height advantage.

Since when can Magnums hit inside a tunnel?

 

 

Deathrank? Gravity? Boombox? 

Deathtrack is way too big. Sorry. Gravity is like Noise to the power of 2. And Boombox.. well, I think it's too small for MM standards.

 

 

subwway , rift, and oppossition have to go in....i miss playing on rift it was a thrill, as for the others i love them but never used to play them but they look like cool maps and would definetly bring a better  variety into the mm mode.

:)

I would really like to see Noise in there?  But the map's you chosen is great? I like the Idea's your coming up with  :) 

Even before Magnum, people would just camp up top with Thunder and Ricochet. It's the least-balanced map in Tanki history if you ask me.

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Kolhoz, Subway & Esplanade are too large for 8v8

 

 

No they're not, even deathtrack isn't too big. But of course, devs love finding extremely small maps so that it's easier for one team to spawn camp the other team. <_<

 

 

I would really like to see Noise in there?  But the map's you chosen is great? I like the Idea's your coming up with  :) 

That monstrosity should stay the Hell away from MM, CTF, red has a 85% of winning.

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No they're not, even deathtrack isn't too big. But of course, devs love finding extremely small maps so that it's easier for one team to spawn camp the other team. <_<

 

 

That monstrosity should stay the Hell away from MM, CTF, red has a 85% of winning.

The smallest maps are the best in MM , Sandbox and Sandal for example, They are so small that you almost don't have to spend time driving around, Only a few seconds with Nitro and you are in the Enemy base, Matchmaking battles are only 7 minutes long, for example Brest (the map) it is way too big, if you are attacking in Brest CTF you will probably spend 2 minutes of the 7 driving into the enemy base, to attempt to take the enemy flag, which is difficult to succeed as well.

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