
The spacious autumnal Ardennes location has also been completely redesigned. Abandoned fire positions, collapsed houses, puddles and mud, and, of course, trees covered in autumn gold, all now rendered in modern graphics standards with a wealth of fine detail. All general navigation remains unchanged: all approaches, bypasses, and terrain. Among the interesting new features, note the abandoned equipment, bulldozers and tractors, which can now be used as temporary, mobile shelters when pushed forward.
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Another will done rework keep the great work mr snail ! 
the only thing i hope it get reworks in all maps is the old outdated grass and roses they look like png in the floor !
I have to say big version of this map is going to be a nightmare. There is clear line of sight from C to north spawn without any cover. South spawn is better because it is still behind higher ground. Meanwhile south spawn can be quite easily spawn camped from D1 behind houses. No matter where you go from that spawn you are visible to guy camping at D1 who can shoot all the way to houses in F5 that are usually used as cover while pushing to C.
A&B caps are I think much better then reworked open spaces. They share same layout as current version of map but roads are slightly more wider and spaces are bit bigger so you don’t feel so claustrophobic when driving there and you will not have trouble getting two tanks side by side to those roads anymore.
I can see small version of map that is just the town being quite good but the big one will be horrible map once you lose C point as north team.
Spot to camp North team
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First spot of cover from north spawn that you can find is 200-300m away depending how far you spawn
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All the spots where you can from cover shoot either to South spawn or the open field that is only way out of south spawn. I think building between E1 & F1 is most insane spot if you can get there because you’re behind enemy spawn and not visible on map.
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This map change is absolutely catastrophic. A massive number of environmental vehicles have been added to the map, to the point where it’s now unreasonable and excessive. The description’s claim that they are “which can now be used as temporary, mobile shelters when pushed forward” is completely wrong.
These vehicles actually create a greater burden for the attacking side. They are too detailed, and it’s baffling why bulldozers, for example, generate a heat signature. Attackers now have to waste precious moments distinguishing between player-controlled vehicles and static environment models. Defenders, however, face no such issue; they simply wait for the opposition to push out.
Furthermore, for aircraft using thermal imaging pods for reconnaissance, these heat-emitting bulldozers add significant workload and cost in terms of time. In a real match, this meaningless clutter of heat sources can have severe consequences. In top-tier, high-intensity, fast-paced combat, this interference can cause you to miss a critical attack window at best, and lead to your own destruction at worst.
War Thunder is a PvP game.Players do not need, and have no reason, to engage in a battle of wits with static environmental objects. Time should not be spent on them. The rework of the Rhine map once removed these environmental vehicles, so why are they being reintroduced on new maps now?
To fix this, the following changes must be made:
- Remove the heat sources from all environmental vehicles.
- Delete the majority of these vehicles from urban combat zones. They should only be placed in low-intensity areas, like open fields far from the main battle.