New Darwin Hill Location and Map Improvements!

Darwin Hill is one of the biggest turds to have seen the light of day, it might genuinely be worse than Attica or Flanders.

You can almost see spawn to spawn from multiple angles, attempting to take the points is almost guaranteed suicide. It’s like an even worse version of Maginot.

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Maybe I missed something here, but Flanders is pretty darn solid, especially relative to most of the maps from the past 4 years (red desert aside, it’s fantastic)

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They were on a good run with Golden Quarry, Flanders and Test Site. These are maps that (while different in character) make different playstyles and vehicle types viable.

Then they created Attica and Darwin Hill. Both maps where losing the initial engagement completely decides the outcome of most battles.

Unfathomably bad, both of them.

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I finally got it once after like 60+ battles.

There is something wrong with the map rotation…

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I played it on a foggy weather so I could not even see all about it. But I did like what I saw regarding all the small hills and cover route that you can take.

It was a battle setting though with one point to defend/attack.

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What an amazing map
oh wait it isn’t.
Helicopters can kill everything on the map from the spawn point and ruin the whole game by shooting and hiding behin a hill making even the most modern sam system useless. Gaijin should hire someone competent in map design ASAP
Ok, they hate ground players and the last Q&A have shown that but this is too much

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darwin hill is pretty good in a 6.7 uptier but i can see it being quite literally unplayable any higher than 8.7.

should be limited to 1.0-8.7

I managed to play one 9.3 match on this map, and while the flat terrain helps teams not rush down as fast. It’s also a real place, and the mappers made it look good with lots of little details. Bonus points for that, but that’s where the positives end. It’s still just the same 1x1km maps that make ground awful. These are arcade maps and they shouldn’t be made for realistic or sim.

Also why was the original suggestion for Port Stanley completely ignored for this land bridge?

Decided to go check it out in-game.

If old tank maps used to be 3km for ww2 vehicles, then modern maps should be at least 5km if not 10. Also better gamemodes are still needed. Point rushing gets incredibly repetitive and boring fast. Battles could easily replace them as the standard since at least those matches can last longer than 5 minutes.

None of these are good.

Aesthetics wise at least Flanders is a real place, and looks like a ww2 map (even though you can get it for post ww2 tiers for some reason) The others are just incredibly boring.

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Whats feedback on this map, from 10 games I played south side never won a single battle
Is there any statistics to check ratio of it?

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Ok gaijin, this map was a fine joke.

When you are going to remove this abomintion?

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“yeah, let’s make a map where we can spawn camp from km away”

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This map is pure ass…and that’s not saying to much seeing what they did to the remake of White Rock Fortress.

In GRB, the enemy airfield can target you the entire time your over the middle of the battlefield.

Agreed. You can’t even move out of the spawns as they can see you the entire time. Not sure if the map was delveloped with some help from “sUPerInTELligence”.

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I don’t think so. What I actually think went wrong with this one is something like this. They were trying to make the map be sorta like Flanders, which is imho a very good map, the problem is that in the attempt to make the map semi historical, you are introducing an enormous constraint (the small size, especially width of the map, for a location that IRL is not tank country at all).

In Flanders, having all those defilades works because it takes some time for initial contact to be made, and the map is large enough that flankers can slip through the cracks, occasionally even if spawns are marginally compromised.

But on Darwin Hill, the map is so small that the defilades just become spawn camping avenues for whatever team wins the initial engagement. It doesn’t matter how “creative” you get trying to respawn the second time, it is extremely predictable where you’re gonna pop out, and even if you take out one guy, there will be 2-3 more waiting to fire at you from different angles.

Much like Attica there are also spawn camping and corner camping positions that cannot be counter flanked (the corners either side of A on Attica for example, or the rocks north of C by the waterline on Darwin Hill).

The lack of cover from the air is also another product of making the map “semi historical”.

You know how Berlin is notoriously difficult to balance because it’s based on the actual location? Yeah. Same problem.

It’s cool to have real world places in the game, but at least some of the time you’re better off creating a fantasy map from scratch than trying to work from a satellite view of a battlefield, sadly.

Hell, you can even marry the two ideas with alternate history set ups. If you really want a Falklands inspired scenario, make up a map that simulates a contested amphibious assault on the Argentinian mainland. You can add interesting terrain features from that area of the world but also design a map from scratch without the external limitations introduced by copying an existing location.

End of the day, whatever happened, I am sorry to say that this map should have never been made.

I hate being this harsh because I am normally a big fan of what the devs do with this game (it’s why I play it!), I just think they missed the mark with this one, happens to the best of us.

For sure it’s staying perma banned on my account. Even if that means putting up with Attica.

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Gaijin created a bad map ?
Picture me surprised.

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I’ve said it before, but I think they were on a good run with new maps. Golden Quarry, Test Site and Flanders are all pretty good, and Test Site probably has the best combination of playstyles of any WT map (you can effectively snipe, brawl and flank).

Most of the problems normally associated with maps in WT are imho problems with the game design of GRB. It is incredibly hard to design a balanced map for a multi spawn set up of “STEAMROLL: THE MODE”.

GRB is a win-more gamemode that gives an absurd advantage to the winner of the initial engagement because you can set up on a power position and look over cover without being seen. The snowball is a problem that transcends map design. The very best maps can ameliorate it, a different spawn system could ameliorate it, but it won’t go away.

That said, Attica and Darwin Hill are legitimately terrible in all aspects other than being visually very cool. So twice in a row now they’ve produced maps that I consider to be very poor. Leaves me with some worry about the next ground map…

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Test Site feels like a copy of Seversk, so I absolutely hate it. Other two can be okay in certain modes, but none is spectacular either. Gaijin rarely creates a truly great map and people have to deal with mediocre maps, just hoping that the next one won’t be awful.

After finally having had the chance to play the Darwin Hill map a few times, I’m coming back to say:

It’s the best map where MBTs can actually be MBTs and play like MBTs.

I hope from now on you will make more maps exactly like this!

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Yay… MBTs being MBTs? you mean spawn camping from past mid map because this map is so flat…

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Need to lower the br requirement. Should start at 3.7 or around there.

Test site is such a weird map because it has so much promise, but’ it’s definitively missing something like a central ridge, larger size, or second larger cluster of buildings/ hills to break up the satellite sight lines, but I’m generally satisfied with the mapa.