Calling me as a Gaijin collaborative is unfunded, and saying that i wanna get hired is undoubtly the most stupid argue i’ve ever read.
Apart saying you hate some maps,… you bring nothing new,…
My argument is based on the facts that maps are made similarly
“Open field”-> 3(4sometimes) corridors, from each spawns, with 3 capture point in the middle of each corridors (2 corridors going to Central point)
“Urban field” → similarly to Open fields, the roads are corridors and often brings to capture points, the fact it is Urban make more corridors to defend/attack, spreading a bit more people.
“Mix field” → little towns around Capture points, easily defendable
All the maps are similar.
Some Vanilla maps had Flanking paths, many of those got removed/blocked by Czech Anti-Tanks traps or Death areas.
The maps are sadly all designed following those criterias.
From this come my point: if you don’t like 1 map of the whole package, you don’t like every others map of the same type,… but as map type are similarly designed, i can say you then hate every maps.
In such, you percieve some maps as bad and not the others simply because you dislike the ambiant environnement,…
if Volokolamsk were to be designed with Koln building type, you possibly would be liking it more.
But remember that i’m refering to the LAYOUT, and not the colorization,…
Oh, and by the way, the banning map feature is simply here to make WoT players happy, and to create a feeling of protection for players,… but it only brings more frustration.
If the amount of bannable maps increased even by 1, the amount of people unable to play with each others due to ban, would be increased by more than 1.
Therefore the Banning map feature is a marketing pointless feature, one more in the middle of thousands added to “make people enjoy the game”, getting Devs away from more important matters, like bug fixing.