Previously, this layout of Ardennes had an issue with the red spawn, as it was exposed to half of the map like an object in a museum exhibit. Now the map has been changed, and the red spawn feels much better and has more cover. However, the blue spawn has in turn become the new museum piece. Why?
I think this change to the blue spawn should be reverted, as both teams must have equally protected spawns without one side having an advantage at spawncamping.
In the screenshot below you can see that spawning at the blue spawn instantly exposes the player to half of the map. Players who spawncamp from behind hills and buildings near points C and B have obvious advantages over freshly spawned players. The exposure goes even beyond the C and B points, because players spawning on the red side have an elevated hill on their side of the map, which allows them to overlook the blue spawn.
Do you agree that the blue spawn should have terrain cover like it did before the change?
Or an even better idea, nuke the map from the roster.
3 Likes
we have this rubbish while white rock fortress stays vaulted
This map is one of the worse offenders for open spawns tbh. Something needs to be done to sort issues like this.
we can point out all the flaws all the ground maps have, but gaijin’s efficiency is like watching poop dry up. and they are both the poop, and the process of watching the poop dry up. they are inefficient. it will be done, eventually, but they will make changes to maps that dont make sense from a player perspective. evidence enough they dont actually play their own game.
just look at white rock. they put like, 4 new maps into the game, but re-doing an already existing map takes this much time? it doesnt make sense. white rock didnt even need that much rework. just put in more obstacles between the spawns, so spawn camping, the original issue, was gone.
then there is their own perspetive of “remaking maps to higher textures”. in every map they have redone so far, they removed all the dense bush cover. on eastern village, flanking through the forest area is nigh impossible, because you are over exposed. they removed all the bushes. they literally cut the maps in half by removing the flanking alternative. instead of making that area impassable, they make it so unattractive to use, you still evade going there. they apply the same concept of “hostile architecture” on the maps.
Better idea still - have “recently nuked” as a “weather condition” on all maps.
Every building and piece of destructible BS, except for exceptionally-hardened structures, would be already blasted-away. So your typical city clusterfuck map would suddenly be a lot less of a clusterfuck.
1 Like
Removing bushes is a huge plus, the number of times I am trying to hide in them and am still seen while I’m rendered more blind than my opponent are beyond measure.
See Fields of Normandy’s dense bush hedgerows for details - I want all of those burned the hell away.
lmao maps. tbh nothing can be fixed if the empty field is still in front of spawn.
Naked paths to objectives is one of the problems in map design that WT has and can be annoying. But spawning directly into enemy’s scope is just unfair. This can be easily fixed by elevating/lowering terrain or adding structures in front of spawn points, it takes like 5 minutes to edit in engine sdk.
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And 5 min to ruin the whole thing again…
How many times have they changed spawns on this map…