Why are the ground maps so small and games so short

big tunisia is straight up snipe and camp map

Shows how little knowledge of the map you have.
Big tunisia had plenty of flanking routes on it thanks to all the dead ground so if you didn’t want to “snipe” at pretty normal engagement ranges for modern MBTs then you had the option to use the terrain to flank.
Lack of creativity on your part if you think it’s just a “snipe and camp” map.

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i dont play on it pretty often and left spawns are hell

The left spawns are the best spawns though?
There is so much dead ground to work with over there that you have to actively be trying to get killed.
It’s nothing but large sand dunes.
I do not understand how you could possibly be struggling to utilise the dead ground.

Developers are always taking Feedback on Map Designs… they also watch data as well…

Have you made suggestions ? if not, might be a good idea

I don’t think suggestions are needed, the forum is already littered with map threads. The consensus that maps are either too small or unsuitable for top tier gameplay is pretty solid and widely accepted here. You even have big WT YouTubers like DollarPlays and Hunter_i86 asking for bigger maps, so it’s not just a few people complaining.

I just wish maps would stop catering to the casual ADHD crowd, at the very least they should make new game modes that focus on realistic scenarios like PvE EC so that you don’t lose or alienate the casuals.

I’m so sick of the close quarters corner shooting simulator that ground “realistic” is right now.

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Personally, I have seen very few people actually say why the map changes are bad, other than “map smaller=bad.”

I want to see actual suggestions to improve maps, but I don’t see any of that.

I think most of the criticism comes from the fact that most small maps are too linear and only promote head on engagements (see images below), which gets stale and doesn’t account for all the type of vehicles that are in the game that can’t just hold W to the action.

The second major complaint I see is that they don’t provide enough flanking or freedom of movement, I actually have a few favorite small maps like Advance of the Rhine and American Desert because they are actually well thought out, the same can’t be said for the rest of the small/urban maps which are hell in top tier.

Just look at these maps. How on earth is anyone supposed to have fun in these? Most of these maps just stop being fun once you get to top tier, there isn’t enough room for them (Why I suggested lowering the player count in top tier RB)

Small Maps

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The moment they stop restricting player movement and butchering maps because some lack the brain cells to understand tactics, maybe less people will complain, and the game will start to heal.

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too small, too fast, too many people
If you like arcade, go play aracde

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Lets be real here, the forums have ended up being the complaint section of the game, but it by no means, means you are a majority or have any true basis.

I agree with you, and I think many maps suffer from that linear engagement style.

Caps are positioned too closely to borders on many maps, which often gives only 1–2 places to attack from. This also funnels players into 1 area, which is bad for certain tanks. Ideally all caps should be able to be approached from all sides.

Poor red zone design is also a huge issue, many of the zones seem lazily tacked on without any thought. They don’t follow the terrain, or any buildings or streets, either.

Some restrictions of player movement make sense, such as blocking off camping spots, or preventing players from getting into unintended places. However, there are often better solutions than a lazily put in red zone.

For example, Mozodok had a part of the map cut out because it was often used to easily spawncamp. However, this had the unintended(?) effect of preventing flanking on part of the map. A better solution would be to make the spawn less open, change the terrain to be steeper, or adding more hilly sections in the dead area on the side of B.

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Yeah I know,
imagine having to drive for 5 min while planning, that’s insane, who has time for that
imagine not seeing an anemy in the first 15 seconds of the game, unplayable
imagine not being able to spawn camp, unbelievable
imagine having to think with your head, …

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I’m sure you’re being sarcastic, in which case you missed a /s or a ‘sheesh’…

There is large variant of sands of tunisia lol engagement takes place as soon as 10 seconds into the game.

You are right, this is just my opinion, but many feel the same way. It would be interesting to see an official statement from the devs themselves on the matter. Maybe they should gage the opinion of the community through a poll or survey and go from there instead of doing things by themselves because according to them “Long time and experienced players love small maps and quick 5 minute matches”. Said no one ever.

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The actual issue is that no matter the changes they make, there are so many upset players here for whatever reason that they’ll find reason to blame the devs or the game for anything that isn’t in thier favour…

That’s the true issue.

Yeah, I suppose that’s true, but QoL changes can benefit everybody when it comes to map design or rotation. I have brainstormed a few ideas, I will probably submit them to the suggestions section later.

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With your suggestions, work on that formatting, and structure of the suggestion overall.

Even double post on it if possible, and make segmented/chaptered points and such. You could do well.

QoL is a commonly overused coin term/hype word. ‘fair’ is another. They’re all perception based. One thing I notice with suggestions is there’s no acknowledgement of the other side, and many are born on the problem being that the player died/lost and they merely don’t think they should’ve.

And die and then complain about tank being weak like buy a CV90105 just use it to rush up front and die really what do they expect?

I had a rough draft saved on my computer, but honestly it got too technically complex, and it would end up increasing queue times. The gist of it is that the higher you go up the ranks, the likelihood of getting urban/small maps decreases, doesn’t mean you won’t get them, but maybe not getting 10 of them in a row like it is right now would be a great start.