82 thoughts on “9.1 Map Changes

    • Amazing changes! Now campers will hate this map! And Progamers who never camp on this map will love it much more! Even now it is the worst map for camping, but after patch… there will be really no place to hide!
      But the old island will be very big adventage for the northern side… It will become a lil imbalanced map.
      IMHO they should change forests behind the base and nothing more. The rest of changes are too strange, they do too much.

      • BTW Komarin now is my favourite map, because it’s the best for inteligent attacks with making a long frontline along diagonal from K1 to A0. And then push with all tanks. I never lost using this tactic!

  1. I like the changes on Komarin and Tundra. They should make for much more interesting games.

    • Komarin: As for that reworked “island” – there is water from the southeast and land from the northwest and it seems that tanks can escape (and by pushing even enter) the “island” via that land, so it seems IMHO again imbalanced.

    • still its not reworked enought. Having forest next to cap circle is pure fail. Every monkey will camp there.

      • Even if they camp there, you can sneak to the cap point once you gained ground through the 9 0 line, unless you’re on about the top base, which is a good point, It looks like they’ve added a ridge there too.

      • Looks like they are continuing to reduce foliage there…as well as all maps for that matter…

  2. Thank god they changed Komarin it was hell with heavies sitting in either corners – I hope they’ve made the corner woods much more sparse.

    As for the North-West map, I was a huge fan of the original, the initial change wasn’t so welcome – I am worried about the new, new North-West.

  3. Dat Arctic Region overhaul in the video…looks amazing!! Now the north has a Sniper’s Hill, and that second path down next to the river looks neat, as well.

  4. IMO Arctic Region looks like shit. Same goes for changed Pearl River. I don’t mean the looks per se, I mean the 17 different ways between bases. It’s good in theory, but in practice (in randoms) there are just not enough players to cover every route. If there were 20 tanks per side then it would make sense. but in t 15/15 you just can’t use all the possibilities. 15 random people will form 2-3 groups with 2-3 solitary tanks. If both teams choose the same ways, they will clash and you have a campfest. If they pick different ways, you have a mess with a pretty random outcome. The new way of them doing the maps is that the routes are forcibly separated by rocks, forcing you to pick a chokepoint, one at a time. You can’t make ambushes, because you either miss the main battle (if main enemy force chose any of the other 16 ways) or are swamped by enemy (if they chose this one). I don’t like it, but I guess it’s good for tomatoes that have one way of playing for each map. But can a creative player fully use the map’s potential? Severogorsk says no, too few tonks per team…

    • Believe it or not, your opinion is exactly what was wrong with original maps and why they remaking them all. The whole point is to have more than just 2 or 3 chokepoints where everyone sits and trades shots. Pearl River and Arctic were infamous for it.

      When you started on Arctic you choices were: North or South. And you have fucking pathetic tomatoes just like you sitting there trading shots until one side runs out of hitpoints. No tactics, no ambushes, no flanking, just campfest of shit noobs.

      Now, it’s impossible to chokepoint anything. You can pile all your TDs into one way and be flanked and destroyed in minutes. Absolutely perfect.

      But of course tomatoes who don’t actually LIKE playing the game will hate it. They would prefer a comfy little spot where the can sit all day starting at a pixel in their scope.

      GTFO.

      • I agree, though you were being a little harsh toward the guy.

        artic region was one of the maps were TD’s ruled supreme and Medium tanks couldn’t flank at all due to the lack of flanking options. The map was changed for the better now, giving Medium and light tanks options to scout and support Heavy tanks and TD’s without having to resort to shooting at tiny frontal weakspots and exposing themselves pointlessly.

        Once more the map actually is still very TD friendly, but now the east team can compete the north more effectively. The west team still has the blatantly better TD spots though as far as I can see with 3 effective lanes of fire while the east team can only effectively put TD’s north and on the hill, meaning that the south would once again be Heavy territory for the east team which is quite upsetting seeing the lower amount of heavies in tier 10 games in comparison to the amount of TD’s.

        But I could be wrong with this, It’s a whole different thing playing a map than judging an overhead camera going over it.

        • He only made himself look like an idiot, no hard feelings.

          Keep in mind that maps are not balanced for tier 10 only. Low tier tomatoes don’t have a really good concept of vehicle classes and their roles.
          What I dislike most is how they make the sneaky paths to be obvious even to blind idiots. That narrow path by the water can now accommodate a TOG sideways. They literally paint the paths on the map so that the red halfwits follow them blindly. Now the spot that could be used unexpectedly before is now marked with huge “watch out there’s a way here”.
          I loved sneaking into places where the enemy was not expecting me using paths few know about to get around enemy, who was focusing on someone else.

      • First of all, you should learn to read and actually comprehend what you are reading. Maybe try reading again what was written above.
        I expect you to fail in that, so let me explain in simpler words: such diverse maps with many different routes are great, but that diversity cannot be utilized in WoT.
        Randoms are 15 vs 15 camp-loving schematic-driven average Joes. There goes the map potential. Companies are too small, as in the teams are to small to cover all those different routes, and if you place one tank on every route, enemy will break by means of local superiority if they focus the attack. In 7/42 it will be impossible to cover all flanks.
        Back to randoms, a good player in a sea of red will now have less influence on the outcome of the battle, because he will now be more dependent on his team’s dispersion on the map. Keep in mind that tomatoes don’t use tactics such as an ambush or flanking, they just go to their favorite spot and see what happens next. I suggest you take a look at WR/WN8 percentages of the playerbase and think (I know, you have a hard time doing that) about the above points.

        • Actually a good player/platoon can still have a huge influence on the outcome of the battle by using flanking maneuvers on some paths that he/they know that is not guarded and can either give his team valuable time in delaying the enemy’s push or could boost the offensive force of his team by continually damaging the defensive force of the team. What I see in this new map changes is that Medium, Lights and Fast heavy tanks has now more use than what they have when those maps only have a few choke points.

      • The operative word is still CHOKEPOINT. It doesn’t matter if there are 2 or 20. If you are forced to move around map as if you were playing pac-man, with many different routes but no “off road” possibilities then the map (with exception of city maps) is completely flawed.

        I see some recent tendency to broaden the chokpoints a bit (like hill on malinovka, north path on the to-be-reworked north west map, south east path on to-be-reworked arctic) and it’s all good. But then there’s always that unnaturally steep and high hill (taken straight out of randomly generated mine craft map I swear) that stands between you and the rest of the map, and you have no choice but either win the chokepoint fight and advance or backtrack half of the map to even attempt to do any flanking.

        So in a way, the player can flex around only so much, because there still unnatural paths that restrict moves, only it’s more of them. If you have a fast tank, some high tier medium perhaps, it’s not a problem. You can go one way, see what’s there and relocate accordingly. If you’re in some slow td or heavy, no matter of how skilled you are, you have to decide on one way. Most of the team mates will have to make the same choice too. That limits the tactics at the start of the battle to choosing gate A, B C … to see what’s behind it and whether you will get a proper fight or waste of time trying to navigate long and narrow paths to chase the enemy.

    • I have run across this in Pearl River, too many ways to go, and way to easy to sneak into the other side’s flag without encountering anyone from the other side.
      First time I got the re-worked map, I was in my Jackson, and went the usual route past the bridge and into the town area. Kept on going, expecting to see enemy tanks, went through the river, right into their cap circle.
      Caught the arty unaware, and several other tanks as well.
      I agree too few paths are bad, but IMO they opened the map up too much…

    • There are some, some of them are one way, but why to mark them as obvious paths? Has anyone seen 3 fords 100m apart? Could not it be just a shallow water?

  5. Arctic region. Finally. That little cramped and boring map finally has alternative routes to rumble.
    Northwest design was silly. Two shelves to snipe from isn’t really good start.
    Windstorm, did it change? Can’t really say almost never took that route.
    Tundra useless and open shallow water gone. Might want to use that flank now.
    Komarin is still quite open and flat. Not anymore higher vantage points for sniping though.

    NEXT: Airfield, Westfield and most irritating Hidden Village. Please.
    Did they remove Sacred Valley in 9.0? Bring it back!
    edit: Severogorsk needs to go again that did go bad.

      • Active map size is horrid. In north the mountains eat quite large area and open field is assured for suicide. In south the water eats other part of the map. If the map size is 800×800 the active area is considerably smaller. Fighting takes place at 400×400 area. That is 25% usable space in that map. Really boring at the moment.

  6. Derp SS :D. The first video was Arctic Regoin while the screenshots where Windstorm ;)

    • Derp Tomasz, It says Arctic Region for the video and says Windstorm above the screenshots. Larn to reaid iz nut haerd

  7. No :( .
    They are making another DragonRidge of NorthWest, this map is getting to big and too messy.
    Tundra was perfect.
    And they added BOOBS to Arctic Region…

    It’s the first time i disapprove map changes…

  8. Oh no, they added escape route from D2 on Arctic region. It was my favoutite noob trap.

    • except in faster tanks, there IS currently a way out, if you know what you’re doing.

  9. I just dont get whats the point of rebuild best part of Tundra and leave the most campi spot on map without harm.

    +1 for rebuild of Campinovka

  10. I like them… except Northwest. That map sucks and will continue to suck, even with the changes.

    • What’s more – I think that they are turning Arctic, Tundra, Pearl River and Komarin into NorthWest clones apart from the map size.

  11. I am not fan of the map changes apart from lightning and terrain details.

    The thing I dislike is that maps are too symmetrical now, they have more routes than required and there is absolutely no clue what a single player should be doing to succeed on them. Even if you are a platoon of three, your chances are limited if the other team decides to stick together – there are high walls, stones or hills that protect you from enemy TDs but also give you no option for support fire. And this design pattern is preserved in all of the recently changed maps – many secluded routes, averaging the terrain altitudes, etc.

    As it seems all of the maps are becoming favorite for one class only – mediums because of their versatility, speed and firepower. Heavies are too slow to protect and re-group all the small paths, TDs cannot shoot through stone to penetrate, lights can die in one hit, SPG cannot hit because of that much cover.

    Every map has its own rhythm, its good locations, its charm. When you enter a map, you always have a favorite spot, you know which are the key locations for securing the area, spotting hidden enemies for your team, leading heavies or bouncing shots while cresting. Now you have a great mix of crossing roads, routes and paths and no expectations or plans. And this is for random battles with random tomatoes.
    Not like.

    • I agree with you and I wrote similar points above, good changes if you were playing 20 vs 20 clan wars, no good at all for 15 vs 15 randoms.

    • My thought too, that I posted as a reply to some other post above.

      The game is turning into pac-man with tanks.

    • Yea i have been thinking the same about all the new changes. (some are good but a bit overdone)
      All changes seem to be made for Mediumtanks only.

      I dont like the NW change in the North becuse it was my fav place to go with TD/Heavy tanks when starting in the SW corner, just roll over to their side of the north and push them back. But i guess i can live with that.

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  13. Lolololo Arctic Region the next gen malinovka again they made a hide and seek map too many covers (hills, rocks etc..) i hope this won’t be again one-sided map…

    • These are on supertest I guess, so there’s still a chance for a negative feedback and changes.
      Can’t really talk about tactics on a map that has specific routes outlined with walls, stones and hills.
      The central hill on Pearl River feels like a rail shooter now.

    • Arctic Region is NOTHING like Malinvoka. Malinovka has TONS of tree cover for camo meaning the team coming off the hill has to deal with invisible tanks. And it has the players spawn close enough together that a 400m view range tank with a full spotter set up(Binocs, view range skills, bia, vents, can light up the enemy base as soon as binocs activate. And a light tank that rushes lights up the entire enemy team for his team to destroy in the first 5s. You can’t just rush out and instantly spot all enemies on Arctic Region for your team to start shooting from spawn.

      • I aggree with you its not like Malinovka but its only true on the current map if you ever played on the very first released Malinovka or Serene Coast (i did nothing for 15 mins on those maps because ended with a draw) now its will be mixed in one. I know its too early to make critics but i’m currently very pessimistic.

        • Have you tried to light up (spot) the whole enemy team hiding in a bush mid-map? In the open?

          I have been playing many, many light tanks and I managed to do that only dozen times so far – either you die trying to reach the bush or you are being rushed by an enemy light or reach it and the enemy team is already hidden, staying still or away. If you try to get overpowered scout locations, you usually face another light or get one-hit by KV-1S, RmwB or ISU. YOU DIE A LOT IN LT – which means you can influence the battle rarely and you get into imba bushes on time even more rarely.

  14. The changes on Komarin are sooo good… No camping anymore, this map will maybe finally become something else, not a boring thing which make you wanna die quickly and start another battle.

    The changes on artic Region were needed, and are nice. The game is now balanced, each team has her own sniping cliff, and the south way is a harder camping point.

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  16. Kormarin is still a Camp-fest gone mad. love Arctic Region. However, near north base, I would have removed or smooth out the crevice. Too many people end up inside it and get stuck. Love the other changes though.

  17. hey guys, where can I find a free cam mod like he’s using in the videos and is it legal to use? wouldn’t want to get myself banned just to watch a couple amo rack kills in replays…

  18. To me it looks like all they do with maps is to remove the usual spots where the fight happens(the spots snipers abuse) and make it completely gone or change it so it’s not useful anymore so the gameplay meta changes and force players to relearn the map all over again. Imo every change isn’t a good change. Some changes are welcomed, but until you see the behaviour in randoms and the “new” spots you can’t tell if the change is good or not.

  19. best way to change komarin is to delete that piece of shit map instead of just removing it for a time just to slap the same piece of shit into the game again………

  20. Noooooo! Tundra water nerf! D: I liked the water. Komarin changes are nice, though. Lots of flat ground, but arty can hide better.

  21. Its me or Tundra and Komarin changes are pure shit??? what is the point in Komarin add cross points in flanks if in the extreme flank made terrain worst to defend and attack??? they plan create death zones in the river pass??? and Tundra??? WTF.

    I think these 2 maps are going to be a nightmare for non MBT, where use a defensive TD??? pasive scouting??? and tanks like Maus… i really think these maps needs a rework in flanks but adding more cover to attacker.

    Apart this i like the changes in the other maps specially Artic region… this is why i feel so strange what they do in Tundra and Komarin.

  22. Arctic Region or it’s new nickname Arctic Boobs lol!

    (•_ㅅ_•)

    Look at 0:33 !

    I can already see it now : protekt teh boobs area you fucking tomatoes!!!

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