0.9.2 Map Changes

Thanks to Locastan for this one (he took the pictures)

Most of this stuff was already leaked before the patch ever came live.

So, the changes between Prokhorovka and Arc of Fire (or however is the map called)

As you can see, the hill really was changed a bit (as I wrote earlier) – it’s not necesserily lower, but the slope towards it is a bit different.

Prokhorovka 92 New

Prokhorovka 92

El Halluf got reworked significantly

el_hallouf91

el_hallouf92

Erlenberg – only the northwest hill with the single house got changed a little bit. Some texture changes and maybe a bit of height/terraforming.

erlenberg91

erlenberg92

Airfield was practically unchanged, only some cliffs were made higher (no more exploiting there)

airfield91

airfield92

Cliff

cliff91

cliff92

Hidden Village

hiddenvillage91

hiddenvillage92

Sacred Valley

SacredValley91

SacredValley92

Sand River

Here, neither of us is actually sure what got changed, maybe the hill above the eastern (lower) base?

shot_002

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44 thoughts on “0.9.2 Map Changes

      • I have actually always enjoyed the map. Yeah there was a bit of camping but not so bad to point of other maps.

          • turning maps into labirynth of corridors is one of the dumbest ideas of map makers… Severogorsk is imho unplayable now for more than half of tanks. I’m worried the same will happen with sacred valley and what is worse el hallouf :(

  1. 9.2 is perfect and the test server is useless. I don’t want to play on the old maps anymore. WG should skip the second test this time.

  2. Yay, Sacred Valley!

    I think they should restrict the Tiers for that map to 8-10 as well. I think the most complaints were just the insane cross-map shots due to the high view range of all the Tier 10s on SV that got it removed in the first place.

  3. The colours look kinda… hard(?) Like it :) (My english is bad)

    • Colors do not necessarily reflect colors in game. I optimized the images for max. visibility and good contrast, because I use them for my HD minimap mod. ;)

  4. On Sand River, I also noticed that a long sand dune was added (extended?) near the place where the eastern team usually is on that flank. Some dunes near the hill were lowered (bottom right corner of the last picture).

    • And only for heavies… Medium tanks of non-russian production can now only sit and pretend they,re playing…

      • Don’t forget about the light tanks, they can’t do shit!
        North spawn can create unbreakable bunker now.

        • meds and lights are not only playable on El Halluf, but critical for spotting and pushing through the valley/south or supporting the heavies flanks. If you think they don’t have a role, I suggest you sell all your lights/meds immediately.

  5. I always wondered why WG always did square maps.
    Ok, it fits with the square minimap in the bottom of the screen..
    But I always thought that red line was ridiculous..
    Why not maps with natural barriers and irregular form? (the hill of Malinovka.. Can’t go on the right because of a magical red line while the field is open.. Dafuq??)

    • But the usual natural barriers in maps also can feel quite cheap.

      Like, “Why are we fighting over this canyon, when there’s better terrain above?”. It also seems just as lazy, especially if the region it’s supposed to be in doesn’t have barriers such as cliffs naturally.

      The red line also gives the possibility of expansion of the map size, without needing to make major changes to the existing map.

  6. In Sand River it looks to me as if the sniper perch on the hill overlooking the village has been reduced by making some sections taller.

    I never liked El-Halluf since it is a sniper heaven map. All you had to do was position yourself in a spot and let the rounds fly. Now it seems that they have destroyed long line of sights and some perchs (not all of them) have been deleted. I like maneuvering maps like Kharkov. I hope these changes will kill the camping that always happen.

    • Though these changes will hit sniping tanks hard. Tanks such as the Panther, who rely on the enemy being at distance, to maximize it’s accuracy benefits.

  7. Sand River
    Here, neither of us is actually sure what got changed, maybe the hill above the eastern (lower) base?
    ———————————

    Look at the old camping hill in North-east corner, the camping possibilities are alomst gone up there.
    Also the dunes in South-central section have been made longer to provide more cover for south campers ;)

  8. SilentStalker, what about Komarin and Murovanka? Murovanka should be bigger, and Komarin is limited to lower tiers. Which tiers to be exactly?

  9. I still do not understand why the devs remove Dragon Ridge and kept the shitty maps like El Campuf and Noobshire. I hear the russian whiners really whined a lot abt DR because they suck in driving so bad they fall over the cliffs over and over again, do they? You know, like blind people?

  10. Could you add some screenshot please? Because changes are not obvious, like cliff – hulldown bumbs at the edge that were exploited by a few are now flat terraces with different elevation (similar to arctic region corner) and this is not obvious from minimap. Halluf is reshaped so brutally that it is actually new map sharing look and features of the old one. Sand river has raised corner hill, so it’s no longer accessible (i mean top of it, not the plateau), did not noticed other changes, i played it once.

    Is there any info about keeping / removing old Prochorovka? Cause map is perfectly ok, pretty nice visually and new one just adds craters and wrecks to make scouting runs harder.

  11. GJ WG.
    We need more Severogorsks.

    In 4 patches all maps will be two hills with three corridors around them + small city in the middle.

  12. Thanks to Locastan’s tool I “flew” in the Sand River map and can confirm that the sniper positions in the hill are now unreachable. The hill top has been raised and now it is inaccessible. The invasion route by those hills is still open but now only one at most two can get there and they will have a severely constrained field of fire. The days from people in those hills dominating almost the entire map will be gone in 9.2

  13. El Halluf: Me likey. A lot of wadis are gone and the terrain has been leveled on the village on top (by the El Halouf 9.2 legend). Now instead of going down and up hill you go straight. On the other hand the choke point there is gone also. Now there are 3 invasion routes. No Man’s land has been nerfed as well.

    TD’s have plenty to do here, but instead of camping in one or two spots and dominating the entire battle area, they will have to choose and some spots are without cover. In this case TD’s are just gate keepers holding the enemy horde while the rest of the team comes to help (yeah right).

    This map has been changed from a camping strategy to one emphasizing mobility. I believe that fast tanks with adequate armor will be able to break through enemy lines here.

  14. Apparently, El Halluf was also changed to another arty friendly brawling type of map. The previous changes made the map even worse. This one might have killed the map for anything other than heavies and sky cancer.
    Hidden Village is a worthless map, beyond any saving. Might as well remove it instead of wasting any more time in that crap.
    As for the Imbalanced Valley, I still have to play it, but it seems to have been made into another brawling map.

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  16. Lol, WG’s new map-making department kinda fails on re-balancing old maps. More corridor maps? I guess that could be nice…if we were living in the 90′s.

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  18. Make more choke points. Problem solved. GG With every map rework we have more shitter maps than before where only useful class are heavies. You gotta give morons directions where to move and who to shoot. Dumbing down already pretty simple game isn’t the way to go, sooner or later WG will get it, but it might be too late.

  19. I, for one, do not approve of the majority of these changes. It appears that Wargaming is evolving all the maps to basically the same kind of thing, lots of obstructions, no firing lanes, very few open areas, no really dominat positions to capture and hold. TDs and light tanks will struggle to do much of anything on these maps, and artillery will have a hard time being effective. These changes are obviously designed to placate the HT whiners that seem to be the biggest complainers, and also to make the maps more noob-friendly (more things to hide behind, longer survivability) to keep the new players playing longer and maybe spending some money. Overall, I am not pleased. Severogorsk is much inferior to what it was, so is Pearl River. El Halluf is not as bad, but the truly bad maps have been ignored. Kharkov is a map that TDs and artillery struggle on, nothing to be excited about there. I hope this trend does not continue.

  20. apparently the only fix wg makes to each high climb maps is just lower the hills and mountains! woohoo, now there is no more high ground advantage and thus goes the fun away!