Hello everyone,
today, we’re going to talk about maps and corridors. As you might have noticed, the “corridors” issue is the latest amongst the series of “flavour of the month” whine topics. The essence of the complaint is that maps (sometimes new ones on reworked ones, sometimes even the older ones) funnel players into a corridor, leaving them no room to maneuver.
From what I know, this whine started (as these trends usually do) on Russian forums, where Murazor (I think it was), one of the best known Russian video makers, made a video complaining about that. From there, I assume it infected various 3rd party sites and from them it got on the regular EU forums. This complaint is generally limited to more experienced and skilled players and generally is not taken too seriously by Wargaming (and for a good reason) – because certain degree of corridors is very beneficial, even practically essential for the gameplay as it is. Here’s why.
Logical map segmenting (of which “corridorness” is a sub-group) is essential for basic gameplay, especially when it comes to non-hardcore players. Like it or not, World of Tanks is a game aimed at casual players. That was always the truth and always will be. Now, imagine being in a skin of a player, who is not so good, new to games or simply has no experience. You see a map, that is clear divided somehow and you usually have to choose from several directions, that are defined by several methods, but the creation of clear and readable segment is perhaps the most important one.




