Head north-east until you climb some steps to a small room with a walkway over nukage and go through the north doorway, ready to kill some monsters that are released from a closet ahead. Step through this wall and head forward to a large gray room then head through either of the east doorways to a brightly-lit hallway with imps and zombies at either end. Go to the south side of the walkway to find a switch and press it to open a wall on the east side, revealing three or four demons. Drop down the hole to land on a large cross-shaped walkway overlooked by imps. As you enter the room four gray platforms will lower once they have reached the floor, step on the east platform and wait until it rises back to its starting position then head forward and turn left at a T-junction to enter a passage leading to a hole. Walk off the ledge to the floor below then turn right and head towards a lift which will lower as you approach ignore it and instead turn left into a room with three demons then head forward into a square room with several monsters. Head forward to a large open room then turn right and head through the south doorway to a ledge with two zombiemen. Sector, thing, and linedef numbers in boldface are secrets which count toward the end-of-level tally. Perhaps the tech mods were unaware that the devs had made this change as there was no announcement.Letters in italics refer to marked spots on the map. These bug reports were accepted by the tech mods who never acknowledged that this was working as designed. This was implemented in the early Autumn around the end of August iirc. Though in general tier V and VI do get more of the larger maps that are denied to the lower tiers. Tier V and VI get maps like 38th Parallel and AF which are arcade style maps. You will see that the tier 1 and tier 2 SB GF events both get big maps like Eastern Europe and Maginot. There is no consistency on map sizes based on BR or tier. Why if you decide to play tier 1 do you have to play the small maps? I want variation in terrain for all the tanks not just specific ones. I know a few were always restricted (like Kursk) but that list above is just taking the wee wee. Edited Januby SOARlNĮr what? When was it officially decided in Russian that some maps would no longer be played at certain br? It is not just the map designers fault though to be fair, it is also QA and production who have failed the project. The list should not be that small for enjoyable tank battles in RB, but the rest of them feel like they were made by interns. There has been some improvement recently and we do still have a few good tank maps but rarely do we see them often enough. Reload time is not a factor nor is gun velocity when fighting close range and near accessible cover. Right now the older maps especially place gratuitous amounts of hard cover all over the place, the benefit is for vehicles with quick reverse speed and 1 hit kill capable guns. It will then be down to the player to play within the area at which their vehicle excels. A designer should allow a map to accommodate multiple gameplay styles, both CQC and ranged in different areas of the gameplay area. Though there is "open" ground on the cliff side of the map this is still littered with piles of garbage and has way too many hills and culverts. Many of the small rocks on the ground dont have collision, there is the odd one or two that when you hit them will stop your tank. Train carriages, piles of scrap on the floor, these can all stop your vehicle squeezing through because their collision hulls dont match the model. The collision hulls for assets being larger than their meshes is one of my major gripes with this map. There is so much in this map that is just sloppy design and QA dependant. Better optics, higher speed, missiles, and FS ammunition make war tanks on these maps a mere exercise targets.Ībandoned factory is a bit of a travesty. It is also problematic that for some higher BRs in this list of preferred maps are a maps suitable for modern tanks that are unplayable for war tanks in case when opponent has a postwar tanks. I understand the effort to adjust the map selection to a particular BR but from my point of view the result of this modification is counterproductive. The problem is exacerbated by the fact that some maps not only appear too often, but they usually appears in a coherent series where the same map is used for example up to ten times without interruption. Continuous repetition of the same maps is totally boring. Some maps, such as the Kerelia or all winter maps excluding the Stalingrd I have not seen for more than a month. The factory is a map that I get in more than 50% of cases. I play realistic battles with BR from 4.0 to 7.7 for all nations.
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