War Thunder

War Thunder

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Zeno Apr 6, 2023 @ 4:16am
Mozdok is a garbage map.
Mozdok is a garbage map.

It does not take long until either one of the teams starts to spawn camp you from the other side of the map.

If you can get killed in spawn after 5-10 seconds, then the map is just a fail. Plain and simple.
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Showing 1-11 of 11 comments
Wandering Flare Apr 6, 2023 @ 5:31am 
Just wait for that one guy to show up and say it's actually the best map in the game and you're just bad.

You'd think after so much time Gaijin would realize that open field maps suck, but no, their most recent one proves they'd rather double down on bloating the already garbage map selection with more of them.
Last edited by Wandering Flare; Apr 6, 2023 @ 5:31am
Neo Genesis Apr 6, 2023 @ 5:33am 
It's my banned map... Meanwhile where is that castle map (Red Fort I think), I really liked that map. :steamsad:
Akagi Apr 6, 2023 @ 5:39am 
Originally posted by Neo Genesis:
It's my banned map... Meanwhile where is that castle map (Red Fort I think), I really liked that map. :steamsad:
Got removed for rework about a year ago
Open field maps only really suck if you have poor gun depression and lacking reverse speed, as far as gameplay is concerned they are far superior to CS:GO style CQC maps we have way too many of.

That said, I can see why people feel the way they do about the more open maps and prefer the clutch that is dropping in random city blocks in lieu of proper map design.

Game needs a complete rework of the ground maps, imho.
Wandering Flare Apr 6, 2023 @ 5:42am 
Originally posted by whatdoesthisbuttondo?:
Open field maps only really suck if you have poor gun depression and lacking reverse speed, as far as gameplay is concerned they are far superior to CS:GO style CQC maps we have way too many of.
How is back-n-forwarding for 20 minutes to fling shots at pixels across the map superior to having space for flanking while retaining some long range sightlines of city maps though?
Originally posted by Wandering Flare:
Originally posted by whatdoesthisbuttondo?:
Open field maps only really suck if you have poor gun depression and lacking reverse speed, as far as gameplay is concerned they are far superior to CS:GO style CQC maps we have way too many of.
How is back-n-forwarding for 20 minutes to fling shots at pixels across the map superior to having space for flanking while retaining some long range sightlines of city maps though?

There is simply more room for tactical gameplay, and flanking is far more involved in open maps compared to the corner cheese it mainly revolves around on city maps.

Don't get me wrong, there are actually good city maps, e.g. the new one whose name currently escapes me, but most are raging dumpster fires, e.g. Breslau, Advance to Rhine, Sweden, etc.

Edit: I'm not saying the open maps we have are perfect, far from it actually, but that is an issue with specific map design, not the general style of map.
Last edited by whatdoesthisbuttondo?; Apr 6, 2023 @ 6:10am
Zeno Apr 6, 2023 @ 6:09am 
Originally posted by Wandering Flare:
Just wait for that one guy to show up and say it's actually the best map in the game and you're just bad.

You'd think after so much time Gaijin would realize that open field maps suck, but no, their most recent one proves they'd rather double down on bloating the already garbage map selection with more of them.

No worries. I am used to fanboys defending the game and attacking people with the slightest message of criticism. lmao.



Originally posted by whatdoesthisbuttondo?:
Originally posted by Wandering Flare:
How is back-n-forwarding for 20 minutes to fling shots at pixels across the map superior to having space for flanking while retaining some long range sightlines of city maps though?

There is simply more room for tactical gameplay, and flanking is far more involved in open maps compared to the corner cheese it mainly revolves around on city maps.

Don't get me wrong, there are actually good city maps, e.g. the new one whose name currently escapes me, but most are raging dumpster fires, e.g. Breslau, Advance to Rhine, Sweden, etc.

I hate city maps as well, but how about having a more balanced map ? Or an open field map that does not allow you to shoot into the enemy's spawn ?
Space Marine Apr 6, 2023 @ 6:11am 
It's funny, but i think WT is the online game with the most disliked maps of all. I have seen people pissed about maps in other games, but WT takes the cake
Originally posted by Lazarus:
I hate city maps as well, but how about having a more balanced map ? Or an open field map that does not allow you to shoot into the enemy's spawn ?

Absolutely, it truly baffles me how a map designer can't see obvious issues like these.

Being able to shoot into the spawn area isn't a problem in itself, but being able to do so after driving for just 10 seconds... meh.

Another thing is the random bits of cover, trenches and whatnot that seem to be spread without any rhyme or reason, most are completely useless or worse, are actually in your way and force you into vulnerable positions instead of providing cover.
Commander359 Apr 6, 2023 @ 6:59am 
The trick to designing a good open-field map is to ensure that the spawn regions have protective terrain with limited firing angles that allow the players to mount an effective defense against spawn camping. Beyond that, the open fields towards the center of the map must also have limited cover for mediums and heavies to move up. Not enough for it to be easy; being pinned down must always be a threat, but enough to where they aren't guaranteed to die. Lastly, an open field map must always, ALWAYS, have good defensive locations for snipers and other ranged tanks to fire from to reach other regions of the map.

In short, making an open field map is not an excuse for simply making a FLAT map. However, it is also not good to make constant hill and gully maps. It can be difficult to pull off, but having a map with different areas that cater to different playstyles is vital for balance.
Last edited by Commander359; Apr 6, 2023 @ 7:00am
Zeno Apr 6, 2023 @ 7:56am 
Originally posted by Commander359:
The trick to designing a good open-field map is to ensure that the spawn regions have protective terrain with limited firing angles that allow the players to mount an effective defense against spawn camping. Beyond that, the open fields towards the center of the map must also have limited cover for mediums and heavies to move up. Not enough for it to be easy; being pinned down must always be a threat, but enough to where they aren't guaranteed to die. Lastly, an open field map must always, ALWAYS, have good defensive locations for snipers and other ranged tanks to fire from to reach other regions of the map.

In short, making an open field map is not an excuse for simply making a FLAT map. However, it is also not good to make constant hill and gully maps. It can be difficult to pull off, but having a map with different areas that cater to different playstyles is vital for balance.

Exactly this.



Originally posted by whatdoesthisbuttondo?:
Originally posted by Lazarus:
I hate city maps as well, but how about having a more balanced map ? Or an open field map that does not allow you to shoot into the enemy's spawn ?

Absolutely, it truly baffles me how a map designer can't see obvious issues like these.

Being able to shoot into the spawn area isn't a problem in itself, but being able to do so after driving for just 10 seconds... meh.

Another thing is the random bits of cover, trenches and whatnot that seem to be spread without any rhyme or reason, most are completely useless or worse, are actually in your way and force you into vulnerable positions instead of providing cover.

This is especially horrible at top tier with thermal sights.
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Date Posted: Apr 6, 2023 @ 4:16am
Posts: 11