At least enough people with a good view have voted so the poll peaks on the right maps. Also it is interesting people are dissing the newer maps done the last year ot or two. Either worse map makers have been at work the last two years then before, or it means people don't know how to play them yet,

I have voted on some maps because how the game usually goes. Even if I have an idea how to go about it. If the general player can't do it then the map is bad. The maps have to allow for the general player to correct his opening mistakes and the general player is very lazy. In general what does the player do wrong? They deploy wrong, send wrong tanks to the wrong places and in the wrong numbers. It only have to be 1/4 of the team that is making bad descisions to create an irrepairable unbalance to the local tank groups on the map. And they are very lazy so if things go bad elsewhere on the map they want to just be able to turn the turret and shoot. Too deep corridors, no flanking support fire, and they can not help. Also they dont turn their tanks around to fix problem. So you end up with a flank falling too fast, and no safe sideways movement is available. The average tanker also do not like to get shot and not having the shooter spotted, so they hat open maps. And they do not like closed maps either.

The changes WG made recently is to introduce depressions that allow advances over which a noob have no control. Or they raised the grond here and there to stop enemy support fire ftom hitting the advancing tanks. The shooting distances have been decreased. And so some Pershing can become the victim of an amx50B that has nothing to fear.

Good players are agressive and will use the new changes to map not the average player. Anyways the biggest problem is that some average players send wrong tanks to wrong places and if sideways movement is impossible or flanking support fire is impossible then they can not fix their mistakes. And the worst part is that good players go down with the ship.

I think players need cover from arty, and still openings to be able to shoot and give each other support. Also they need to be able to spot advancing tanks, not have the enemy suddenly appear near base never seen. Cause the average player like to clump together and then 15 tanks is not enough to cover 5 possible approaches. Cause in very many matches some tanker is frantically pinging the map but that flank remains unguarded. The average player do not want to be alone. And if he can not give support fire because too many obstacles he becomes ineffective.

The map have to be designed in such a way that the average players can absorb the enemy attack.

They hate ( or can not handle ):

arty

labyrint maps

open maps, camo skill, spotting skill, proxy spotting.

the isolated fights.

half open maps i think is best. maps that do not make the teams clump in 2 groups. Support fire possible to come from at least half your team. And a way to move sideways safely to help attack other flank if it is weak. Otherwise the average player just stand there. But WG have isolated the flanks more and more and think that it has made the average player less effective.

There definitely is something wrong with the maps. Even the old city maps are good cause you can shoot long on them too. Sideways Low to high and high to low on himmelsdorf. People like that and they do that, Some maps make platoons with voice comms too powerful like fishermans bay in the west. Everybody reloads, 3 2 1 go go go and a 3 man platoon of purple player jumps past the obstacle and dive down on the other side and make mince meat of the defenders and they feel safe cause no enemy support fire can reach them.

I think sideways shooting and movment should be introduced on more maps not blocked by WG adding more piles of dirt. Cause if you think. Who is it that charge? And who is it that follow behind? Or, who is it that valiantly charge 1/3 of the map then get stuck behind a hill and do not know how to proceed? It is these people who need help from scouts and an unobstructed shoot line. This is ofcourse dangerous to game play if you think about the TDs that WG so cleverly added to the game. But if the map is half open and about only 1/3 if the team can help each other at any given time ..... and if WG skip the long shooting corridors, ok then I just list good maps with a good mix

I do not know if you get how I think ... WG thought they aided average players but instead they made OP tanks feel even safer if they just get into a good position.

good maps then with less clumping of tanks .... and with support fire possible.... the maps should be good for LT MT TD ART skip the heavies. Just give them a slope to hanf behind or some rocks to jump between, the important thing is that LTs and MTs are not funneled into the same area as where the HTs are.

Sand River

Swamp ( some activity in center can be seen )

Himmelsdorf ( you can play arty there, Kharkov is faaaar worse )

Abbey ( you can shoot sideways, you can spot, but moving sideways is not so easy unless you are back at base-line )

Mines ( medium tank paradise? )

Port ( talk about sideways movement and shooting possible, but there was a lot of clumping of tanks west, middle and east more interesting, this map need to be improved )

Ruinberg ( believe it or not )

Other then that I think that most maps are bad for many tank classes. Or just simply bad for all playing on the map.