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LANNES reveal #3: New Maps & Model Fixes

Hello all!

Let’s look at some new maps coming hot to WARNO! Our next milestone, LANNES, will not only be about new divisions, units, and toys to play around with but also two new battlefields: Triple Strike and Vertigo.

[h2]Keep on improvin’[/h2]
Before we lift the veil on all the juicy new details, the map design team has been hard at work on the production of several new maps, actively considering your feedback. This is an important part of our design efforts. We want to make sure that whatever new environment we are working on contains your wishes and desires - to the extent that this is possible from a production and gameplay point of view.

The next two new maps to be delivered with LANNES update will benefit from a significant reduction in choke points. The topology and environments will keep on being realistic, with lots of verticality, for example.

There is more: next to the two new maps, detailed further below, we are also hard at work on delivering another type of new map. One of them, designed together with some of our most active players, combines all the relevant player feedback and community comments into one interesting package. This map, the 3x3_Cyrus, features even more open areas and specifically has a design that emphasizes player readability of the battlefield!

[h2]Triple Strike[/h2]
The first new map that will be brought by LANNES is Triple Strike, a 3vs3 battlefield. This particular level was previewed at the 3rd Fundraiser Tournament for Action Against Hunger charity event organized by the Simulated Divisions League, which we warmly thank and salute!



The event was a chance to see some of our greatest WARNO players battle it out against Eugen’s own development team. During the live matches, we received a lot of positive feedback about the new Triple Strike map. We hope it lives up to meeting your expectations as well!



Triple Strike’s 82 km² is structured around three large attack lanes. These corridors offer a succession of different terrain types, each with its own gameplay impact: open areas, forests, and mountains. The map also features various elevations in the form of plateaus. These need to be considered if you want to gain an advantage on the battlefield! The majority of the Command zones are positioned to highlight the strategic infrastructure of the map: cities, industrial zones, and residential sectors.



[h2]Vertigo[/h2]
Map número dos is Vertigo, a battlefield offered for 2v2 battles. This Death Row-sized map (with 56 km²) puts the focus on verticality. The map features many mountains, mostly positioned on the edges of the level. This gives the players a clear central playing area.



We designed Vertigo from the ground up to offer clearer lines of sight compared to some other battlefields. The main clashes on Vertigo will take place around the six central Command zones. Various strategies are available for a player to take control of the map, including frontal attacks or bypassing the defensive lines via the edges of the map. We’ll keep a close eye on which tactics you’ll use to win on Vertigo!



[h2]Model improvements[/h2]
Taking into account our (very) busy schedule, we are trying to apply fixes and include quality-of-life improvements whenever possible. As such, we have reworked some models. This includes the Warsaw Pact’s BMP-1P now featuring the correct Fagot ATGM launcher. We also took the chance to add a new variant of the IFV: the BMP-1PG with an AGS-17 automatic grenade launcher bolted to the turret. We will add this vehicle to the existing Soviet mechanized divisions.



NATO hasn’t been forgotten. We have reworked the Harrier GR.3’s incorrect GR.5 to the proper version.



[h2]See you on the battlefield[/h2]
That’s it for this week. Let us know what you think!

Join the passionate WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get to together with other players on either the excellent Discord server, Reddit page, or our Instagram.

See you on the battlefield, commander!