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Armored Warfare Christmas Contests

Commanders!

Christmas is upon us (don’t forget to pick up the first Armored Warfare gift) and with it a series of small contests that we’ll be running until January 2, 2022.



These challenges will be published on our website, Discord or Facebook and should take you no more than two hours each.

During these contests, you’ll be able to obtain various prizes such as Battle Coins and winter-themed skins. We promise they’ll be worth the effort!

Join our Facebook and Discord not to miss out on any of them and, as always:

See you on the battlefield!

Server Maintenance

On the 21st of December 2021, starting from 8:00 CET, the server will not be available for two hours due to a planned server maintenance.



Please note that the maintenance can be extended beyond the abovementioned timeframe. We apologize for the inconvenience.

Interview: Andrey Gorchakov

Commanders!

Our last developer interview was with the guys who are responsible for bringing you Armored Warfare vehicles. This time, we’ll be asking the lead developer responsible for creating in-game maps – Andrey Gorchakov!



How much time does it take to create an Armored Warfare map from scratch and which phase takes the most time?

One PvP map takes roughly 6 months to create. But there were exceptions – the Grassy Fields (Pleternica) map took roughly 4 months and the Moscow map took over 9 months. So, as you can see, it can vary a lot. It’s also hard to say which phase is the most difficult one – it really depends on the layout of the map. For example, creating a city map is an order of magnitude more difficult than creating an open terrain map. But, generally speaking, the final phases take the most time – polishing, gameplay testing and bug fixing. That’s when most people work on the map at the same time since you need to bring a lot of elements together while making sure none of them breaks it. At other times, when fixing bugs, you have to be really careful as moving one stone may break the entire gameplay area. These small things are very time consuming.

Can you tell us how many people work on a single map, excluding the play testers?

Hard to say – it can be a lot as almost the entire team is involved in testing the map at one point or another. But when it comes to the core work, between 7 and 15 people are involved in the production of a single map.

How hard is it to optimize maps for acceptable graphics performance?

Pretty much each map is unique so there’s no one trick to optimizing all of them. Each of them requires a different touch. We identify the most problematic spots when it comes to FPS drops. Sometimes this involves foliage, sometimes it involves building geometry and destructible objects. A part of the optimization process happens very early on when we determine where you can see from which zone of the map. Optimization can be a difficult process as we initially make the map as complex in scope as possible and then remove things to achieve the optimal performance. The hardest decisions are between optimization and visual quality of the maps – for example, having to choose between reducing the visual quality of water and removing some foliage to compensate for the FPS loss.



Which phase of map creation is the most interesting? Is it creating the basic layout, setting the lighting or decorating the map with objects?

The initial phase of actually coming up with a map concept and creating a terrain layout is probably the most creative and interesting one – you start with a clean slate that you need to fill. However, this is also one of the most complicated phases as there’s little room for error when it comes to such baseline decisions. When the foundation is wrong, there’s bound to be trouble during the later stages of production. Setting up objects and decorating the map is mostly a routine but before you get to it, you have to determine the purpose and layout of specific areas, which is also an interesting task. And, last but not least, it’s always great to see the final result after hours of exhausting work.

When you are creating a map based on a real location, what’s more important – to make it look accurate or the map’s gameplay?

It’s always the gameplay.

Which maps are, according to your opinion, the most successful visually?

We consider the Carson City PvP map the most successful one, both environmental diversity-wise and composition-wise. It combines three environments, each of them feeling different. From the earlier PvP maps, I’d definitely mention Al Dabbah, Grassy Field (Pleternica) and River Point (Mostar). From PvE, it’s the Apocalypse maps, Spirithaven and American Dream.



In any game development, you have all sorts of things that never see the light of day for whatever reason. Can you tell us about some previously scrapped concepts?

Yes, we had whole prototypes and development branches that got scrapped. There was a plan for a tank racing map, an asymmetrical Global Operation concept where one team started with a sea landing and one in the hills. In PvE, we had these ideas of allowing players to complete various missions with some insane modifiers like everyone (AI and players) only having 1 hitpoint and so on. In most of these cases, however, things that appeared fun on paper turned out not successful during preliminary testing.

How complex is creating maps in CryEngine? Can someone with basic CryEngine engine knowledge create a map foundation?

Well, it’s like with any craft. Anyone can take a pen and paper and scribble something, but drawing a beautiful picture takes a lot of learning, practice and patience. It’s not impossible for a new user to do it, but there are a lot of nuances that you only start seeing with practice.

Which PvP or Global Operations maps you like personally and would like to improve or fix?

The Barren Divide map looks a bit too muddy for a winter map. I’d definitely like to make the snowy areas prettier. Gameplay-wise, the Frontline map definitely needs to be overhauled. It needs more pronounced corridors of attack with proper offensive and defensive positions.



Are you planning to overhaul existing PvP maps to the “post-apocalyptic” Special Operation standard (for example, a desert version of River Point)?

We know some players would enjoy that but we have no such plans for now.

The Al Dabbah map is big enough to become a Global Operation map. Why don’t you turn it into one?

This map is big enough, that is true, but gameplay-wise it’s not really suitable because the Global Operations frontlines are changing constantly. That is why we aren’t planning to add it as a map in this mode.

Until recently, the PvE maps in the game had solid performance but there have been FPS drops as of late, even on relatively powerful PCs. This especially goes for Special Operations (the final American Dream mission, for example). What’s causing this?

As was stated above, optimization is a difficult process. The FPS drops can happen for a number of reasons that can also differ between specific computers. Generally speaking, the American Dream Special Operation was a huge leap forward for us in many aspects and it unfortunately surpassed our technical capabilities at the time. This is not something that we are just letting be though. We are actively monitoring the situation and introducing fixes even to older maps.



What’s up with the Narrows map layout? There are some strange areas that don’t look good and can leave you exposed.

Such issues can be bugs or something that we missed. Please report such issues (either on Discord or directly to Support with screenshots) and we will take a look.

What’s your take on night maps with IR vision such as the Grassy Fields one?

We aren’t planning to add more such maps. The Grassy Fields night mode makes the game more varied but, at the same time, it is controversial enough for us not to want to add more of it. One such map is enough.



Years ago, there was a PvP phenomenon called “lemming train” (which still happens from time to time). Simply put, both teams formed a giant column on the opposite sides of the map and attempting to halt the advance of such a column was all but impossible. As a result, both teams basically just “exchanged their bases”. Interestingly enough, this happened a lot on very old maps that did not undergo an overhaul (Lost Island, Frontline). Why do you think that was the case – was it vehicle balance or map design?

The last couple of years have seen at least two major vehicle balance overhauls along with tons of minor changes. These changes naturally do have an influence on how maps are played and fixing all maps based on balance needs every time the vehicles are rebalanced is unfortunately not possible.

We are building new map with the state of balance in mind while at the same time reducing the matchmaker appearance likelihood of the worst maps. But to answer the question – it’s not just about balance. The appearance of frequent “lemming trains” meant that the map had certain predispositions towards this phenomenon, which was, of course, also our fault.

What about the ancient Highwall map? Will it ever return?

There were numerous attempts to overhaul it. Unfortunately, each testing session showed us that verticality simply doesn’t work very well in Armored Warfare. In other words, it would be easier to make a new map from scratch than to fix Highwall.



How much does the weather and time of day affect performance? Is it true that the Obsidian-era grass consumed an incredible amount of resources?

No, weather change doesn’t affect performance a lot, which should be obvious from the recent Special Operation missions where this mechanism was used extensively. Foliage is another matter, but our programmers have optimized its impact on performance several times already, which means we can use large amounts of trees and bushes without suffering from performance loss. This can also be noted on the new Carson City map.

That's it for today, commanders. Do you have any further questions regarding map development? Let us know on Discord and, as always:

See you on the battlefield!

First Gift of Christmas

Commanders!

Once again, Christmas is right around the corner and what better way of starting the celebrations than with the first Christmas gift. This gift is Leopard-themed and contains, amongst other things, a very special Leopard camouflage for your tanks.



This Christmas gift can be obtained at MY.GAMES Market until December 26, 2021 and contains:
  • Leopard camouflage for all environments
  • Leopard player avatar
  • Leopard decal
  • 5 Platinum Loot Crates

But that’s not all. Three Christmas gifts await you and the next one is coming on December 26, 2021. Aside from that, you’ll be able to enjoy the following major bonuses:
  • 50% extra Crew XP income until December 23
  • 50% extra Credit income between December 23 and December 30

Interested in presents for other games as well? This gift is a part of the Winter Wonderworlds event, brought to you by MY.GAMES.

We hope that you’ll enjoy this Armored Warfare Christmas and, as always:

See you on the battlefield!

Holiday Mode Now Available!

Commanders!

This Christmas, we are once again enabling the Christmas Garage and the special Holiday Mode!

A squad of snowmen took a magical sleigh and is dropping tree decorations over the village! Help Grandfather Frost gather the decorations and put them on the tree! Tree decorations will spawn across the map and it’s your and your team’s duty to pick each one up and bring it back to your base. But beware – evil Grinch-driven armored vehicles will stop at nothing to steal them from you, ruining your holidays!



There are new achievements in the mode, don’t miss them!

  • The holiday mode can be selected in the Garage in the mode menu
  • The match generally follows the rules of Global Operations with both sides having a number of points
  • Capturing and bringing home the decorations resembles a Capture the Flag mode, each capture reduces enemy’s pool of points
  • The first time a decoration spawns, it will always be in the center of the map, the rest of the spawns are random
  • Player who captures a decoration will be clearly identified by an icon and visible on the minimap
  • Destroying a vehicle carrying the decoration will cause the decoration to drop to the ground and become available for capture by someone else
  • A new decoration spawns every 90 seconds
  • It’s necessary to capture 5 decorations to win a match
  • The match is played in 10v10 format and lasts 15 minutes


Please note: the mode is only available for 15 minutes once per hour.

We hope that you will enjoy these winter holidays with Armored Warfare and will see you on the battlefield!