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Devblog: Map Editor

The coming update will introduce a new map system with a custom file format. Today we will take a first look at its abilities and the map editor for it.

The old map system was based on tiles and depending on complicated tilesets created by hand. While this offered quite big artistic freedom, it also required a lot of manual work to create the tileset art and the transitions.
The new map system will follow a different approach, using regular ground textures, simplified (semi-realistic) lighting and height blending. To make working with this as easy as possible, a map editor is currently in development for it.

Here is an early example of it:


As you can see, the ground looks somewhat realistic, as it has access to lighting and height informations and is rendered accordingly.
This approach doesn't only look interesting, it also gives map creators some freedom for blending multiple textures together, to create a dirty road for example, or to add some details near rocks or other objects:

As you can see on the screenshot, cracks inside high textures like cobblestone can be filled with lower textures like sand or dirt.

Another nice side effect of the new systems height-based approach is a highly requested feature finally getting implemented: water depth. Your tank will soon be able to drive through water, and to drown of course.
Sadly this requires additional height information for every tank (which to add is a lot of work), as it would look quite weird otherwise. But here is an early preview image, showing the hull of a Tiger tank with height informations added:

The water depth for every tile (1m²) can be choosen freely between ~0-5m by the map creator.

And there are still a few more things worth mentioning:
The map editor lets you edit the parameters for every individual map. You can change the texture tiling scale, water color, spawn positions and capture zone sizes however you like.
Map objects received a visual overhaul and can be placed manually or generated automatically, in case you need a lot of grass or trees for example.
Every map type (forest, desert, winter, town) will get its own texture set and object visuals, leading to more variety in the game.
The map format is fully custom and highly optimized, making map files only a few kilobytes in size. This makes downloading them in realtime possible. (in case custom game rooms will be added later)

The current plan is to publish the map editor somewhen after the next update release, so people can start experimenting around with own maps.
This will probably lead to some kind of map submission program where everyone can submit own maps to get integrated into the game, most likely with a compensation in ingame currency (gold/premium time/DLC packs).
Another feature idea is the implementation of singleplayer missions, maybe with Steam workshop integration.
But while this all is totally possible with the new system, nothing has been decided yet, as it's still too early to do so, so stay tuned...

As always with devblogs, please keep in mind that all changes shown here are not final and subject to change. The devblog series only exists to keep you updated on the latest development work and ideas without any commitments.

Tanks2.DE game servers shutting down for now

On November 7, 2022 the Tanks2.DE game servers will be taken offline, and won't come back online until the future of the game is more certain.

This decision wasn't easy, but most of you probably have seen it coming. The game still isn't in a good state, updates are rare and time passes by without any progress, and nobody is playing it (for good reason). Now a point is reached where the server costs (and especially the maintenance effort) can't be justified any longer.

Not all is lost yet however, as the website, the Steam store page and the Discord server will stay online for now. Your account won't be deleted and all your progress is saved.

The game still is (and always was) a hobby project, so things can still change in the future. A few things are still planned for the game, but the timeframe for them is uncertain. All I can assure you at the moment is that a lot of work went into new features in the past years, and that I will keep working on it.

So again: Tanks2.DE is not abandoned, Tanks2.DE won't be deleted. You just won't be able to play it for a while.


Additional statement in case the initial post wasn't clear enough:
Originally posted by (Developer)
Just to clarify again: this is indeed temporarily, as stated in the announcement.

The server is almost completely empty since over a year because there are no updates or new content. It's simply not worth the effort to keep them running at the moment.

Once I have more time again I'll finish the work on all the loose ends that emerged over the last year, but not within the next few months.


Also, if the game really ever should become abandoned, it will either be taken down properly, or something like a singleplayer mode will be added. But this isn't something anyone has to worry about yet, as I'm very sure that at least one more big update will follow in the future.

Update 0.2.0p6 Patchnotes

- Improved networking again, game should feel more fluid now
- Reverted experimental camera mode back to normal

Update 0.2.0p5 Patchnotes

Really small update with a few bugfixes and network updates.

The game server now dynamically tests your connection and packet loss ingame. If your network connection supports UDP without high packet loss, it will be used inbetween the less frequent TCP update ticks. The client now also predicts the movement of other tanks.

These changes hopefully make the game feel a lot more responsive, especially if your network connection is slightly unstable or if your ping is very high.

Update 0.2.0p3 patch notes

- New forest map added: "Faulty Forest"
- New skins added to some russian and german tanks
- Activated experimental camera behaviour for increased view range
- AI tank aim behaviour improved
- AI tanks should no longer get stuck
- Various smaller bugfixes

Some players also reported a horrible lag experience since Update 0.2.0 release. The patch today includes some possible fixes for that. If this still happens to you, please leave a comment below.