Fata Morgana (WiP) is a map designed for the Frontline mode. Like other Frontline maps, it features 3×3 km of playable area divided into six capturable sectors and one final zone that holds the five guns that need to be destroyed by attackers.
Situated in a northern African desert, this new map offers a variety of different themes, including a massive industrial port, a vibrant coastal city, a massive oil refinery, a rugged canyon, historic castle ruins, shady caves, and a lush oasis.
The map is not final, but Level Art has already started working on the majority of the map. None of the screenshots shows the final outcome; the map is still a work in progress. In order to facilitate testing, both the map and the Frontline mode were set up to be playable through the training room. This will not be moved over to the main servers.
The harbor features a lot of hard covers and relatively flat terrain. The layout forces players into mostly close combat scenarios, with some supportive long-range positions. The capture point is situated on a small plateau within the industrial complex.
In the city, strong defensive positions require attackers to flank effectively in order to gain control. Choke points close to the objective makes it hard for attackers to use sheer brute force. The capture point is located on a plaza in front of the pompous city hotel.
The capture circle inside the archeological dig site turns the ruins of an arena into a battlefield for tanks. Surrounding the arena, several high ground positions help both teams cover the entrances.
In the most central sector of the map, the canyon features a lot of vertical gameplay combined with long shooting ranges. Attackers need to take control of at least one side of the canyon before venturing into the capture point, which is situated on the island in the river.
An oasis combines open areas with lush foliage and camo gameplay. The capture point near the mosque is difficult to control if the other side of the oasis is not under possession, as well.
Several corners and hard covers make pushing for the airfield difficult. Attackers coming through the cave system need to creep forward, inch by inch, in order to gain control of the capture point located close to the air tower.
Some of the main objectives are located in open areas, while others are more enclosed, requiring attackers to gain more ground before taking them out.
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