Maps

As of beta 1.0, Steel Titans has 3 maps, City Ruins, Tank Factories, and Morning River. City Ruins is the only map from Alpha, and more maps will come in the future. Each map has its own pros and cons, and different tanks that work best.

City Ruins
Main article: City Ruins City Ruins was the first map added to the game. It is split in half with one side being the ruins of a city while the other side is the countryside on the outskirts of the city. The two halves of the map meet in the middle of the map, where there is a large amount of open space, a "no-man's land" where most vehicle destructions occur. This map is not well suited to light tanks, because the layout forces tanks to drive along particular paths. The meta on this map is medium and heavy tanks attempting to push through no-mans land while being fired upon by SPGs and tank destroyers. If one team manages to push through to the other team's side, then the meta changes, where medium tanks excel at doing "cat and mouse" with enemy TDs and SPGs, and can get quite a large kill count.

Tank Factory
Main article: Tank Factory Tank Factory in strategy terms is a inverse version of City Ruins. The "no-man's land" goes straight down the middle instead of being a horizontal strip in the centre. The centre of the map has large amounts of cover while both team's spawn areas are very open. Unlike City Ruins, light tanks perform best in this map, using their maneuverability to weave in and out of cover and their rapid-firing cannon to do hit-and-run attacks, and playing as a TD or heavy tank you will often find one behind you suddenly, draining almost all your health, then quickly speeding away before you can turn around. Tank destroyers do not do well in this map, being too slow and sluggish to be effective at anything but firing down no-man's land and spawnkilling, and it would be a good idea to play the faster SPG instead. Meanwhile, medium and heavy tanks perform similar roles as in City Ruins, but heavy tanks can have problems with fending off enemy lights.

Morning River
Main article: Morning River Morning River is different from the other two maps as it has comparatively little cover. The "no man's land" is a large strip through the middle of the map, with a sizable island / hill in the middle being the only cover. There are multiple ways to get on to this hill, but every one requires you to leave cover and cross through the path of enemy fire in order to get there. As a result, most vehicle destructions in this map occur when a tank is attempting to drive along the two bridges / through the valley and are picked off by a vigilant enemy TD or SPG. However on one side of the map, there is a large mountain which both teams fight over to place tank destroyers on. This mountain is the only place where shots can be fired over the rocky cover of the island. If one side does not attempt to contest the control of this hill they will usually lose the game. TDs and SPGs do very well in this map, mediums and lights moderately well, while heavy tanks are terrible choices on this map as their sluggishness usually results in them being destroyed under a fusillade of shells from enemy SPGs and TDs.

Volokolamsk Highway
Main article: Volokolamsk Highway

WIP