Operators!
A new variant of the well-known and popular temple overlooking the sands of the Gobi Desert is coming to World War 3 soon. Together with a new mode prepared for beginners and veterans!
Stronghold mode
The idea for this mode has been in the works for some time. Why did we decide to add it?
A proving ground for new players
The main reason was to create a space where new players can learn the basics of the game more easily and feel encouraged to stick around.
That is why we’ve introduced Stronghold – game mode with a simplified version of the Tac Ops rules, featuring a single capture point, no Strikes and fewer players per match.
We also wanted to separate them from the veterans so that they would not be under pressure from much more skilled players from the start. To achieve this, we’re working on a new matchmaking system. We aren’t releasing it yet, but aim to do so soon.
More action in its simplest form
At the same time, we wanted everyone to enjoy the new mode and map.
That's why we're releasing them to everyone now.
If you ever feel tired of fighting on a large map with Strikes and Vehicles - here you'll be able to take a break and enjoy the core gameplay: firearms and gadgets.
The pace will be a little faster than a typical Tac Ops, but not so fast and chaotic that you'll get lost. Perfect for a small “break”.
We also want to get your feedback on the map and mode so we can improve them. That way, when we introduce a new matchmaking system, it'll be ready for new players. Please leave your feedback in this google form:
Why the new version of Gobi map?
The answer is simple. It's small enough for new players to remember and not get lost.
Our main idea was to guide new players and introduce them to the game mechanics one at a time.
Smaller maps with simplified rules first, big maps with all the bells and whistles later. Highly skilled opponents in the end.
But to achieve this, we've had to redesign the map, to better suit our needs of hand-holding new players. Which is why the new layout is very simple and easy to learn.
At the same time, the team took the opportunity to practice their storytelling skills. What happened on the map is up to you to discover and fill in the blanks.
New map layout
Let's move on to the layout of the Ruins of Gobi map. For veterans, there will be nothing revealing here, but they are not the only ones concerned here.
The center of the map (marked in red on the minimap above) is a tower that connects the ground level to the 2nd floor of the surrounding building. Securing it is very important in terms of dominating the enemy team. However, in order to reign supreme here, cooperation is required between players with equipment for very short-distance combat (a winding staircase leads to the top of the tower) and those for medium/long distance combat (marked in yellow on minimap above). The building and tower are connected by a long exposed footbridge, which doesn't allow you to quickly run and jump to the enemy.
Mid-range combat (marked in blue on minimap above) also takes place at the foot of the tower itself and the entrance to the building with which it is connected. Here, however, with a small exception.
The rest of the map, however, is much more flexible and allows you to play as you please. Almost the entire map can be walked around, sneaking through small rooms where rapid-fire and not necessarily accurate weapons are the order of the day. On the other hand, the map has plenty of shortcuts to get to a key location faster. However, this type of route forces you to use medium-range and very accurate weapons. You should also bear in mind that once you have run out of buildings, these areas are almost completely uncovered, so the enemy can attack from any direction.
The map itself is also useful for learning its layout quickly. It belongs to the so-called "mirror" category. This means that one side is very similar to the other. It's not identical, of course, but the layout of rooms, open spaces and shortcuts are in very similar places. The differences are noticeable, and potentially deadly, inside the rooms, as their furnishings are not a carbon copy of other rooms. This is where you need to focus as you learn the ins and outs of the map.
The map itself is also useful for learning its layout quickly. It belongs to the so-called "mirror" category. This means that both sides have the same length and number of routes to reach the capture point and other points of interest. And both are unique in design.
We hope you’ll enjoy the new mode and map!
Fall out Operators!