How one of the first maps was created - Himmelsdorf. How was Himmelsdorf built? Let's move on to consider the key elements of the map

This is the very first map in the game. It appeared on September 18, 2009. True, now she looks completely different from how she looked before. The size of the map is 600 by 800 meters, the battle level is from 1 to 11. It represents a German town with a labyrinth of streets and squares. The card is very convenient for playing on CT and TT. PT boors should also like it here, which cannot be said about the artillery enthusiasts. Although I still remember the times when I drove a Khimki car at my 212 facility and petashed in the city. But that was a long time ago, and I no longer have 212. The map is also notable for the fact that I have never seen the same battles on it - everything is different every time. Of course, there are common tactics for everyone, so to speak. Heavy guys like to play on this map the most. This is understandable - you don’t stand somewhere in the bushes and pray, “At least they don’t notice!” If only they killed the artu!” Here I feel like a fish in water. Yes, there is a risk that some miracle will roll out from around the corner and shoot a couple of shells into your favorite tank. Anyway. There are no priority zones here. Of course, the hill is an extremely important strategic point. The fountain can be clearly seen from it, and if there is at least one allied tank on the piece of iron, then you can get dirty there too. In general, capturing a hill involves bypassing the enemy who is in the gut from the rear, destroying the artillery (but it didn’t do anything bad to anyone?) and then capturing the base.

Approximate travel routes for all types of equipment.

Green dots are strands or PT.

Yellow dots are light points.

Red dots are art.

Red areas are hot spots, main battle sites.

Green arrows are shooting directions.

Yellow arrows are directions of ST attack.

Blue arrows are TT attack directions.

Tactics.

In this article I will not analyze attacks from different spawns. There is no particular point in this, since Himelsdorf gives complete freedom of action. The directions of attacks from both one and the other base are completely identical. You definitely need to take the slide. Now heavyweights like IS-3 have begun to go there more and more often, and the French have started going there more often. And this gives the battle some spice. In the gut, according to old memory, old-timers of the game and heavies collide: the good old “mouse” or the new and terrible T-95 crawls there, knocking bones. Usually, a good half of the tanks of both teams die in the gut. The other half dies on the hill. And only scattered tanks drag out the battle. It is best to go 1-2 ST on a piece of iron. They will generally reach the enemy base without encountering much resistance. Of course, you will have to sweat, but not much. Often the piece of iron is guarded by several tanks and a couple of tank destroyers, and even . It happens, of course, that a crowd of the enemy is rushing there, but this extremely rarely happens in a random game. I also saw a couple of times how art went up the hill together with ST. Surprising it means winning, of course. But not so surprising?! On the one hand, this is a good thing. Such fast artefacts as “Givi” and “Hum” will get there without problems, and shooting from there is a pleasure. This move can only be made from first base. With the second one, there is no need to go there for a long time (although this has happened).

That's probably all. Good luck to you on the streets of the glorious city of Himelsdorf and its nooks.

How was Himmelsdorf built? From which side should the sun shine? Why is it more difficult to break than to build? What happens when integrity wins over rationalism? Director of Global Operations of Metagames and Mobile Products at Wargaming Alexander Shilyaev talks about the unfinished city, one of the first maps in World of Tanks.

Where did the idea for the Himmelsdorf city map come from?
It all started with the “Karelia” map, then “Robin” and “Prokhorovka” appeared. The game needed a map with urban tank combat, so we released Himmelsdorf. On it you can recreate battles similar to the famous battles that took place in Berlin and other cities.
Himmelsdorf was a challenge in many ways: it was necessary to optimize the production of buildings, rendering on the stage and adapt the map to tank gameplay. Actually, all the other city maps were much easier to make: we had already collected the main “rake”.

Is it true that there is no real Himmelsdorf?
Yes, there is no real city at the base of the map. “Himmelsdorf” is an urban fantasy of artists, a composite image. We made an abstract city map that was convenient from a gameplay point of view. This was convenient for using it in the future on the Global Map.

Rumor has it that the working title of the map was "Hrensdorf"...
There was an idea to release a card under this name, but the question arose of how we would write it in the technical documentation. “Himmelsdorf” is the result of a play on words, “himmel” translated from German means sky, firmament, and “dorf” means village, small town. After creating a collective image of the German city, we began work on the Soviet analogue. This is how we got the Ensk card.

What served as the basis for creating a “picture” of the city?
We did not have the task of making a purely German city, it simply had to become typically European. Employees who traveled to Europe brought their photographs. Those that came up became the basis for the map.

How did real cultural monuments appear on the map?
When we were choosing buildings for reference, we often didn’t have time to figure out what kind of buildings they were. Later it turned out that what seemed typical to us was unique. For example, the red town hall on Himmelsdorf is the Royal Castle that stands in Warsaw. The equestrian statue adorning the Hohenzollern Bridge in Cologne was taken from a black and white photograph from the 1930s via a search engine query.

We carefully approached the details and objects of the environment, looking for them exclusively in black and white photographs. These are signs on houses, paths, traffic lights, bump stops, benches, and lanterns.
Sometimes when searching for photographs you had to get more sophisticated. In the memoirs of German soldiers during World War II, it was mentioned that all telephone booths in Germany had the inscription “Fasse dich kurz,” which meant “Keep it short.” Only by using this phrase was it possible to find an image of telephone booths from that time.

On what principle was Himmelsdorf designed?
The map should be balanced and symmetrical from a gameplay perspective. First we built this urban symmetry, and then we began to come up with content for it.
Identical houses would look monotonous, so heights were thought out that would be easy to navigate in the game. On one side the church became such a landmark, on the second - the town hall with a spire. In order to visually distinguish between the styles of urban development, they decided to make a typical European quarter on the side of the church, and to reproduce the architecture of the Third Reich near the town hall. It turned out to be a conditional administrative quarter.

Did the map appear in the game already in its finished form, or was it brought to fruition gradually?
The first iteration of Himmelsdorf appeared in the closed beta test of the game. Players drove between faceless boxes and wrote on forums that buildings lacked textures. Indeed, some houses were temporary primitive “boxes” from which future quarters were assembled. The map was filled with content gradually.

How did you solve the problem of arranging lighting on narrow city streets?
This has become quite a difficult problem. We went through many options for the position of the sun above the horizon. The light solved an artistic problem, but at the same time it should not interfere with the players. It was necessary to create a feeling of natural lighting, so that the falling shadows emphasized the geometry and the direction of the streets and the relief could be clearly read at one glance at the map.
But in the end, one part of the players rode against the sun, while the second part remained behind. Then we studied the statistics, consulted with the artists and left the sun on one side so that the teams were on equal terms.

You mentioned that Himmelsdorf was followed by Ensk. Were other city maps created based on the same visual materials?
Since this map was the first urban map, we immediately expected that the content created would be used in the future.
The content of Himmelsdorf made it possible to create other locations in different combinations: small rural towns or industrial areas. For example, in the area of ​​the railway there were many small objects that made it possible to form urban infrastructure.
Thus, thanks to Himmelsdorf, a set of city houses and buildings appeared for maps of the European region. It was used in many locations that appeared later. This made it possible to release “lighter” updates.

How was Himmelsdorf built? From which side should the sun shine? Why is it more difficult to break than to build? What happens when integrity wins over rationalism? Director of Global Operations of Metagames and Mobile Products at Wargaming Alexander Shilyaev talks about the unfinished city, one of the first maps in World of Tanks. Quite an interesting article about the development of one of the most popular and famous game maps in World of Tanks.

Where did the idea for the Himmelsdorf city map come from?
It all started with the “Karelia” map, then “Robin” and “Prokhorovka” appeared. The game needed a map with urban tank combat, so we released Himmelsdorf. On it you can recreate battles similar to the famous battles that took place in Berlin and other cities.
Himmelsdorf was a challenge in many ways: it was necessary to optimize the production of buildings, rendering on the stage and adapt the map to tank gameplay. Actually, all the other city maps were much easier to make: we had already collected the main “rake”.

Is it true that there is no real Himmelsdorf?
Yes, there is no real city at the base of the map. “Himmelsdorf” is an urban fantasy of artists, a composite image. We made an abstract city map that was convenient from a gameplay point of view. This was convenient for using it in the future on the Global Map.

Rumor has it that the working title of the map was "Hrensdorf"...
There was an idea to release a card under this name, but the question arose of how we would write it in the technical documentation. “Himmelsdorf” is the result of a play on words, “himmel” translated from German means sky, firmament, and “dorf” means village, small town. After creating a collective image of the German city, we began work on the Soviet analogue. This is how the Ensk map appeared.


How did real cultural monuments appear on the map?
When we were choosing buildings for reference, we often didn’t have time to figure out what kind of buildings they were. Later it turned out that what seemed typical to us was unique. For example, the red town hall on Himmelsdorf is the Royal Castle that stands in Warsaw. The equestrian statue adorning the Hohenzollern Bridge in Cologne was taken from a black and white photograph from the 1930s via a search engine query.

We carefully approached the details and objects of the environment, looking for them exclusively in black and white photographs. These are signs on houses, paths, traffic lights, bump stops, benches, and lanterns. Sometimes when searching for photographs you had to get more sophisticated. In the memoirs of German soldiers during World War II, it was mentioned that all telephone booths in Germany had the inscription “Fasse dich kurz,” which meant “Keep it short.” Only by using this phrase was it possible to find an image of telephone booths from that time.

On what principle was Himmelsdorf designed?
The map should be balanced and symmetrical from a gameplay perspective. First we built this urban symmetry, and then we began to come up with content for it.
Identical houses would look monotonous, so heights were thought out that would be easy to navigate in the game. On one side, the landmark became the church, on the other, the town hall with its spire. In order to visually distinguish between the styles of urban development, they decided to make a typical European quarter on the side of the church, and to reproduce the architecture of the Third Reich near the town hall. It turned out to be a conditional administrative quarter.






Did the map appear in the game already in its finished form, or was it brought to fruition gradually?
The first iteration of Himmelsdorf appeared in the closed beta test of the game. Players drove between faceless boxes and wrote on forums that buildings lacked textures. Indeed, some houses were temporary primitive “boxes” from which future quarters were assembled. The map was filled with content gradually.

How did you solve the problem of arranging lighting on narrow city streets?
This has become quite a difficult problem. We went through many options for the position of the sun above the horizon. The light solved an artistic problem, but at the same time it should not interfere with the players. It was necessary to create a feeling of natural lighting, so that the falling shadows emphasized the geometry and the direction of the streets and the relief could be clearly read at one glance at the map.
But in the end, one part of the players rode against the sun, while the second part remained behind. Then we studied the statistics, consulted with the artists and left the sun on one side so that the teams were on equal terms.

You mentioned that Himmelsdorf was followed by Ensk. Were other city maps created based on the same visual materials?
Since this map was the first urban map, we immediately expected that the content created would be used in the future.
The content of Himmelsdorf made it possible to create other locations in different combinations: small rural towns or industrial areas. For example, in the area of ​​the railway there were many small objects that made it possible to form urban infrastructure.
Thus, thanks to Himmelsdorf, a set of city houses and buildings appeared for maps of the European region. It was used in many locations that appeared later. This made it possible to release “lighter” updates.

Sources

Hello, dear readers of our information portal website. Today we will introduce you to the legendary World Of Tanks map - Himmelsdorf, as well as her clone - Winter Himmelsdorf .

I’ll tell you right away that Himmelsdorf and Winter Himmelsdorf differ only in the visual component, but the gameplay of these maps is identical. Therefore, we have combined the stories about these cards into one guide and you should play them exactly the same.

General information.

Himmelsdorf wot is the oldest map in the game with a serial number of 4. It was introduced into the game at the alpha test stage in update 0.2 (March 5, 2010) and, by the way, has still not lost its relevance even though the " Khimki" there have never been any significant changes or improvements. The map is a summer type, has small dimensions of 700*700 meters, is available for battles of levels 3 - 11 in two modes of random battles - standard and counter. wot Himmelsdorf is a completely city map, which represents a certain area of ​​a large city near the train station.


Picture 1. Minimap of a standard battle.


Picture 2. Minimap of the oncoming battle.

Winter Himmelsdorf wot is a visually redesigned Himmelsdorf for the winter type. This version of the map was introduced into the game much later than its progenitor, in update 0.8.11 (February 11, 2014), and since the original was always gorgeous, the copy turned out to be no less excellent. wot Winter Himmelsdorf has the same dimensions, but it is available for battles even in the “sandbox” (battle levels 1 - 11) in the same battle modes.

Let's move on to consider the key elements of the map.


Picture 3. Legend.

It is very difficult to single out any of the most important components of the Himmelsdorf map, since here every alley, every house, every street plays a key role in the battles. In addition, the map should not be divided into flanks and directions, but should be perceived as a single whole. I’ll try to highlight several elements of the map for you so that you can navigate it more easily.

  1. Railway stretches along the entire left side of the map, and in the very top left corner is Train Station , which you can visit. In general, this area is the most open in all of Himmelsdorf; even artillery can work here against exposed enemies. However, this part of the map can only be called the most open in words. In fact, there are a lot of shelters here and, if you don’t play like “o-lo-lo,” then not a single enemy will reach you. Often, the Railway is used by fast tanks to break through the flank, and tank destroyers and artillerymen can stand behind it. In encounter mode, there is a base in the center of the railroad, as you can see on the minimap above.
  2. Privokzalnaya street It is separated from the railway by non-destructible buildings, but has several passages both to the right and to the left. A very long and straight road, it is almost always controlled by tank destroyers and other people who like to shoot from afar. Practically not suitable for pushing, except in rare cases.
  3. Parallel streets for each of the teams, and between them there is a central square, from which they are separated by dilapidated houses. Through the ruins of these streets, the entire center of the map, the parallel enemy street, as well as substitute opponents on the hill are controlled. In addition, exits from these streets from the “banana” or station road are controlled.
  4. central square Himmelsdorf is located in the very center of the map, and along the perimeter of the square are the most important elements of the map: the station street, the “banana”, two parallel streets. However, the area is separated from all this by destroyed buildings, although there are a large number of bullet holes and passages through the ruins. Almost completely unsuitable for play. The only option for using the central square on Himmelsdorf is to press under the enemy side, however, if you are not an experienced player, then do not even try to pull off such a technique, since you need to know exactly where to press, where they are shooting from and the position of the opponents on the minimap.
  5. "Banana". The same famous "banana". An elongated, narrow and slightly arched street to the right of the central square. An excellent place for strong, heavily armored tanks. Here you can press, tank, and successfully restrain enemies. If you manage to push through the banana, then a lot of opportunities will open up for you to unexpectedly enter the enemy’s rear. A direction that opens up such tremendous opportunities must definitely defend itself!
  6. Hill or castle. The highest place on the map. In general, it is an open area with a tall castle in the center, separating the teams and preventing artillery fire. It’s a long drive uphill, but absolutely any type of tank can fight here within reason (naturally, Maus-type tanks will drive here halfway through the battle, but the IS-7 or T110E5, for example, can easily fight on the mountain).
You can see the location of bases and respawns in standard and oncoming battle modes on the minimaps above.

On Himmelsdorf you should never give up any direction! Allied tanks should occupy positions relatively evenly throughout the map.

Now let's talk about how to play on the Himmelsdorf wot map.


As I said above, for random Himmelsdorf there are no specific tactics for specific tanks. Here you need to play absolutely the entire map without exception. I will highlight several more or less obvious points for you below.

  • Artillery suffers on this map. There are practically no shooting holes for her and no comfortable, safe positions. We can safely say that the artillery on this map is the ballast of the team. I have highlighted the most convenient positions in the picture above with brown areas. From these positions the railway and here and there a hill are fired upon. However, these positions cannot be called safe, and therefore you should be careful. On Himmelsdorf you will have to constantly look for openings and opening opponents to deal damage.
  • Tank destroyer on Himmelsdorf you should forget about long range shots and bushes, you should play as a heavy or medium tank. If it is vital for you to stand in one place and watch over enemies, then I have highlighted several such positions in purple. However, you should not relax, you will definitely glow, most likely even before the shot (this is not Malinovka).

    Now let's look at the most obvious places of clashes.

  • On the hill fighting takes place around the castle (shown in blue). Moreover, if to the right of the castle it is safe, but with little variety, then to the left of the castle there are much more opportunities, although, unfortunately, it is not at all safe there (they shoot from below).
  • "Banana" designed for tanking (shown in red). It is impossible to find a more convenient place on any other map for heavily armored tanks. In general, the possibilities of the “banana” are not limited, and success will directly depend on your ingenuity.
  • Building in the middle of the railway (shown in green), behind which fast and maneuverable tanks can take positions and take cover from enemy fire. From this position successful flank breakthroughs can be made. However, for fast and maneuverable tanks there is a more convenient direction - a hill, you have to choose.
Now let's look at several tricky positions on the Himmelsdorf map that can greatly surprise enemies, catching them by surprise.
  1. In this place there is a convenient corner covered with an embankment. This position can be used by any tank of the top team. The main condition is to have a strong tower and good speed indicators in order to jump there in time. From here you can really stress out your enemies and shoot at them. However, if you are not covered on the railway and station street, then you will quickly be kicked out of there.
  2. Also a position for the top team. After taking the hill from here you can shoot through most of the enemy positions well.
  3. And this position is similar to number 2, but for the lower team it is not so convenient. However, it provides the same features.
Once again, I note that this map should be perceived as one whole direction. Every street, every house and every mound is important here. The best tactics for playing on Himmelsdorf are complete control of the map and carefully pushing through the banana or slide.

Himmelsdorf in counter battle mode.

Often in a random game, these two modes differ very much. This is all due to the fact that the respawns of teams in an oncoming match are located right under the hill. In this regard, most tanks go up the hill. This is not without meaning, since when you go down, you will encounter a little resistance, and you will lose the hill very quickly and end up surrounded.

Apparently, in the oncoming battle mode, you should play focusing on your allies: your allies go to the hill and you follow them, and if your allies abandon the hill, then there is no point in you dying there.

However, it is better, of course, to motivate the allied team before the start of the battle in order to drive up the hill. Still, this is a more reliable and stable option.

At the same time, when fighting on the hill, you need to pay extremely close attention to the minimap, since in my memory a lot of battles here were lost precisely because the whole team was on the hill, and a couple of enemies below were taking the base.

In custody.

Dear friends, we have looked at one of the best and most comfortable cards in our game. Of course, not for everyone, but still Himmelsdorf is a timeless classic. It's important to keep in mind the differences between standard and counter combat on these maps.

See you again, dear players.

They don’t like maps that have cities, because there players have fewer opportunities for movement and maneuvers. In today's guide we will tell you about the main routes of movement of different classes of tanks on the Himmelsdorf map.

Light tanks in the game WOT often play a fairly significant role. But on the Himmelsdorf map, light tanks, in principle, are not so needed, this is due to the fact that artillery in the city does not pose a particular threat, light tanks, in turn, are precisely what are needed in battles in order to illuminate enemies, in particular artillery. Since artillery on this map does not pose much of a threat, the need for light tanks is also minimal.

On the map of Himmelsdorf in the game World of Tanks light tanks mainly travel along 3 routes: ( Yellow arrows) By rail, through the center and through the castle.

- Moving through the center is the shortest way to get to the enemy base and expose the enemy. The problem is that there is no need to immediately go and shine on enemies, since due to the buildings your artillery will not be able to hit enemy equipment. Therefore, there is no need for a short route on this map.

- The movement of light tanks through the railway is a good route, because here you will have enough space to maneuver.

- Moving through a mountain in a light tank will help your team simply determine how many enemies are moving in that direction. If a light tank breaks through enemy tanks, then it is quite possible that your little firefly will reach the enemy base and be able to shoot a couple of artillery there.

Fri-Sau ( Green arrows) in Game World of Tanks On the map of Himmelsdorf they move in two directions. One of the main directions of the tank destroyer is taking a position along the road at the foot of the mountain on which the castle is located. The second route runs near the railway.

Medium tanks on the Himmelsdorf map prefer to fight in two main places marked blue circles. All movements of medium tanks are shown blue arrows. Good attacks on medium tanks can be carried out from the castle, but in order to launch such an attack you first need to defeat enemy vehicles in this area.

Artillery on the Himmelsdorf map in the online game World of Tanks ends up in the same places marked purple circles.

Heavy tanks move in 2 directions marked red arrows. There are cases when heavy tanks travel to the castle and across the railway.

Rush tactics are basically used on this map, the best routes are indicated white arrows.

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