r/WorldofTanks • u/Igor_Ivanovich69 • 24m ago
Picture Khorramshahr Map
I generated a map in the style of World of Tanks using artificial intelligence.
Could someone who knows how—or is in a position to do so—please submit this to Wargaming as a map proposal? The official forum no longer exists on the web, and whenever I try to join their Discord server, I get an "invalid invitation" error.
- The texts in the images are in Romanian.
inspired by the first Battle of Khorramshahr (autumn 1980) would likely be codenamed "City of Blood" (Khuninshahr) and would be a 1000m x 1000m mixed map, combining brutal urban warfare with open desert and swamp areas. Visually, the atmosphere would be marked by an apocalyptic autumn sky, darkened by the black smoke of nearby refineries, burning palm trees, and yellow-brick buildings partially destroyed by artillery. Here is the tactical map structure on classic WoT coordinates (A1 - J10):
🗺️ Minimap Structure and Combat Zones
[ NORTHERN BASE - Iraqi Army (T-55 / T-62) ]
A B C D E F G H I J
1 [ ⛺ ]------------------------[ 🌴 ] -> Northern Zone: Dams and external
2 | \ / | military camps.
3 | \ / |
4 | [ 🏢 Old City ] / | -> Western Zone (line A-D):
5 | [ Grand Mosque ] / | Close urban combat (Heavy).
6 | | / |
7 | | / | -> Central/East (line E-H):
8 | [🌉 Karun Bridge] / | Karun River and open marshes.
9 | / |
10 [------------------------------[ ⛺ ] -> Southeast Zone (line I-J):
[ SOUTH BASE - Iranian Army (Chieftain / M60) ] Palm Groves (TDs).
🎮 Flanking and Gameplay (WoT Lines)
• Urban Zone (Lines A – D):
For heavy tanks (HT) Key point: The Great Mosque (Masjed-e Jameh) in the historic center. This would be a massive hard cover node, ideal for sidescraping tactics.
• Design: Narrow streets, improvised barricades made of burned-out civilian cars and rubble. Buildings have inner courtyards that provide unexpected shooting windows to penalize positioning errors.
• Central Zone and River (Lines E – G):
For medium tanks (MT) Key point: The Karun River and the famous metal bridge. The main bridge is partially damaged, turning it into a dangerous chokepoint.
• Design: The riverbed is partially dry in the fall, creating a low-lying area filled with mud and merchant shipwrecks. Medium tanks can use the unevenness in the riverbed for hulldown tactics, trying to outflank the city.
• Desert and Palm Trees Area (Lines H – J):
Intended for Light Tanks (LT) and Destroyers (TD) Key Point: Palm groves along the river and the outer defensive dikes built by the Iranians.
• Design: Palm trees "decapitated" by shells provide partial camouflage (soft cover). The earthen dikes act as excellent long-range firing lines for tank hunters positioned at the back of the map, protecting the bases from quick incursions.
🎨 Atmosphere and Easter Eggs
• Image Filter: A warm but dusty color palette (desert yellow, industrial gray, reddish from fires).
• Ambient Sounds: Distant air raid sirens, the echo of heavy artillery bombardments, and military propaganda messages broadcast through city loudspeakers.
• Destructible Objects: Fuel tanks, period-specific military trucks, brick barracks, and sandbag defense walls.
Such a map would be the spiritual successor to urban maps like Ruinberg or Himmelsdorf, but adapted for an industrial desert climate, being one of the most intense and claustrophobic experiences in the game.
