In recent days, the floodgates have opened on the Supertest with new maps for World of Tanks. Within a single week, Wargaming introduced two brand-new battlefield concepts featuring interactive environments. Will players see another addition to the map pool shortly after the release of Nordskar? The summer maps Jungle and Peaceful Atom now join a third summer map, Junction, which has already been undergoing testing for some time.
It seems Wargaming employees must be freezing in their offices, so they’ve decided to warm up at least virtually by developing new maps for World of Tanks. How else to explain why the map designers are ignoring the other three seasons? Because releasing four summer maps in a row lacks even the slightest shred of originality…
Unlike the other upcoming additions, Nordskar, which is already live on the servers, doesn’t feature an interactive environment. You might think: “Great, WG is trying to spice up the gameplay with random events.” Except we might as well rename the game to World of Trains. It seems that if a map doesn’t have at least one railway track with a train passing through at some point, it simply doesn’t pass Wargaming’s internal approval process.
On the other hand, I have to admit the developers have finally realized that planes aren’t the only thing that can destroy buildings, bomb trains, or create new positions by crashing onto the battlefield. Or that trains don’t just have to pass through the map once in a while to let you safely relocate or provide some cover.
Jungle
Set in an Asian jungle inspired by Vietnam, this 1,000×1,000 m battlefield brings fresh gameplay through – what else than a train. But wait! WG hinted on their official Instagram account that we’re in for a twist on the established moving-train mechanic, because “moving trains can be stopped to create temporary cover.”
It looks like we will be able to have more influence over the train’s movement and use them according to our current needs on the battlefield. However, it is not yet clear how the train will be stopped or for how long it will remain stationary. We will likely have to drive close to the passing train or shoot at it, which might only stop it for a few seconds. Hopefully, we’ll find out more soon.
But that’s not all! Jungle also introduces a brand-new interactive mechanic: a water curtain from a waterfall “that breaks outlines in Sniper mode.” This means that if there is a water curtain between you and the enemy, you shouldn’t see the red tank outline in Sniper mode. Looking at the screenshot, I can only guess whether the mist will appear above the waterfall (area 1 in the image) or if it will affect firefights below it.
This might present an annoying challenge for new players, but veteran tankers shouldn’t be too rattled by it. At most, it’ll snap them out of “autopilot” and force them to focus a bit more for a moment. I’m definitely looking forward to this refreshing element, which honestly wouldn’t need to be time-limited but could remain “active” for the entire duration of the battle.
WG promises utility for all tank classes thanks to “dynamic fights and smart positioning” , which is also suggested by the layout of this open map. Area 1 will likely be the primary go-to for heavy tank brawls as it offers the most cover from artillery fire, reminding many players of the environment on Airfield. On the other hand, the “coastal flanking routes” in Area 3 will surely attract medium tank players. There are also dedicated positions for tank destroyers in sectors 4 in the center of the map and 7, which will likely provide the best lines of sight onto the heavies.

At first glance, Jungle appears to be a completely new map, but a closer look at the available screenshots reveals clear inspiration from other battlefields. Area 1 looks like a reworked Airfield. The sniper positions in Area 4 near the northern base bear a striking resemblance to the design of Highway, whereas in the southern base, Area 4 looks like it was ripped straight out of Pearl River. As for the area around the railway bridge, it seems to have drawn inspiration from Mountain Pass and Oyster Bay.
In any case, if Wargaming manages to create a pleasantly playable and fun map, I’ll be more than happy to give them a pass on recycling existing assets.
Peaceful Atom
The next summer map on the Supertest is Peaceful Atom. With its massive 1,200×1,200 m dimensions, it takes players to a nuclear power plant under construction. Given its generous size, I expect the map will be restricted to Tier VIII and above, much like the upscaled version of Ensk.
The biggest innovation this map introduces is dynamic spray ponds. In regular cycles, these basins release thick clouds of steam that act as temporary “vegetation” –breaking line of sight and concealment (spotting). Crucially, if you are looking through active steam in Sniper mode, you won’t see enemy outlines, making it significantly harder to accurately target weak spots. Just like with the water vapor from the waterfall on the Jungle map. Players will need to keep an eye on signaling lights that operate like a traffic light system. Green indicates active steam release, yellow warns of an impending state change, and red signals a “cooldown” period when the area is completely exposed.

The undisputed landmarks of the map are the massive cooling towers in Area 1. This zone includes a construction site and a cooling basin, offering rugged terrain and even the possibility of driving directly into a tower under construction. Due to its complexity, this area is ideal for medium tanks and more mobile heavy tanks that can fully utilize their maneuverability here.
In contrast, a massive industrial zone within the main power plant complex is prepared for heavy tanks. It consists of factory halls – reminiscent of maps like Pilsen or Safe Haven – providing solid cover, positions for side-scraping, and close-quarters combat both outside and inside the buildings.
The center of the map consists of a vegetation-covered hill that is key for scouting, but the most interesting part lies beneath the surface. A maze of tunnels runs under the hill, connecting both sides of the map. The tunnel has multiple entrances, allowing for a safe relocation from one flank to the other without exposing tanks to sniper or artillery fire on the surface.
However, light tanks on the surface will likely be at risk from vehicles passing through the tunnels below. Due to proximity spotting, those driving underground could easily reveal the scouts above, leaving them exposed in their bushes.
The entire concept is rounded out by water canals near the bases, which can serve for stealthy maneuvers, and dedicated defensive positions for tank destroyers in Area 5, tasked with halting quick enemy breakthroughs. Peaceful Atom thus promises a complex experience where every vehicle class finds its role, and where timing an attack to coincide with the “mist cycle” could decide the outcome of the battle. However, it hasn’t escaped the keen eye that there are no interactive trains on this map. Unthinkable, isn’t it?
A Soviet Classic
It wouldn’t be World of Tanks if they didn’t add Soviet Tier X heavy tanks to the game at regular intervals. This time, the T-13 has appeared on the Supertest, designed as a breakthrough heavy tank. Its main defining feature is its unconventional hull design.
Its side armor and upper glacis are sloped at sharp angles, providing a very high effective armor value. The turret armor is also extremely reliable, with 350 mm at the front and 140 mm on the sides, offering strong protection during head-on engagements. Furthermore, the T-13 is armed with a large-caliber gun that deals an impressive 590 alpha damage per shot, though this is balanced out by a lengthy 15.4 s reload time.

The vehicle is also quite mobile thanks to a power-to-weight ratio of 14.4 hp/t, which allows it to accelerate quickly and maintain a steady speed despite its heavy armor.
However, I can’t help but wonder if the people at Wargaming actually know any other nations exist, or if they get a special bonus for churning out at least one Soviet tank per month. We already have four special Soviet Tier X heavies in the game: Obj. 452K, Obj. 780, Obj. 260, and Obj. 279 (e).
Conclusion
Soviet machines are starting to become truly oversaturated in the game, and it’s a shame that other nations, like France or Sweden, don’t get interesting new vehicles as well. Simply put, a new tank would suit any other nation better than the USSR, which already has the most special vehicles in the game (excluding reskinned tanks). In that case, China would lead with six vehicles, but in the world of World of Tanks, that’s six of one, half a dozen of the other when it comes to gameplay typology.
What is your take on this Soviet tank “spam”? Which nations would you rather see new tanks for? Let me know in the comments! And what do you think of the upcoming maps we introduced in this article? Don’t forget to check out the third planned map, Junction, which I wrote about previously.




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