走进战列舰—战舰的地图是如何设计的
17173 新闻导语
走进战列舰—战舰的地图是如何设计的
嗯,总有些蠢货喜欢把陆战的东西带入海战中
什么战列舰等于重坦,巡洋舰等于中坦,驱逐舰等于轻坦,航母等于火炮
拜托,这两个东西不等简单的画等号好吧 !!!! 你家火炮能侦查,能输出,还能辅助队友,减少队友所受伤害? 你家LT能各种秒人?
千万别把陆战那套带入到海战里面啊!!!
别到时候动不动就喊驱逐舰上去点灯——————航母,巡洋舰,战列舰上面有侦察机的!
还有,WOT和WOWS不是一个制作组做的;准确的说,这两个游戏差别很大。
别动不动就是什么想到什么战列舰卡点伸缩这种蠢得要死的玩意,伸缩游戏里做不到的!
嘛,恐怕也只有国服的逗比才会想到用战列舰伸缩这样的蠢事了
为什么做不到—————自己看之前有关航海知识的文章去
传送门:
青叶的完美航海教室,WOWS,航海的原则
顺便提一句,WOWS里面要先校射的,不是WOT那种花时间等缩圈就行的。不校射是打不准的,你一伸一缩;怎么校射?
最后*一下潜艇党
你愿意开着在水下和乌龟一样速度的玩意去和大舰队死磕?
除了举一举几个潜艇击沉战舰航母的例子,然后鼓吹潜艇默秒全,潜艇党还会啥?
自己不睁眼看看HX-112一个运输队做掉3个王牌艇长的例子,不看看英美集中护航之后,U艇的损失数量
简直233
反正啊,10个喊要潜艇的,9个是逗比德棍。
要说潜艇的战果,美帝表示自己不知道比三德子高到哪里去了。
我们看看WOWS官方博客的文章
Focus On Battleship
走进战列舰
Dreadnought battleships. Steel monsters. Formidable and proud overlords of the sea that now reside in museums. They lack the elegance of aircraft carriers, or the speed of destroyers and cruisers – all they have is monumental, menacing might.
无畏战舰,钢铁巨兽,海上霸主—虽然现在已经是时代的眼泪了…。她们没有航母的优雅,没有驱逐舰和巡洋舰的灵巧——但是,她们却有着无与伦比的力量!

Nowadays, you may run into a battleship as a museum exhibit. Or you may read about them in books or see them in movies and video games. Unfortunately there is a very low chance of becoming a captain of one of these monsters, so games, by far, are the only source for getting this experience.
现在,你可以参观那些由战列舰改装的博物馆;也可以在书本,电影,游戏里面看见她们。不幸的是,你当上舰长,操控这些怪物的可能性非常之低,不过,现在,通过游戏,你可以体验到这种感觉——————当然,这也是你目前唯一的途径了。
Do the ships “go on parade” in random battles?在野队要不要排个战列线出来呢?
Let me clarify: they actually do that in-game. Though they do it rarely – randomness is only so random, you know. But the concept of the salvo itself, as a method to inflict maximum damage, is pretty instinctive, even for newbie captains. So, we’ll inevitably see these ships heading in a similar direction (if not directly that way), with most of their cannons directed at the enemy.
让我来说明一下,游戏中当然能排战列舰,虽说野队能排出战列线的概率真心不高,毕竟人充满可能性的,野队什么事都会发生。但是呢,一轮齐射,给敌人最大化的伤害,这个是所有玩家的本能,新人也不例外。所以,我们自然会在野队看见战列舰朝着一个方向,主炮指着敌人的景象
The battleship – a vessel of contrasts.战列舰————矛盾集合体
The pros of battleships are quite obvious: their high survivability and powerful armament. They may withstand many hits while simultaneously turning opponents into smoking wreckage, which is a very attractive option.
战列舰支持者认为,战列舰有极高的生存能力和强大的武器,在经受多次打击的同时,让敌人瞬间爆炸,完成单杀————这就是战列舰吸引人的地方之一
The cons are the following: battleships are the largest ships on the battlefield, so they are pretty easy to aim at。
反对者则不以为然,战列舰就是个大靶子,很容易被盯上;
Despite being heavily armoured vessels, battleships are not invulnerable. They’re just more complex targets to sink. Even cruisers are sometimes capable of destroying one of these monsters by penetrating its armour from short distances in the vicinity of its magazines. Size and inertia also add to the difficulties with game-manoeuvring compared to destroyers and cruisers. Coupled with unarmoured range finders, AAA sites and anti-mine cannons that are too easy to lose. So, on the whole, raging in solo attacks against enemy squadrons leaves you a miserable chance of leaving the battlefield safe and sound.
尽管战列舰有着厚重的装甲,但也并非是无敌的。不过,击沉战列舰是个复杂的事情。即使是巡洋舰,在近距离(0-10KM),也能用自己的舰炮穿透战列舰的装甲,破坏核心设备(@**)。巨大的尺寸和巨大的惯性使得战列舰十分难以操控————较之于巡洋舰和驱逐舰而言。还有,那些无防护的测距仪,高炮,反水雷炮都是容易损失的(不过采用模块化伤害的WOWS不会出现对着高射炮,测距仪一顿猛揍就把船轰沉的场面)。总而言之,没事和一堆敌人死磕不是什么好事情,你能活下来的概率不高。

No place for sniping practice.没时间搞黑枪练习啦
Shooting at the enemies from long distances won’t work as well: shells would have to travel for a long time with decreased accuracy, so you will only make successful hits against static or slow-moving targetsA naval battle barely tolerates slowpokes.
The best option for a battleship is to join a crowd of similar ships and together push in a certain direction, covering each other with the onboard AAA. In this case, if you’re not under heavy return-fire, you can simply sit at a comfortable distance and shoot the enemies you want to.
在超远距离黑枪不是每次都行的;炮弹会在空中飞行很长时间并且精度会下降,所以说在超远距离炮击,还是找一个站着不动,或者慢慢移动的目标好了。海战可不会容忍乌龟的
对于战列舰而言,还是和其他船只(其实也就是战列舰啦)一起行动,每个人的防空炮都能互相提供掩护;如果没有遭遇到什么太大阻力的话,你能轻松的找到一个最适合输出的站位【这里提一下射程的问题,每个船都有自己的极限射程,和有效射程(玩EVE的应该都懂,失准距离和最佳距离),极限射程取决于火炮本身(比如大和射程42Km),有效射程取决于舰船的观测设备。从A测数据来看,大部分战斗发生在20KM左右,当然,也有某倒霉巡洋舰在30KM之外被人一发入魂】
Reconnaissance and long-range shooting capability侦查和远距离炮击能力
You join some battles with the thought that all of your opponents are doomed: “Sinking all of them? Pfff, piece of cake!” It is only when you get face to face with a pack of them that you realise something really bad is about to happen to your ship.This is the hard way that battleship commanders learn to use reconnaissance planes. Without them, you will have to rely fully on your team, and they don’t always deserve that trust.
Hydroplanes are quite quick and durable with a good view range. However, they’re quite vulnerable – they can only spot enemies visually and cannot survive AAA hits or fighter-plane attacks. Considering the fact that aviation resources are limited, you should refrain from sending recon planes straight into the fray.
你加入一场战斗,脑子里肯定想着“所有人,都得死”。当然,当开战之后,你就会意识到有些事情并非你想象的那样简单。让战列舰舰长学会如何使用自己带的水上飞机是一件难事,没有水上飞机,你就只有依靠队友了————当然,野队的队友么,你们都懂的。
水上飞机,轻快耐用,能提供不错的视野————当然,也很脆弱——只能用于侦察,很难在防空炮和战斗机的攻击下存活。考虑到侦察机的数目是有限的,你最好避免把侦察机开到交战区去。
How can you eliminate an enemy battleship?怎么才能做掉敌人的战列舰?
Firing ranges themselves vary depending on the cannon type. In any duel combination, such as theYamatovs theIowa, there is always an area where the enemy’s armour cannot be penetrated. This is called the immunity zone.
不同的火炮有不同的射程。在战列舰之间的对决中,比如大和大战衣阿华,每条船总有一个免疫区,在这个距离范围内,敌方的火炮无法击穿装甲(当然,对于不同的船而言,免疫区也是在不断变化的)
This is widely known but you shouldn’t think of it as a completely safe zone! Heavy main-calibre shells could still seriously damage the armoured parts even without direct penetration, causing fragmentation damage, minor crew injuries or similar effects.
你要记住免疫区的概念,更要记住,免疫区不等于安全区。大口径火炮在未击穿装甲的时候也能造成可观的伤害,造成破片伤害,使内部模组或者成员受损。
This is common knowledge for real battles, like in the Jutland battle. Below is the description of such a hit by George van Hase. The shell hit the conning tower of theDerflingerbattlecruiser. It was quite safe in the tower until that moment.
在实战中,这种事情屡见不鲜,比如在日德兰海战中就多次体现。 让我们看看下面的文字吧——————一发炮弹打中了德福林格的指挥塔,指挥塔里面非常安全,直到被击中的时候。
“So far, those of us in the armoured tower had come off very well… but my train of thought was sharply interrupted. Suddenly, we heard a crack that sounded like our impending doom. A terrific roar, a tremendous explosion and then darkness, in which we felt a colossal blow. The whole conning tower seemed to be hurled into the air as though by the hands of some portentous giant, and then to flutter, trembling, back into its former position. A heavy shell had struck the fore-control about 50cm in front of me. The shell exploded but failed to pierce the thick armour, which it had struck at an unfavourable angle, though huge pieces had been torn out.”
“迄今为止,我们的指挥塔表现的很良好,但是我的思绪被瞬间打断。突然,我们听见一声巨响。恐怖的巨响,巨大的爆炸以及随之而来的黑暗————我我们感受到了异乎寻常的爆风。整个指挥塔看上去就像被巨人扔上天,在空中飘浮,抖动,然后落下来。一发炮弹卡在前控制塔的装甲内————离我只有50CM而已。这枚炮弹爆炸了,但是没有穿透装甲。以一个不合适的角度嵌入装甲————就算这样,这次爆炸还是在装甲上开了个洞。
Knowledge of firing ranges (both for you and your enemy) may help you to avoid such situations. A direct hit to valuable modules significantly takes up your time, which is necessary for other purposes like correction of hydroplane reconnaissance and evading torpedo attacks, air attacks。
了解射程(包括你和敌人的射程)可以帮助你避免上述情况的发生。一次对着重要模组的直击可以占用你所有的时间————这个时间可以让你做更多事情——比如调整侦察机的观测位置,或者规避鱼雷,躲避空袭
Of course, this kind of fun differs from that of a destroyer, but with no less action. Having become accustomed to the game a player develops a set of working tactics ranging from thoughtful actions in parallel columns similar to the battlecruisers clash in the Jutland battle
当然,驾驶驱护舰带来的乐趣和驾驶战列舰不同,但是,这有什么关系呢? 慢慢习惯游戏,慢慢习惯和队友制定计划,排出一条战列线————就响日德兰的战巡前卫战一样。
接下来是有关地图的部分

Game environments, contrary to what people might think, are not simply static spaces. A game environment is a kind of mini-universe where all components must be balanced for the map to function as intended. What the specific function of a particular map is only the developers can tell but the goal of every map is the same: to immerse the player in the gameplay with the help of its external appearance, special effects, level geometry and the tactical opportunities that the map provides.
和大部分人想象的不同,游戏环境不仅仅只是一个静止的空间。一张图其实就相当于一个微缩的宇宙,所有的部件都必须经过调试,以达到预想的效果。每一张图的所期望的目标都是相同的——————地图营造的特殊气氛,外部环境,让玩家沉浸其中
In World of Warships, it’s not just a case of pouring water in and throwing rocks around. We are creating game environments based on the specific characteristics of our game.
WOWS的地图可不是做一潭水,然后摆几块石头就行的。我们还得把游戏环境做出来。
Think twice!
深思熟虑
The process of creating game levels is a very complex one and requires a specific set of actions. Of course it may undergo some dynamic changes in structural and technical terms as well as in concept.In a World of Warships project, our approach involves the cooperation of several departments working on game maps which gives us a better opportunity to plan and set our goals.
Each map begins with a concept that sets its key parameters. Here are the 4 pillars of game map design.
制作游戏标准是一个非常复杂,而且需要很多特别设置的过程。当然,又是在结构上,技术上,概念上经历一些动态变化。在WOWS计划中,我们多个部门通力协作,一起制作地图————这让我们有更多机会来制定目标。

The game-design department generates the initial idea and the technical basis of each map e.g. its geometry, landmarks and characteristics. At this stage, it is really just an unpolished skeleton of the future map. Is shows the structure of the level and its key objects like straits and islands, hills and shallows as well as interactive elements with their own gameplay features, such as cover objects and bases.
游戏设计部想出一堆点子——以及提供每张地图的技术基础。比如,几何学(应该是地图的尺寸吧),地图上的标志性物品,地图的特色;在这一阶段,地图还是是一个坯子。只能显现一些大体结构,和关键要素——比如小岛和海峡,山丘,浅滩以及一些互动要素,比如基地什么的。
At this stage, we determine what we want to get from this map – how it should look, what feelings it should give the player. Each time a player gets into a new map there should be unique gameplay
在这一阶段,我们要确定这张图需要什么————这张图长什么样?给玩家什么样的体验。每一次玩家进入一张新地图时,都会感受到特殊的游戏体验

Despite the fact that battles in World of Warships take place at sea and our players will not be able to go ashore, the use of landscape detailing helps us to create a special atmosphere for the game.
尽管WOWS的战斗发生在海面,玩家不能上岸战斗(不过能搁浅),制作地面景观却能有助于营造游戏气氛

Strength in Details!强化细节!
After this, the artist carefully studies the chosen settings and determines the external specifics of each landscape and its geometry which may also affect its design and gameplay. When all the ideas have been brought together and an element of fantasy has been added, the concept art can finally be drawn, including pictures of real locations and artists’ sketches.
在此之后,美工就会对细致的研究那些细节设定,尽量突出每个景观特色————这对营造游戏气氛有很大帮助;当所有的点子,创意元素都汇聚到一起时。美工就会开始绘制概念图,包括真实的地理位置,以及美工草稿。

In the last stages of preparation, we add detail to the concept art, selecting which landscape components we need and how many of them there should be. Finally, we create a map of the required content which gives us a vision of the final version. Based on these original creations, our studies, real-life sources and sketches, the level now goes into production.
在准备阶段的最后一步中,我们要给这些概念图增添细节————选择我们所需要的景观部件以及数量。最终,我们制作出一张内容丰富的原型地图。在最初设计,我们的考证成果。实景资料,以及草稿图的共同作用下————现在,这张图进入制作阶段。

A set of natural objects and structures is being prepared for the map. Eventually they will be used for the enrichment of terrain. Due to the climatic features of a selected setting, the amount of details (stones, trees and etc) may vary greatly and the set of textures required is unique for each map.
我们要开始给地图增加自然物体和结构了,当然,这些是用来丰富地形效果的。由于每张图设定的气候条件都不同,所有这些细节(石头啊,树木啊)都是各不相同的,而且每张图的材质也是独一无二的
Water is everywhere!
无处不在的水
After all the key features have been defined and any issues or disputes have been resolved, it is high time to take up the tools. Work begins on the detailed geometry of the landscape and the map of heights. In professional language we call this Hi-Poly modeling. We use programs which generate and detail high quality surfaces of landscape in a step by step manner. If necessary, the geometry can be adjusted
在所有的关键要素被安排好,所有问题和争论都得以解决之后。现在是时候动工了。我们按照之前所设定的地图地形和景观开始制作,说的专业点,叫做高多边形制作。我们使用程序一点点的制作出高质量,高细节的表面和景观。如果有必要的话,部分地图地形也要进行修正。

Upon completion of the geometry and landscaping, we start with the texturing process. This step determines the colour components of the location and also helps to achieve the desired degree of texture and realism with the help of masks taken from height maps.
一旦我们将地形和景观设计好之后,我们就要着手制作材质了。这一步要求我们把不同的颜色组合起来,这也能帮助我们从视觉角度还原地形的真实效果。
It can be a rocky surface, a sandy place, an area rich in vegetation or many other natural elements depending on the selected terrain type.
材质可以是多石子的地面,也可以是沙地,或者一片种满菜的菜地或者充满自然元素的地面————这取决于最初选择的地形种类。
The final level of detail is to add small textures like grass, sand, land, stones and other tiny elements which can only be seen at close range.
最后一步就是加入一些小型材质,比如草地,沙地,陆地,石子或者其他能在近距离内才能看见的小东西。


Maps at your disposal!
任你自由支配的地图
Of course, the map-design process does not end when there is simply land and many cubic metres of sea. The map is given to other specialists whose job is to breathe life into it. They add realistic water movement, sounds, and a lighting system as well as various interactive and special elements.By doing this, the map turns into a gaming universe where players can immerse themselves in the atmosphere of sea battles!
当然,地图设计进度还没有结束。不仅仅只是把水倒进地图里就行的。现在由另一批专家接受,他们的任务就是赋予地图生命。真实的水的流向,真实的声音,光照系统还有一些与玩家交互的要素,一些特殊要素都会加入到地图里面来。通过这样,地图变成了一个微缩的,玩家能沉浸其中的世界,玩家能在地图中感受到海战的气氛。

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