Lunatic, I've listened to you in the arena for some time now telling everyone how you really feel about the new trees. I'm building a new terrain using tiles that eliminate the tree problem getting to the town and field. The visual distance for the icon is irrelevant if you can actually see the other tank at longer range long enough to line up a shot. Those tiles I've mention accomplish that.
Waffle talked about the actual combat zone three years ago being a 4x4 mile area. For GVs it is the spawn and then the one or two 1x1 mile tiles around the town and field. Waffle made tiles to address GV combat with the village tiles, once you build a terrain and get down to the grass level and really look at what he created. So far most of the people doing the hand updates after the map conversion to AH3 are not using them, instead creating those tree nightmares you complain about when I see you in a GV.
From the last picture posted you can see that there is an 1\8 mile open farm land space at the 1x1mile edges of the 4 village tiles. Even with the spawn point at 2.5 miles, it takes a panther 5 minutes to get next to the map room from the spawn. And what do most GVers do when they spawn to get at a town? Drive in a direct line based on the map which ends up with you driving along that 1\8 mile open boarder between village tiles. So, an enterprising defender can get up on one of the village hills and pick off all the GV's trying to get to the town in a hurry.
What do you do on many of the converted maps, take forever trying to see spaces between the trees that won't eat your GV. That is not fair to the GVer who is also a paying customer.
In the first screen shot I used red lines to show the long open area with nothing to shield the GVs from the spawn. In the second screen capture my solution was to use an 1\8 mile brush and paint a tiny bit of hedge row I red boxed in the screen capture the surrounding farm land is created with. This gives GVs some cover while all the bushes between the trees can be driven through allow for high speed transit and still reach the map room in 5 minutes with a panther.
Because the terrain is a giant collection of 1x1mile squares, the terrain tiles paint onto them in 1x1mile repetitions or 4x4mile repetitions of a single tile. Much of the open terrain that you fly over and never drive through is a hand blended kludge of several tiles mixed and matched. That is the same rational around the town in many cases trying to look realistic. In AH2 it looked very necessary due to the tile offerings, in AH3 Waffle made purpose built tiles to address the small areas we really drive GVs on and fight over.
The transit lane open to a sniper from the spawn.
The transit lane with a tiny bit of cover for attacking GV. The village at the very bottom of the screen capture has the spawn entry point set in the center. I've set all spawn entry points like that on my new terrain.
You can see those 1\8 mile open lanes from this screen capture out of the terrain editor. That is why I added a 1\8mile strip of hedge row to protect GVs attacking the town.