Update 1.14: Tour the Safe Haven Map

Commanders!

Update 1.14 will introduce the Safe Haven map to World of Tanks. This location, set in Japan during a period of immense economic growth, features novelties related both to gameplay (which may become “double-decked” in one spot) and to visual design. Let’s take a closer look at Safe Haven!

Look and Feel

Basking in the warm sunlight of a summer morning, Safe Haven features many elements that knowledgeable players will easily recognize as Japanese. While there’s no direct real-world prototype for the location, its topography is based on the Chūgoku region in southwestern Honshu—specifically on the area adjacent to the Seto Inland Sea. The area is visibly populated, with countless patches of cultivated land, a fishing village beyond the playable area, and a landmark site atop a hill as an embodiment of the spirit of the entire location. The site is indestructible and cannot be accessed by players.

The modern age is represented on the map by the massive structures of the seaport. The vast complex, featuring two covered drydocks and coastal defense bunkers, used to be a navy facility. It’s now demilitarized, with two large barges moored in long deep-water quays, ready to be loaded with goods. A tall crane of a traditionally Japanese design towers over the area, ready to perform the task. Another iconic Japanese industrial-age structure is the truss bridge in the hills.

Smaller unique features designed specifically for Safe Haven include cars, road markings in Japanese, and traditional houses in the old village on the coast beyond the playable area. Alas, there’s no perfect harmony between the old and the new here, as the commercial port infrastructure is encroaching upon this peaceful idyll.

Gameplay

Safe Haven is a spacious map (1,000x1,000 meters) that is available only for Standard Battles in Tier IV–X vehicles. Gameplay-wise, the location can be divided into two large zones. The concrete-clad harbor suits well-armored heavies and assault TDs, offering them good (and, in some places, nearly complete) protection from artillery fire, plus a number of chokepoints to brawl for. The low hills farther inland form a large and picturesque green area which favors faster and less-armored vehicles. Ambush TDs and SPGs will also find some cozy positions here.

You’re fast and furious (and well-armored)? Then try getting here in time to secure a nice position on the dock, with containers and walls providing protection—or even proceed to the enemy base. Keep in mind that once the dock doors are destroyed, you’ll be more exposed to enemy fire.

The map’s key novelty. You can enter the tunnels beneath the bunker and brawl there, using your tough armor and the geometry of the walls and floor to your advantage. If you prevail, you can advance to the enemy base, or use the exits to the docks and the main entrance. The “second deck” (the bunker’s roof) has a couple of positions for spotters.
Fun fact #1: The radius of “unconditional spotting” is one of a sphere and not a circle, and those below will feel the presence of those above.
Fun fact #2: Tanks in tunnels will sometimes get stunned (but with zero damage) from high-caliber arty shells.

These are the main sniping positions, allowing you to contain enemy attacks in the port area and in most of the green zone.

These are the main sniping positions, allowing you to contain enemy attacks in the port area and in most of the green zone.

These are the main sniping positions, allowing you to contain enemy attacks in the port area and in most of the green zone.

These are the main sniping positions, allowing you to contain enemy attacks in the port area and in most of the green zone.

These are the main sniping positions, allowing you to contain enemy attacks in the port area and in most of the green zone.

These are the main sniping positions, allowing you to contain enemy attacks in the port area and in most of the green zone.

These are the main sniping positions, allowing you to contain enemy attacks in the port area and in most of the green zone.

These are the main sniping positions, allowing you to contain enemy attacks in the port area and in most of the green zone.

The green zone is a designated area for faster vehicles. Use the abundance of covered positions, mostly around the railroad, to close in on the enemy. The sweetest spots, offering a nice view of the center of the map, are by the small rocks near the truss bridge. There’s also a relatively safe flanking bypass along the red line.

If a team has lost the battle on the docks, they can draw a defensive line here. The shortest way to get to either base in these areas is over the deck of a barge, and there are only two ramps to hold in each case. Even when outnumbered, the defenders will still have a chance.

If a team has lost the battle on the docks, they can draw a defensive line here. The shortest way to get to either base in these areas is over the deck of a barge, and there are only two ramps to hold in each case. Even when outnumbered, the defenders will still have a chance.

Drydocks

The two covered, bomb-proof drydocks are part of a larger complex that functioned as a naval base decades ago. The key feature of the installation is the large concrete bunker with tunnels for safe access to the drydocks. Now, it’s a subterranean crossroads, and the drydocks provide repairs for civilian ships.

Drydocks

The two covered, bomb-proof drydocks are part of a larger complex that functioned as a naval base decades ago. The key feature of the installation is the large concrete bunker with tunnels for safe access to the drydocks. Now, it’s a subterranean crossroads, and the drydocks provide repairs for civilian ships.

Truss Bridge

This is another prominent structure from the industrial age. Though such bridges are abound in many countries, as the triangle is a great shape for distributing weight, this one bears close resemblance to those you can see around Japan.

Landmark Site

This important place features a goshinboku, a mighty tree of a venerable age, which is a yorishiro, or an object serving as a conduit for spirits called kami. This status is signified by a shimenawa rope girding it. The torii gate marks the transition of those passing under it, from the mundane to the spiritual.

Port Crane

Japan is undeniably a sea-bound country, and among the many engineering feats accomplished while it was becoming an industrialized nation are massive port cranes of a unique design.

Music

The soundtrack to the Safe Haven map is the result of collaboration between the World of Tanks audio team and Akira Yamaoka, renowned composer of Silent Hill fame. The interesting twist is that Mr. Yamaoka had delivered a tanks-themed, Japan-flavored suite well before the map took its shape. Therefore, one could say that the spirit of the location was born and, for a time, existed in a purely musical form (like in many a creation myth), only to later unfold completely into a place where you can show your battle prowess against a beautiful backdrop.

Akira Yamaoka, Andrius Klimka - Safe Haven (Intro) : Akira Yamaoka, Andrius Klimka - Safe Haven (Intro)
Andrey Kulik feat. Akira Yamaoka, Andrius Klimka - Safe Haven (Battle) : Andrey Kulik feat. Akira Yamaoka, Andrius Klimka - Safe Haven (Battle)
Akira Yamaoka, Andrius Klimka - Safe Haven : Akira Yamaoka, Andrius Klimka - Safe Haven

Gather your strength, Commanders, and get ready to roll out on a new battlefield!

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