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snake_eye

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  1. Like
    snake_eye got a reaction from Lethaface in Where are the Goumiers in djellaba?   
    @Lethaface
    An AAR that would be great ! . Have a good fight
     
  2. Like
    snake_eye got a reaction from Lethaface in Where are the Goumiers in djellaba?   
    You are correct, It features Morrocan troops. I tried hard to have Goumiers in the game, but that was not possible. Thanks for enjoying the scenario.
  3. Upvote
    snake_eye got a reaction from ncc1701e in A plea for a French Army DLC   
    @FoxZz If your plea could become true, it would be fantastic. However, I do not think that it is in the pipe for the time being. Too bad. I really think that what the French Army and Air Force are demonstrating in Mali and the support they give in Syria should be a very good opportunity for BF to reconsider its actual position. Their reason has surely something to do with the cost of creating all these new vehicles and tracks,  but they have done it for NATO,  released with Germans and Dutch forces. Why the French forces were omitted at the time ? Maybe they did not consider it would have a sufficient selling factor covering its cost ?
  4. Like
    snake_eye got a reaction from Warts 'n' all in CMFI Rome to Victory Bones   
    On 6/8/2019 at 5:16 PM, Sequoia said: Really appreciate the screenshots. Any chance for a shot of Indian troops and Moroccan Goumiers ?  
    Thanks!
    As far as I remember it,  the Goumiers might not show up despite all the points I provided for having them with the French Corp. They played a major part in the French's battles in particular at Monte Cassino, breaching the defense and opening the way to Rome for the allied forces.
  5. Upvote
    snake_eye got a reaction from BletchleyGeek in CMFI Rome to Victory Bones   
    On 6/8/2019 at 5:16 PM, Sequoia said: Really appreciate the screenshots. Any chance for a shot of Indian troops and Moroccan Goumiers ?  
    Thanks!
    As far as I remember it,  the Goumiers might not show up despite all the points I provided for having them with the French Corp. They played a major part in the French's battles in particular at Monte Cassino, breaching the defense and opening the way to Rome for the allied forces.
  6. Like
    snake_eye got a reaction from Tbone3336 in CMFB (Unofficial) Screenshot Thread   
    it looks like the German moved along the road !
     
     


  7. Upvote
    snake_eye got a reaction from LongLeftFlank in First QB map creation update thread   
    Thanks Combatintman for mentioning my work. The map can be played H2H and or QB. It is available here :
    http://www.thefewgoodmen.com/tsd3/cm-black-sea/cm-black-sea-add-ons-maps/__trashed/
    If that can help you here are some shots of the airport multi stories facilities with damages done to it and an overall view of the map area.
     
     
     
     
     





  8. Upvote
    snake_eye got a reaction from Vergeltungswaffe in Donetsk Airport map   
    Hi grunt GI,
    I apologize to all of you for not having given any news. Well, to tell you the truth I have discovered that the scale of my map was wrong, while looking at a map  drawing, done for a campaign WIP by Kohlenkau. I gave him mine anyway, it could be of some use, for some of the tactical fights.
    That scale error explains, why I had some difficulties on the slopes leading from the airport to the rail tracks and the buildings, located  all the way up on the right. My slopes were usually two times more inclined that they should have been, since the length of the map was half of what it was on the real ground !. How did I do that  ? I don't know, but believe me that was changing a lot the Tactical deployment of the troops around, either in defense and or attack. That was something I had noticed and that lead with the slope matter to the discovery of the scale problem. So, we will all benefit of the new and real scale.
    That might not have been noticed to some of you, but it was to my eyes something I could not leave as it was. That is why I have been working on the runway, on a new map being this time rightly at the scale.
    So my biggest problem at the moment is the time that could be available to work on it, besides the fact that I have been traveling frequently since May.
    But I assure you that I have not dropped my project and as matter of fact like some of you have already experience it, when you do it a second time, it is usually better than the first, easier to do and  therefore faster..I shall post the new runway as soon as the slope will be done. The terminal will benefit of that, be longer and a real challenge in the coming battle
    So, to resume the situation,  it is only a question of available time for me.
    Thanks to all of you, for your renewed support,
    Cheer​
  9. Upvote
    snake_eye got a reaction from Lethaface in Donetsk Airport map   
    Hi grunt GI,
    I apologize to all of you for not having given any news. Well, to tell you the truth I have discovered that the scale of my map was wrong, while looking at a map  drawing, done for a campaign WIP by Kohlenkau. I gave him mine anyway, it could be of some use, for some of the tactical fights.
    That scale error explains, why I had some difficulties on the slopes leading from the airport to the rail tracks and the buildings, located  all the way up on the right. My slopes were usually two times more inclined that they should have been, since the length of the map was half of what it was on the real ground !. How did I do that  ? I don't know, but believe me that was changing a lot the Tactical deployment of the troops around, either in defense and or attack. That was something I had noticed and that lead with the slope matter to the discovery of the scale problem. So, we will all benefit of the new and real scale.
    That might not have been noticed to some of you, but it was to my eyes something I could not leave as it was. That is why I have been working on the runway, on a new map being this time rightly at the scale.
    So my biggest problem at the moment is the time that could be available to work on it, besides the fact that I have been traveling frequently since May.
    But I assure you that I have not dropped my project and as matter of fact like some of you have already experience it, when you do it a second time, it is usually better than the first, easier to do and  therefore faster..I shall post the new runway as soon as the slope will be done. The terminal will benefit of that, be longer and a real challenge in the coming battle
    So, to resume the situation,  it is only a question of available time for me.
    Thanks to all of you, for your renewed support,
    Cheer​
  10. Upvote
    snake_eye got a reaction from Lethaface in "CMRT Blood on the tracks"   
    My first scenario for CMRT is finished. It will be uploaded tomorrow. I had let you know about it in a "WIP Reds Attack Village" post (see the following link)
    http://www.battlefront.com/community/showthread.php?t=114863

    It takes place during Bagration on the 23rd of June 1944 near the town of Bobruisk. You will play it against the German A.I and you can also have your hand at a H2H battle with some slight adjustments.
    The new introduction of the triggers is a feature that really allow the designer to do marvel. You will be judge of that. Here after some shots of the battle.










  11. Upvote
    snake_eye got a reaction from Bud Backer in Donetsk Airport map   
    I have been working on a Donetz map for a while. It is a huge work being 2400 x 3800 meters. Since the amount of woods and houses might be too heavy for normal computers, the size might have to be reduced. I have not decided yet if it has to be done. Anyway it far from being finished being still a WIP map.
     
    The following pictures are shoiwing the airport runways, traffic contro tower and the terminal. All have been damaged. The final picture is showing tghe outskirts of Donetz not far away from the airport, right after the raitracks.
     
    I might release a smaller scenario dealing with the combat around and in the airport before the larger one I would like to do, 
     
    Cheer
     

     

     

     
     

  12. Upvote
    snake_eye reacted to snake_eye in CMPzC Operation "Bloody Christmas" (Ortona '43)   
    News could not have been worst for D Company. I hope B, acting new commander, will able to maintain the bridgehead if the PZ grenadiers and tanks are attempting to move down to the Moro Cheer
  13. Upvote
    snake_eye reacted to kohlenklau in CMPzC Operation "The Bloody Bucket" (Bulge '44)   
    @Rocketman
     
    Hi Joakim,  to answer your question from the other thread. I am gathering my [hosingen] mods in one place and will eventually upload it all.
    As far as all bulge related mods in one place, I doubt it. 
     
    The snowy roads are going well. I see how the game flips and reuses images. I have a day off from the gym tonight and will attack the snowy roads.
    I also have an idea to group the 512x512s into a bigger square to get the line up perfect.
  14. Upvote
    snake_eye got a reaction from agusto in "Little stalingrad" WIP- Donetz Airport battle   
    That's all folks
  15. Upvote
    snake_eye got a reaction from agusto in "Little stalingrad" WIP- Donetz Airport battle   
    Last terminal pictures

     

  16. Upvote
    snake_eye got a reaction from agusto in "Little stalingrad" WIP- Donetz Airport battle   
    The latest pictures showing the extensive modification. There are still a lot of work to be done to adjust the height difference that might be found on the map.
    The urban settlement seen near the airport will extend to to the left and rejoin the Rail station.
     

     

     

     

  17. Upvote
    snake_eye got a reaction from agusto in "Little stalingrad" WIP- Donetz Airport battle   
    The Airport Terminal area - since, the ramp has been modified and the old Terminal located on the right has been added. All parking area had some texture work done to simulate the cars emplacements as much as it could be done.
     
     

     

     

  18. Upvote
    snake_eye got a reaction from agusto in "Little stalingrad" WIP- Donetz Airport battle   
    Airport Terminal - first attempt

     

     

     
    The village on the right  -WIP -  The bridges (road and rail) locations have been changed

  19. Upvote
    snake_eye got a reaction from agusto in "Little stalingrad" WIP- Donetz Airport battle   
    The following pictures are the early ones I have posted. Since , many modifications have been made - See the latest pictures; 
  20. Upvote
    snake_eye got a reaction from agusto in "Little stalingrad" WIP- Donetz Airport battle   
    I have posted some pictures of my Donetsk WIP map lately .
     
    I think that today a dedicated post should be preferable since I shall periodically put in new pictures showing you the progress made on the map. The map by itself is a huge work and I am going to show you how it is done. At least that is the way I am doing it. Some of you already have an experience in doing it, so an exchange of tips would be welcome for all of us, I am also thinking of the modders, their experience and mods are also highly welcome. Kieme to speak only of him, has surprised many of us.
     
    When I am thinking of a scenario, the first thing I do, is to visualize a map and see if a battle can be designed on it and be of some interest. Sometimes, The battle being chosen is a real one and I have to find maps, pictures and documents about it. At that time, I am not getting into the details of the forces that will fight. I am only interested in the map designing.
    I gather maps and I start to make curves overlays with Google Earth
    Two useful links::
    http://community.battlefront.com/topic/117932-resources-for-scenario-and-map-creation/
     
    http://community.battlefront.com/topic/118706-map-resource/
     
    To design a map, the first thing is to decide its size. Then, when I start it in the editor , I use an overlay showing the ground important features. These are the road network, the rail tracks, the houses, the rivers. Then I use another overlay showing a height curve. I report these on the map and I proceed to the next height curve overlay and so on. It takes time and I have to adjust some heights, since it does not look so good always in the 3D view. The roads laying and or the rail tracks are to my feeling the ones giving you a lot of problems, since we can not duplicate exactly the road as it is on the overlay and or the map. The angulations do not allow you to get close to what you need. As long as it straight, that is parallel to the map editor screen sides, its good as soon as you want to move it in oblique, you will have only one choice and it rarely fit your need. That explain the seesaw effect that some of us have to rely on. One day, the game might allow us to chose different angles, who knows ?
    Once these ground features are done, I position the houses, then the foliage and later the flavour objects.
    That looks easy written this way, but believe me it takes a good graphic card, a good computer and a lot of patience, before even thinking of the forces that will be deployed on the map. That is another story or rather another challenge.
     
    So better than words the following pictures will illustrate the proceeding
     

     

     

     

  21. Upvote
    snake_eye got a reaction from George MC in Rolling Thunder (demo scenario)   
    I had asked George, before playing the demo, if he thought that it could be of some interest to post my AAR. George gave me the go ahead and added I should have a blast playing it. Well, for sure, I have had a blast.!....
    The AAR will certainly help you to understand the complexity of modern warfare and might allow you to win that battle. It is really a pretty good scenario, one that will stay among my top ten list. Here is the AAR link:
     
    http://community.battlefront.com/topic/119017-rolling-thunder-demo-aar/
  22. Upvote
    snake_eye got a reaction from kinophile in "Little stalingrad" WIP- Donetz Airport battle   
    I have posted some pictures of my Donetsk WIP map lately .
     
    I think that today a dedicated post should be preferable since I shall periodically put in new pictures showing you the progress made on the map. The map by itself is a huge work and I am going to show you how it is done. At least that is the way I am doing it. Some of you already have an experience in doing it, so an exchange of tips would be welcome for all of us, I am also thinking of the modders, their experience and mods are also highly welcome. Kieme to speak only of him, has surprised many of us.
     
    When I am thinking of a scenario, the first thing I do, is to visualize a map and see if a battle can be designed on it and be of some interest. Sometimes, The battle being chosen is a real one and I have to find maps, pictures and documents about it. At that time, I am not getting into the details of the forces that will fight. I am only interested in the map designing.
    I gather maps and I start to make curves overlays with Google Earth
    Two useful links::
    http://community.battlefront.com/topic/117932-resources-for-scenario-and-map-creation/
     
    http://community.battlefront.com/topic/118706-map-resource/
     
    To design a map, the first thing is to decide its size. Then, when I start it in the editor , I use an overlay showing the ground important features. These are the road network, the rail tracks, the houses, the rivers. Then I use another overlay showing a height curve. I report these on the map and I proceed to the next height curve overlay and so on. It takes time and I have to adjust some heights, since it does not look so good always in the 3D view. The roads laying and or the rail tracks are to my feeling the ones giving you a lot of problems, since we can not duplicate exactly the road as it is on the overlay and or the map. The angulations do not allow you to get close to what you need. As long as it straight, that is parallel to the map editor screen sides, its good as soon as you want to move it in oblique, you will have only one choice and it rarely fit your need. That explain the seesaw effect that some of us have to rely on. One day, the game might allow us to chose different angles, who knows ?
    Once these ground features are done, I position the houses, then the foliage and later the flavour objects.
    That looks easy written this way, but believe me it takes a good graphic card, a good computer and a lot of patience, before even thinking of the forces that will be deployed on the map. That is another story or rather another challenge.
     
    So better than words the following pictures will illustrate the proceeding
     

     

     

     

  23. Upvote
    snake_eye got a reaction from Fizou in "Little stalingrad" WIP- Donetz Airport battle   
    The next work is to link the different areas being seen, the way they are on real pictures.
    The last 4 pictures.
     

     

     

     

  24. Upvote
    snake_eye got a reaction from Fizou in "Little stalingrad" WIP- Donetz Airport battle   
    Last terminal pictures

     

  25. Upvote
    snake_eye got a reaction from Fizou in "Little stalingrad" WIP- Donetz Airport battle   
    The latest pictures showing the extensive modification. There are still a lot of work to be done to adjust the height difference that might be found on the map.
    The urban settlement seen near the airport will extend to to the left and rejoin the Rail station.
     

     

     

     

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