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snake_eye got a reaction from Artkin 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.
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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
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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;
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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
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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/
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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
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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.
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snake_eye got a reaction from agusto in "Little stalingrad" WIP- Donetz Airport battle
Last terminal pictures
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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.
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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.
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snake_eye got a reaction from agusto in "Little stalingrad" WIP- Donetz Airport battle
That's all folks
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snake_eye got a reaction from Wiggum15 in "Little stalingrad" WIP- Donetz Airport battle
That's all folks
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snake_eye got a reaction from sburke 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
-
snake_eye got a reaction from sburke 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;
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snake_eye got a reaction from waclaw in Donetsk Airport map
Donetz Airport with some Russians troops in the damaged terminal
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snake_eye got a reaction from agusto in Donetsk Airport map
Donetz Airport with some Russians troops in the damaged terminal
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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
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snake_eye got a reaction from HUSKER2142 in Donetsk Airport map
Donetz Airport with some Russians troops in the damaged terminal
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snake_eye got a reaction from agusto 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
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snake_eye got a reaction from Kraft in Donetsk Airport map
Donetz Airport with some Russians troops in the damaged terminal
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snake_eye got a reaction from HUSKER2142 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
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snake_eye got a reaction from Samminish in INTERDICTION ~ Tunguskas! Send Help .. ..
Leave it alone i
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snake_eye reacted to polterklotz in Operational Level Game Announcement
I have a slightly different approach I wrote about a little here: http://community.battlefront.com/topic/115644-combat-mission-commander-campaign-tool/#entry1573691
If there's anything interest in it for you I can try to give more details...
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snake_eye reacted to kohlenklau in BULGE CAMPAIGN USING CMFI OVER AT "THE FEW GOOD MEN"
This is a link to a website that does not sell anything or compete with BFC. In fact these guys buy and play BFC products.
I am the CO of the allies for the grand campaign of Avalon Hill's "The Battle of the Bulge" boardgame that uses CMFI to play out the battles.
Swing on by to see the action. Turn 1 just started and battles will soon begin.
http://www.thefewgoodmen.com/thefgmforum/forums/cmbn-battle-of-the-bulge-campaign.380/
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snake_eye reacted to MarkEzra in What do you guy's do after you lose a scenario?
When I get time to play I play a QB...so I always win.