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Bud Backer

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Bud Backer last won the day on April 27

Bud Backer had the most liked content!

About Bud Backer

  • Rank
    Micro-Battles Comic Writer Beta Tester

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  • Gender
  • Location:
    Ontario, Canada
  • Interests
    WW II, History, Photography, other things. Fiction writer.


  • Location
    United Provinces of Canuckistan

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  1. Bud Backer

    CM Helper for CMSF 2

  2. Bud Backer

    CM Helper for CMSF 2

    What? Really? That’s AWESOME! I’ve been looking forward to that for ages as CMH just is wonky on my Mac.
  3. Bud Backer


    I have a very active imagination... Making CM a bit more than just a tactical exercise makes for a more interesting experience - for me. I know most others are more pragmatic - which has its advantages.
  4. Bud Backer

    Gauging Combat Mission Interest

    And Vla! 🤤
  5. Bud Backer

    Distant Guns and Jutland naval simulation videos

    More like autocorrect fail. 😖
  6. Bud Backer

    Distant Guns and Jutland naval simulation videos

    Oh, that. It’s..ah...it’s a game that takes naval gun elevation seriously. Plunging fire vs side armour deflection fire. Yeah. That’s what I meant. Sure. 🤪
  7. Bud Backer

    Distant Guns and Jutland naval simulation videos

    Is anyone still making - and keeping current - WW1-era naval elevate games?
  8. The fortress atop the mountain above Dinant has a very interesting underground museum. Or used to anyway. 😛 When I took the screenshots I realized they would not do certain things justice, the mountain in particular, but I didn’t want to flood someone else’s thread with my maps.
  9. A couple of you asked about the map I mentioned making. I didn't ignore or forget those comments, I was swamped with some unpleasant stuff and was only able to reply to posts while at work, where I don't have CM. 😝 I never uploaded the map anywhere. I don't have a login for uploading sites; I never thought anyone would care about my maps. Here are a couple of screenshots - they don't do it justice, the topography is tricky, with gentle and steep rises and folds in the land, vegetation variation, impassable terrain, and towering over the village, a mountain, hence the map's name, "Black Mountain"
  10. I think the word you’re looking for is compartmentalization. I’m very curious what your map’s final appearance will have. While I agree with the notion, and it can be achieved in a wholly imaginary place, if one were to re-create a natural location, the compartments are whatever the withdrawal of the glaciers have left us with, and the players themselves will mentally compartmentalize the map as suits them. What becomes interesting is the interplay between what I may choose as my compartments as, say, attacker, and what the defender may choose. When it’s not deliberately a part of design, such as you are attempting, but adaptation to circumstance, the two players may see the map very differently, and often do, which is a key part of planning and often a sizeable determinant in who succeeds and who fails.
  11. Which can be done by discussion rather than design, which is not a bad thing as then the possibilities are limitless - what you and I may want to do will be different than what I and Bil may do or Bil and IanL. On the same map. The key is to give it meaning for that one engagement. You don’t need an editor, just an imagination.
  12. There is no shortage of non-meeting engagement QB maps. And meeting engagement QB maps can be very interesting, if done well. Asymmetric starting points and objective location and values can create some delightful dynamics when given sufficient thought. One of the things I really enjoy when playing QB’s (99% of my play is QB against a human) is to contextualize the battle. To discuss with my opponent what we’re trying to simulate, whether it be past of a historical battle, or a theme of light forces skirmishing, or why some objectives may matter in the context of what is happening in the wider war that would be off-map, so that they are not just green blobs on the map.
  13. This ^^^ ! Real terrain is... well... real. It’s like saying Damned Normandy, too many hedgerows! Or that a flat map with nothing but wheat in it is “too realistic.” It’s far more likely that the choice of terrain and location was not going to make an interesting playing field, rather than it’s overly realistic. The reason I make this distinction, as I realize it’s a fine one, is that when we are discussing maps, and how they may not work, we need to be certain our terms of reference are the same, or we waste time and energy debating and discussing at cross-purposes.
  14. I agree. I spent some time arranging tombstones in a small graveyard. As a family plot, going back quite a few decades, it made sense to me that a few would not be quite aligned with the others, so I deliberately put them slightly askew. Probably no one would really pay attention to that but when I was making the map it was part of feeling like I’m actually there. It’s also the sort of thing that makes it unlikely I’ll ever make a 2000x2000m map. A very small map is still well over 100 hours work for me, I can’t imagine scaling that up by a factor of 20!
  15. A huge part of the challenge of good map design is to achieve reasonable believability that what one sees could be found in nature, and balance for play. For CMFB I spent many hours coming up with what I thought looked like a very convincing part of the Ardennes, but was utterly miserable for proper play. Making a map that is focused solely on mimicking real terrain can be visually satisfying, but unsuitable for play without considerable effort to make it workable and fair. Much depends on whether one wants to make a full fledged scenario, with AI plans, etc, or a map that can be selected for QB. My own preference is for smaller battles and smaller maps. I enjoy trying to imbue a sense that when one is playing on my maps that they feel as if someone really lives (or vacated recently) the location. Flavour objects are something that I spend many hours on but that to me become part of an immersive experience. I think it’s important, when making a map, to not present the players with obvious things created for play balance. Yes, the map needs to be balanced for its intended use, but if done well, it should not look like anything but a slice of the planet served up on the computer screen, rather than having obvious spotting locations, places of cover, and movement paths. The designer must think of these things, but then make it look to the player like it was never a consideration, or it really does cry out “just a game.” If the player is thinking carefully, they should discover these things through observation and analysis, rather than it being clear from the moment they see the map.