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Sgt.Squarehead

Sgt.Squarehead's CM:SF2 Stuff

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Posted (edited)

I think I've finally finished converting LJF-Huge Rural to CM:SF2.....9km2 (3km x 3km) of sparsely settled rough and arid terrain for you to cheerfully blow to oblivion!  :D

This is only a conversion of an existing map, so the vast bulk of the credit for this map lies with the original designer.....If anyone could let me know who that actually was, I'd be very grateful?

Anyhow.....I've added a real river, two road and one rail bridges (& thus also, a railway line, obviously).  I've also tried to use a few of the new terrain types here & there to add a bit more variety to what was already an outstanding map:

Blank Map (No AI, No Setup Zones, No Objectives, No Labels.....Nothing!):

https://www.dropbox.com/s/cp1dib3sdqq7op8/[Map] Huge Arid Valley.btt?dl=0

Blank Map labelled as Mtope River Valley (A completely fictional area somewhere in the vastness of the African Sahel.....Allegedly home to radical Salamist militants and the jihadists of Al Kebab.  :ph34r:):

https://www.dropbox.com/s/a9uol3jzs9xvvjz/[Map] Mtope Valley.btt?dl=0

Here's a few 'postcards' from some of the valley's bigger settlements:

9iCgxUH.jpg

tZh8izY.jpg

hsybZid.jpg

FjWar73.jpg

& one showing a couple of the bridges:

scsAnbA.jpg

The approach to the bridges isn't as perfect as I'd ideally like, AFAIK because of the slightly elevated island I've placed in the river.....If this bothers you, lowering the islands to water level under the bridges or removing them entirely should sort it out (I do have my reasons for doing it this way).  :ph34r:

Finally.....Have a small bog:

Px5N38i.jpg

Mostly because I'm just too frazzled after doing all this to come up with anything more imaginative !  :blink:

As ever feel free to use or modify this map in any way that pleases you.....I'm kind of glad to see the back of it TBH!  ;)

Next up.....Bishr (Redux).  :rolleyes:

 

Edited by Sgt.Squarehead

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On pretty much the opposite end of the spectrum, both in terms of scale and urbanisation, I've blanked the map section that I extracted from @LongLeftFlank's Ramadi map and adapted for use as Hayy El Karamah in 'Ashsh al-Dababir' (In preparation for a full CM:SF2 rebuild.  :ph34r:):

3xaWZf4.jpg

It's only 320m x 320m but it's quite a challenge.  ;)

If you would like to experiment with it, you can find it (completely blank map, no AI, no Setup Zones, no Objectives, nothing) here:

https://www.dropbox.com/s/h6yxl7036jzz9on/[Map] The Hornets' Nest.btt?dl=0

All credit for this one goes to @LongLeftFlank, I only sliced it out of his original and tweaked it to my own purposes (although it was a fairly major tweak by the end).  B)

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Posted (edited)

Hornets' Nest indeed. The defender has free choice of ~140 individual compounds (read: ready made fortresses and death traps) that BLUE can't safely neutralize with ranged firepower, or even spot, unless he first enters them with squishies.

Clearing a district this size IRL will take 5-10 days and bleed whole battalions white. In CM you can do it in an (intense and harrowing) sitting, but you need to assume lengthy (sometimes night long) pauses 'off the clock.'

Bring shaped charges and grenades, infidel dogs! And plenty of water. And blood plasma.

Edited by LongLeftFlank

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I'm sure I've seen these before, but I can't currently find any guidelines for expected forces/clearance time in complex environments - do you have a link to any?

MOUT is certainly a challenge, and something that CMSF does uniquely well in the CM lineup. There are still some issues with the representation, and obviously anything on the scale of actual room clearing is out, but for the most part the tactical situation seems to match well to the manuals.

The above looks horrendous, which is great.

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