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..:: CMAK - More possibility's with building ? ::..


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<center>..:: CMAK - More possibility's with buildings ? ::..</center>

While modelling maps for CMBB scenarios, questions have been bothering me for a while. They're about the buildings in CMxx... :

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  • 1) Combat Mission Afrika Korps will have a lot of 'Italian like' buildings. European buildings do often have cellars beneath. In CMBB I couldn't find any compartments below ground level, only the sewers that lead from one heavy building to another (if parameter is set).
    .
    Will CMAK or future CMxx versions have cellars beneath buildings ?
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    In a typical European village or city you can find cover beneath ground level in case of bombardments by artillery or air. If the building gets hit and collapses, most of the cellars remain intact because of the good quality of European buildings.
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  • 2) Will CMAK or future CMxx versions makes it possible for infantry to use explosives for moving between 2 buildings ?
    .
    Never I saw infantry use any kind of explosives to move from one heavy building to another when attached to another in a building block in CMBB.
    .
    In almost any building you could make a passage to another by simply throwing a grenade. This was common used when the streets were too dangerous to enter or speed was necessary, moving from top levels to others 'by walking trough walls'.
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    .</font>
  • 3) Will CMAK or future CMxx versions have more types of buildings ?
    .
    There are a lot of heavy stone buildings to be found in Europe, such as castles and cloisters. Think about Monte Casino in Italy. If you want to play CMAK and you picked the battle of Monte Casino then you should expect a nice castle-like cloister on the top of a very big hill.
    .
    (Looked at the screenshots of CMAK, I didn't saw any. :eek: ... :confused: ... :( ... )</font>

At Eichenbaum's were building Operation Störfang * (Crimea 1942) and do miss these kind of buildings. Walls are way too tiny and there's a shortage of heavy-type buildings and bunkers.

( And no, it is not the solution to just MOD the graphics, 3d models and parameters are not the same!)

* : Forum Topic : Operation Störfang is on this bulletin board also.

With kind regards,

icon_bbs.gif Eichenbaum

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..:l,..,..."""l'::::.:

4) Will it be possible to move along the same level of a building without having to exit the building and then reenter it? Nothing like having your troops run out into the street only to get mowed down when all you ordered them to do was to advance forward within a building.

''__''L::::0900":""L::;::0

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Originally posted by GJK:

..:l,..,..."""l'::::.:

4) Will it be possible to move along the same level of a building without having to exit the building and then reenter it? Nothing like having your troops run out into the street only to get mowed down when all you ordered them to do was to advance forward within a building.

''__''L::::0900":""L::;::0

are you talking about adjacent buildings? if there's no doors connecting the 2, then yes you have to exit before you can enter the next building....
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Actually I mean from within the same building. Does it ever connect and allow movement from within? How do you know when it does or doesn't? I don't recall ever seeing it, and I know that's been a popular topic before. I'll do a search so that this doesn't get rehashed again so no need to reply.

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Never heard of grenades (or any other kind of explosive used. However bajonets and (pick)axes were used for such a task for interior walls but, if desperate enough also exterior walls. Nades would be impractical and downright dangeous for this purpose.

{edited cause I quoted the wrong message}

[ July 06, 2003, 03:19 PM: Message edited by: Tweety ]

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Ok, what I found was that if it is a factory tile, you can move from room to room. However I guess it depends on how the scenario was designed. I'm playing one now that has large aircraft hangers made from the factory tile, and movement is not happening from inside, everyone is running around the building and then reentering.

I just loaded up that scenario and see that it is actually several buildings connected (there's walls) and not one large open space. So I guess the moral of the story is to look inside before you move (or leap as it were).

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since some part of the game will be africa, i hope the buildings will look life N.African house and will look differnet to those on the contient like in italy.

Also the pyrimids would be cool in game :D

[ July 06, 2003, 03:38 PM: Message edited by: Jack Ryan ]

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