Lt Belenko Posted April 2, 2010 Share Posted April 2, 2010 Karez - underground irrigation canals with multiple craters/shafts for removing the dirt. I think "sewer movement" will need to be part of CM:Afg. http://bigjournalism.com/myon/2010/04/02/red-horse-in-the-desert-of-death/ 0 Quote Link to comment Share on other sites More sharing options...
theFightingSeabee Posted April 3, 2010 Share Posted April 3, 2010 Probably not, although you could simulate them in the editor. 0 Quote Link to comment Share on other sites More sharing options...
General_solomon Posted April 3, 2010 Share Posted April 3, 2010 how would this be done? 0 Quote Link to comment Share on other sites More sharing options...
theFightingSeabee Posted April 4, 2010 Share Posted April 4, 2010 With the terrain editor, I would assume, using the elevation controls. 0 Quote Link to comment Share on other sites More sharing options...
Lt Belenko Posted April 4, 2010 Author Share Posted April 4, 2010 I never played a battle in CMBB that I used sewer movement. I assumed in a major city you could go multiple directions, Here it would be one path. 0 Quote Link to comment Share on other sites More sharing options...
MikeyD Posted April 8, 2010 Share Posted April 8, 2010 I recall posters loudly demanded 'sewer movement' in CMBB, then nobody used it and everybody disliked it. I suppose the scenario designer can do underground canal movement the same way you do helicopter operations now. Reinforcements pop up someplace other than the edge of the map and you claim they got there via helicopter/underground tunnels. 0 Quote Link to comment Share on other sites More sharing options...
Sheppy Posted April 13, 2010 Share Posted April 13, 2010 hi, you could create a tunnel by using buildings whose rooftops are level with the ground. just make sure you leave an entrance and exit. 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted May 11, 2016 Share Posted May 11, 2016 (edited) Do Exit Objectives HAVE to be on the map edge? If not you could easily model this with spawns & exits located on a short length of trench.....It's a great idea TBH and I'm off to find out whether it can be done. EDIT - Yup it works just fine.....Test file attached (play as red if you are interested). See BF what we could be doing if more of your games had Exit Objectives!!! test.btt Edited May 12, 2016 by Sgt.Squarehead Testing - File Added 0 Quote Link to comment Share on other sites More sharing options...
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