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MarkEzra

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Posts posted by MarkEzra

  1. Identical setup as displayed.  Syrian Army  set auto.  Game plays fine.  From previous experience (numerous CM titles) I believe there are 3 general areas to trouble shoot when the QB Game is CTD:

    1.  The QB Map is at fault (that would be all my problem)

    2.  The QB TOE has a problem. (Like having Units of a non installed module showing up)

    3. The Game installation had some kind of glitch

    So if you are able to actually get to the actual setup/start on the 3D board please save it BEFORE starting a turn. Then we might have better luck reproducing the CTD and can pass it on to BFC

  2. Changes in The QB Map Description:

    "Best Play" time setting gives the player a good idea of How fast or slow the AI is set to Attack or Counter Attack. For example:

    If the Best Play is 30 Minutes the AI will start its attack or counter attack well within the time it might take to reach it's objectives.

    So the player should consider Not just the time but the size of the map when selecting a game. In no way does this hamper the players' choice of time. Just a suggestion.

    "NOTE" is a way of addressing not clearly defined map features, like Water Depth or the existence of Fords.

    The information is available not only during map selection but at any time during the game via the Menu.

    New Quick Battle Map “Amphibious” Type!

    QB Map Design Features

    Setup areas are very clearly defined for each Group Orders

    Each Objective Has 2 Attack or Defend Orders

    All Meeting Engagement Maps have no AI first turn Artillery Strikes of any kind!

    All Probe Style Maps have no AI first turn Artillery Strikes (exception The AI can lay Smoke on first turn)

    Assault and Attack Maps still Have AI Artillery plans for first turn but with limits. The AI Attacker targets Objectives only

    The AI Defender no longer targets EVERY possible line of attack the Human Player has available.

     

    The Attached pdf 

     

     

     

    Changes in The QB Map Description.pdf

  3. 3 hours ago, rocketman said:

    The example I posted was just an illustration of the question I had, not how I do maps. I almost always use a topographical map and follow the outlines quite closely and then delete as I go on. What is hard to tell is how close the spacing between set elevations should/needs to be for a nice looking scenery and not too taxing on the system. @MarkEzra can you name a QB map from any game where there is large elevation changes, so I can study how close how you work with elevation?

    I think you will be able to open this one.  It's CMFI-GL (But  I am always a little ahead of the players) If you can't open it I will DL an example CMSF2 whenever it becomes available.... Or this CMBS is ready to Play QB Meet "Rural Open-Forest"

    Desert Map.zip

     

    Rural Open-Forest (1520 X 1424) 12-18m.btt

  4. 6 hours ago, rocketman said:

    This is news to me. But to be completelys sure - would the formation on the left in the pic below (despite creating pretty much the same formation as the one on the right):

    • Cause longer load times?
    • Cause the game in 3d mode to use up more memory and result in poorer frame rate?
    • Cause the game in 3d mode to stall more when panning the camera as the "denser" feature takes more memory to render?

    Id7cubx.jpg

    I enjoy making maps with steep elevation changes and am working on one now, so this is valuable information.

    Yep   Larger maps (2000 X  2000 and above on my machine) will have Longer save and load times with slow scrolling when using dense application of elevation.  A very good way (natural) way to use elevation is just like the lines of a topographical map...avoid square placement but rather use gently bending lines to work the larger aspect of the map.  Then work the elevations in a more pointed way to suit what goes "ON" the map.... houses, roads, trees, bridges, water, ect.  That's when you'll what to focus the dense application of elevation code.

  5. 2 hours ago, homewrecker said:

    ... Any specific maps of yours that would be good for me to look at?  Would like to see them as reference for elevations in future work.

    Send me an email with a list the CM Games you own and I will match up a scen or QB map to study.  I would suggest you do the same with as many scen designers as you can.  You'll see a lot of styles and techniques.... It is an art form.    markDOTezra3591ATgmailDOTcom

  6. Here is something to always keep in mind: 

    Elevation keys trake lots of memory. Use them sparingly and effectively. Especially in large Maps. I always consider my maps to be art. But functional art they must be. If the average player PC can't run the map easily it won't get played

  7. 1 hour ago, MikeyD said:

    I recently read a US 'lessons learned' report from the North Africa campaign. I don't have it in front of me but two conclusions stuck out. The general penning the report said that Americans were too much into the cult of 'speed', relying on swift movement while giving short shrift to proper reconnoitering, then getting themselves into trouble as a result. Another point was that Americans were not sufficiently willing to make sacrifices (in blood, he meant) to accomplish the mission. Those conclusions can be scaled down to CM gameplay. We're expected to charge headlong into a built-up area, but if we take casualties about 15% we consider it a 'loss' regardless of the outcome.

     

    Interesting. I'm working on a Huge Tunisian map with a focus on Sidi Bou Zid  Valentine's Day '43... A thing of high desert beauty. I just love the time and place

  8. 8 hours ago, Vet 0369 said:

    ….

    Another brain twister is in "Day at the Beach." The scenario starts with a platoon of Marine Combat Engineers and Forward Observer team on the beach. I haven't been able to determine why they are there. In my estimation, the only time we'd have Engineers on the beach would to clear obsticles and mines. As a former Marine, I'd expect the initial landing party to be Force Recon to scout out and identify enemy positions. They could also call in initial fire missions if necessary, so the FO team is unnecessary too. Initial setup is pretty much a "head scratcher" for me.

    Thing 1:  The Blue units on the board at the beginning of the game are to have something to do besides slugging down beer and eating pretzels... Really!  The Amphibs are reinforcements.

    The FO is a MUST for Human Player 1st turn arty- air strikes.

    Thing 2:  The Engineers were used against wire and mines when I was doing the original scenario.  Also They were a compact unit which allowed fewer order slots.

    Thing 3: As the author of A Day at the Beach I made a decision NOT to be realistic so much as fun.  Honestly -  No Marine would plan such a hap hazard beach assault with No intel, a couple of Helo's and pretend Naval Guns .   The Scenario was designed to display the New game features and to blow stuff up.

  9. I have followed this with some interest.  Designers are by nature passionate.  They want you to feel as well as think.  Time compression can be used to great affect when used

    in company with distance, difficult terrain, or weather.  Add to these stressors Units limited in size or capability and the designer is moving the player towards the nightmare of

    command.

    There are some great Combat Mission designers who have honed their craft since the early days of CM.  They evolved has the games' editor and AI offered more tools and choices.

    But these artisans often feel handcuffed by the one absolutely uncontrollable factor-- The Player.  How a player "feels" about a specific scenario-- its' balance, time, triggers, units, and objectives vary so widely as to be, in the end, somewhat useless. I grant that the novice designer can learn from creative advice. And Great designers can, too. But as a general rule the designer must follow his or hers'  vision...Not the players.  

    One final thought (and what triggered me to write) There are NO lazy designers.

     

  10. On ‎11‎/‎10‎/‎2018 at 2:27 AM, Pandur said:

    LET ME AT IT! cant wait ;)

     

    first thing i do is fire up the editor and work on a old map i made about 9 years ago, all this will be a blast!

    Boy do I get That!   One thing you'll want to hold off on is making AI plans and creating/setting up units.  Might want to re-work the map with the thought that New tiles and unit groups are coming.  Too much reliance on what was may get in the way of what is coming... which is Very Cool

  11. On ‎10‎/‎17‎/‎2018 at 1:02 AM, domfluff said:

    If they're releasing "all standalone scenarios", then you'd assume that Quick Battle content would be complete as well.

    The Quick Battle Maps are very well along.  No QB Map shipped in CMSF2 is an untouched hold over from CMSF1.  And there are a LOT OF THEM

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