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MarkEzra

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Posts posted by MarkEzra

  1. Ran up a QB map Large city with many tall buildings. Got a stryker plat w/MGS support.

    Pathing: Did my normal (relatively careful) pathing...works like always. Tried a start position in the desert out side of the city and ordered one straight line to the middle of town. Got there just fine.

    Acquire: Inf acquire the Javelin and the right guy got it!

    Dismounts: Didn't look like the circus just rolled into town...sent them into a building and it worked fine

    LOS/LOF: This is a large city map with tallest buildings down to single story. I had no LOS issue at all. Anytime I couldn't see something was because I shouldn't see something. I will send save on request.

    General first impression is: Looking good but way too early to tell. A few days of playing will be required to sort it all out...It's a tough job, but somebody's got to do it.

  2. Originally posted by DaveDash:

    Yes. In my map above I have simulated a bridge and water using marsh.

    However I think in CMBO bridges could be destroyed? Which is about the only thing lacking from CM:SF at the moment regarding bridges apart from asthetics.

    I'll love it when the bridges show up...sure to be spectacular. In play testing I found that shelling a bridge can crater it and block vehicles. and the swamp for water stops them too. by using Mud for shallow crossing points troops and vehicles can still get through. All just work arounds, mind you...
  3. It's important that you flip the unit quality around. Reds must be set at crack or elite and Blues to regular. Care and attention to vehicle Quality setting and limiting Blue AT weapons by using "scarce" all help to give it that WW2 flavor, Check out the Unit setups in Chance encounter and you'll get a pretty good picture. The CMBO Riesberg scen used a higher Fantaticism setting... so you can count on the CM:SF rendering to do the same. My general view of force dominance in CM:SF is that it's not so much different the CMx1...The Syrians are the new Americans is all

  4. Valley of trouble had two steep hills with a small town. It featured the M4 105 and Panthers...first look at both back then. It may have been the last pre-CMBO gold scen. It was re-done for CMAK as were the others I'm working on.

    I start by using the CMAK maps (CMBO doesn't run on my machine)and try to match the layout and forces as closely as possible. I have as a goal to retain a good likeness and similar playability of the originals. I hope that players who played the originals to death during the long wait for CMBO will be able to recall those Halcyon days of old.

  5. Originally posted by the Fighting Seabee:

    NICE. We need those.

    What we also need is COLORED TRACERS! I'm a veteran and most of our tracers were red/orange. Maybe they exist but I have never seen white tracers.

    It seems like it would be easily implemented in about 5 minutes.

    About the first mod I dl will be tracer color for each side...Hope there will be blue for BlUE and red for RED...That way I'll know "whose doin' the shootin'?
  6. Had Max just ordered the cab to pick his boys up and drive to the front door, like the rest of the guest, and not park his ugly Tour Bus in front of the delivery door...which is locked at all times!...he would not have had this unfortunate incident occur... That's the trouble with these package tours...just unruley Infidels and no tips...!

    [ December 11, 2007, 05:26 AM: Message edited by: MarkEzra ]

  7. Originally posted by SgtMuhammed:

    Mine shouldn't be struggling with just a map. I can run everything in RT smoothly, including the new ones by rune.

    Dual Core 3.0, 2gigs ram, 7620 512m nvidia card.

    This is the only thing it struggles on.

    Would you mind reporting the actual File KB size...I'd like to compare it against Those large Forest maps I mentioned earlier...
  8. Originally posted by Webwing:

    </font><blockquote>quote:</font><hr />Originally posted by MarkEzra:

    The Terrain Objective like Destroy/preserve is entirely about structures or terrain. Unit parameters allows for casualties and unit conditions. Unit Objectives can make that General the only objective in the game. Three different ways that can be used exclusively or mix and match...

    Not sure I get your point.

    You can make one unit the objective for destruction by the enemy. But this same unit can not be the objective for you to preserve.

    With terrain it can. You can assign a terrain objective for the enemy to destroy and the same terrain objective for you to preserve.

    -- </font>

  9. Take a look at the 3 tree usage. If you are using them exclusively or nearly so it will impact not only loading but game play. I ran across this when I did very large "Forest" QB's. You may well find that a simple soltion is is use 3 trees as an outer ring to your forested area and 2 and 1 trees mixed inside. There is a notation regarding this on page 147 of the manual.

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