Jump to content

Webwing

Members
  • Posts

    2,309
  • Joined

  • Last visited

Posts posted by Webwing

  1. *** Don't read this if you haven't played it!!!***

    Since I'm playing the Red Pepper Crossroads I have a few needed requests.

    Let´s see what I can do for you! ;)

    The first, of course, is a better way of getting ammo to the objective. I also need one more battery of 60 mm mortars (Seriously needed). A cobra gunship would be an added extra.

    I hesitated a bit on adding more support. But you are probably right.

    Last, but not least, the final reinforcement area is simply in a bad spot. The trucks receive small arms fire immediately and you lose at least one before you can move them. The trucks are a joke anyway. Just bring them in without the trucks.

    I had trouble finding the right place for them. Also I thought it more realist to have them arriving from the road.

    The purpose of the trucks is extra ammo, that´s all.

    I´ll see what I can do.

    I've played three times and have not received a satisfactory victory (I always get a draw!!!!!).

    I can win, but I guess that doesn´t mean much! ;)

    If you are patient and advance with only small recon teams at first you can do it. You´ve got an hour and half to do it.

    But like I said maybe it´s just because I designed it and know all the weak points of the enemy.

    One more thing - Make the Marines veterans so they'll stop running away when they are shot at!

    This got a lot worse(or better) with the 1.11 patch.

    PS - Sorry about the issues - but I have never had this hard of time with a scenario. I just can't win it! I think my main problem is the ammo issue. My guys run out of ammo and get stalemated..... Sometimes I want to get in the game fire all of the officers and slap all the enlisted men. Just add some hummers, Webwing....... seriously.

    Actually is really great to have some feedback. I have played this mission countless times but your´s is the first feedback I get.

    I know I can go in and edit the game.... I just feel that would be cheating. However, if you make an upgrade with some added features, victory could be achieved properly. I need help man. Please, don't forget to add the 60mm mortars, they're needed (or a gunship).

    Will do. Probably today. If I don´t do it today I will probably never be able to it. :)

    Thanks again.

  2. Enough Webwing,

    I do enjoy the Red Pepper scenario - However, in the next edition throw in some supply hummers! My guys are running out of ammo! It's embarrassing. The trucks are to weak to bring forward. A few rounds on them and they wreck. The sad thing is - You lose the chance to resupply!!! Your forward elements sit in the objective area looking useless..... because they are. Add the hummers, Webwing (LAV's would be nice).

    Thanks a lot for the feedback!

    The trucks are there for resupply and they do have loads of ammo in them. However they are very vulnerable, you are right.

    What I do is have my base in the initial compound and keep all my trucks there. But yes, if you run out of ammo you either have to take the trucks forward, which is difficult or come back to resupply.

  3. travcrouse,

    Apparently George is gone for a while! ;)

    George´s Hummertime is a classic and has had a record of downloads at CMMODS.

    However it was designed a long time back. Later it was updated to rebalance it for one of the patches, I can´t remember which now.

    The latest patches have changed the game in many crucial ways though. Just to mention one - spotting - the 1.11 patch has changed this dramatically.

    In Hummertime spotting as a vital part of the mission, as in any mission I guess. George has placed the enemy forces in hull down positions which at the time were already hard to spot. If you don´t spot and kill them in time, as you advance, you don´t stand a chance.

    I haven´t played it in a long time but I know all this from memory since I studied this scenario as I was learning how to use the editor myself.

    Bottom line is Hummertime is probably very un-balanced to be played with patch 1.11. And so are all missions designed before the latest patches, specially 1.10 and 1.11.

    -

  4. travcrouse,

    It´s great to be able to use the editor and tweak scenarios to your liking. There is no harm in that. Converting missions with the US to Marines is a great idea to refresh older scenarios actually. I was thinking of doing this to my own few scenarios.

    But I agree with George in that you shouldn´t "release" them without the permission of the original designers. Even if you are using "only" the map and putting your own mission on top.

    George Mc´s maps for instance are among the most detailed maps there are. Every elevation has a purpose, every house is there for a reason. These all take time to make.

    So please ask all the authors for permission to use their work.

    I hope by tweaking existing scenarios you will be bitten by the bug and start to design your own from scratch. Once you do that you will probably understand better what I´m saying.

    -

  5. theFightingSeabee:

    Webwing, I was having problems with cmmods a few weeks ago. It was showing no downloads and wouldn't let me rate anything. Maybe the problem is there again.

    The rating thing is not my major concern but if the mission has some problem loading. But I downloaded it myself, once more and tested and it seems fine.

    Maybe the guys just don´t have the Marines after all!

    ThePhantom:

    Webwing!

    You've done it! Best scenario in my book. Marine grunts have to fight every 100 meters. Constant ammo checks are required. I even had to resupply my forward platoons with light vehicles (Trucks - What a nightmare). Trust me - I will play this one a lot! Great job!!!

    ***Spoiler***

    North area counter attack caught me off guard. In the first crossroads scenario this was the back breaker for the enemy. You could send a platoon across the highway and then push east with ease. I could stop the light counter attack and slaughter them....Not so now!!! The bad guys are everywhere. First time I've had a platoon of Marines routed (Of course that will never happen again)! Your AI is alive!!! Again, thanks for an enjoyable scenario.

    PS - I downloaded from CMMODS. I've noticed the counter no longer works on the website.

    Thanks a lot! I´m glad you liked it!!!

    I was using this scenario to test on very active AI. There are also 2 (or 3?) AI plans which make for some replay value.

    I have all 3 missions of the Crossroads Trilogy upgraded to Marines. But I´m so short of time that I can never finish testing it. So I decide to release just the first one.

    Paper Tiger:

    It's been showing number of downloads at 0 for everyone's missions for several months now. BTW, I REALLY wish people who haven't played your mission would desist from posting negative scores. How can anyone rate a mission as '1' when they haven't played it?! There do happen to be a number of people who go to that site to download missions and won't look at missions that don't have '5' ratings. You're probably going to find that they don't have the Marines module installed.

    That is a bit annoying. I mean, it´s ok to give a bad rating if you think the mission sucks but makes no sense to do it for a techinical problem.

    I could delete it and upload it again just to get rid of it. Or just delete it for good and leave it only at the repository

  6. SD Smack,

    There is no way to do this. We don´t actually have waypoints in the editor, but areas with orders and no way to choose facing.

    One thing that could be causing this is the Blue Friendly Direction/ Red Friendly Direction. Check this in the editor.

    This is important. For instance if your troops are facing a difficult situation and need to retreat they will retreat normally in that direction. Of course there are other variables in play but this is the general rule.

    Could it be that you started your mission with your troops in the Red Direction (eg. West) moving towards the Blue Direction (East) and this way when they stop they look back to face the enemy direction?

    -

  7. Look forward to this, and to your Brits campaign even more!

    Thanks handihoc!

    Since this is the second time you mention it... ;)

    Oh, it won´t be MY campaign! There are a lot of very talented designers doing it, just like it happened with the Marines.

    I´m doing some missions for the campaign and hopefully a few single missions as well if time permits. BF is keeping me pretty busy though, don´t you worry!

    -

  8. Nice pool JohnO! ;)

    1) How many times do you as a player replay a scenario?

    For most, until I win. The really good ones I go back from time to time.

    2) Do you replay the scenario if you know there is more then one RedAI plan?

    If the scenario is good I play it again no matter if it has several plans or not. But sure it´s nice to know things will be different every time you re play and will definitely improve the experience.

    3) Does it make sense to have more then one RedAI plan?

    It does enhance the experience.

    4) Do you play more H2H, Blue vs RedAI, Red vs BlueAI. or Red vs RedAI?

    Blue vs RedAI

    5)

    I think it´s nice to know but I, as a designer always forget to mention! :rolleyes:

  9. That´s interesting.

    In my own tests the biggest performance hits come from elevation locks. These are the black elevation points you make on the editor. As you start a map all points have the same elevation. As you click on them you lock them and they become black. The more detail you add to the elevation with more and more black points with different numbers the more you will see your loading time increase. And also this will have a huge impact on the performance of LOS calculations.

    Of course huge forces, trees and buildings, all affect performance.

    But from the maps I tested elevation locks are the one factor that has the biggest impact on performance.

×
×
  • Create New...