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37mm

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  1. Like
    37mm reacted to Paper Tiger in Updating Hasrabit   
    Just a quick post to reassure you that I am still working on this. However, Age Of Wonders 4 dropped last week and I've spent all my game time playing that and will likely be playing a lot of it for some time to come. I'll be working on this in the evenings in the future as I don't generally 'play' games then. It's also good because it prevents burnout from being a thing.
  2. Like
    37mm reacted to jspec in New campaign - USMC Gung Ho! available   
    Thanks, yes I have it installed (just checked and can start playing one of the NATO single battles).
  3. Like
    37mm got a reaction from AndriiRev in CMBN Initial 'All in One'   
    One of my ongoing side projects (aimed, mostly, at the new influx of Steam Players) is to host an 'All in One' for every CM game here.
    This is my initial effort for CMBN & its primary feature is a large collection of weathered vehicle & guns mods (almost entirely by @Aristoteles & @umlaut). It also features terrain mods by @SeinfeldRules, @Falaise & @patboy. UI mods by @Juju, @Marco Bergman& @Mord alongside loading screens by @umlaut. Infantry mods by Vincenzo21, @Damian45, @Vein, Jacquinot, @EZ, @mjkerner,  @Jorge MC, @nik mond& @Aristoteles. Building mods by @Tanks a Lot & @Juju as well as the ME effects package, ME soundscape, subdued @Taranis& HQS voices plus many others.
    It has integrated & default early summer & early autumn (using the [holland] tag) options as well as a couple of zip files which can activate a late autumn & late summer look.
    Additionally it comes with a vast quantity of content (hundreds of scenarios, scores of maps & 20 odd campaigns).
    Here's a taster of some of what you can expect...
     







    Here's the link for the CMBN 'All in One'...
    https://www.mediafire.com/file/bplqhvfkl4da5pq/CMBN_Initial_%27All_in_One%27.7z/file
  4. Like
    37mm got a reaction from Simicro in Is CMA fit with me?   
    As well as the CMA demo there's the old CMSF 1.30 demo which is also engine 0... if you're okay with the old engine then you'll be fine with CMA.
    You can play any CM game in any resolution you want (there's a text file you can edit in addition to the game settings) however there's no UI scaling so you'll have to put up with tiny icons & text if you play at 4k.
    From what I can tell, most people play CM at 2k & do so with little difficulty.
  5. Like
    37mm reacted to Paper Tiger in Updating Hasrabit   
    Here's the new opening map: Overkill. Once again, it's a night mission but I've set the timer to 7am so that you can actually see something:

    It's a small map with very small forces on both sides. While it's intended to be easy, you can't just rush in, you'll need a reasonable plan.
    It's a real world place too. I was tempted to expand the map to include all of the terrain around that strange round hill to the east of the village but I'm beginning to get tired of doing map work for this campaign and want to get stuck into doing the AI and actual play-testing.
    That's the all-new Heavy Metal map. It's another real-world place, and yes, there are large open areas with orchards scattered around within these berms. I expect it will change a bit as I test it but that should do the job.
     

    Now I'm reworking the Saudara map and expanding the Hasrabit map considerably. The former is a completely fictional map so I can do what I want with that but Hasrabit is real and so it's getting expanded considerably to include the open, farming terrain to the east of the city as well as the compounds. I guess I'll have most of that map work done before the holiday begins.
  6. Like
    37mm reacted to Paper Tiger in Updating Hasrabit   
    Well, it's been a really busy week this last week and because it's the last week of Ramadan, it's quite noisy at night, fireworks, drums etc, (silent through the day though) and so sleep suffers a bit. And that means I can't really focus to do a good job of AI planning. So instead, I've been reworking the existing maps to improve each of them and make the compounds and villages much more realistic. They're all real world places in Syria although from wildly different parts but the difference it makes in night and day. While they look like NATO maps now, they still strongly resemble the original maps which is a considerable improvement. And it hasn't required an enormous amount of work either. The best change made so far is The Guards Counterattack which looks pretty realistic in the moonlight. Screenshots will follow later but boy, is that a brutal mission!
    That map has been expanded quite a bit too as has the Barrier mission which has been reworked as a Prevent enemy forces from exiting the map edge mission. I'm happy with how the changes look too. They make the map look more interesting.
    Another mission that has been substantially reworked is the Buying the Farm mission. I was looking for a large warehouse feature in Google Earth and had the idea to make it a railway yard instead and so the entire thing has been redrawn, trees removed and elevation changes substantially reduced and rail lines added with bridges over them. It looks really good and I'm looking forward to trying it out.
    I've added a couple of new missions to the campaign to create a story line with consequences that matter including a new opener, which is tiny, but a lot of fun (for me anyway) and should allow the player to indulge himself letting rip with the heavy weapons in a civilian area, a welcome change from the usual Blue v red restriction. Called 'Overkill', winning this mission deters the civilian population from rising up and joining in the revolution at least for a few hours anyway. This allows me to create a variant of the opener which is much easier if you win Overkill. This required a new map but it's very small and I finished it this morning. Funnily enough, it started out as an experiment to see how the Special forces AA, Grenade and HMG vehicles work and I was so happy with the result that i decided to make this the new opener instead. So you have a single platoon and some new vehicles to play around with.
    Immediately after that, I decided to do a whole new map for Heavy Metal because I just felt I couldn't use the old one. It was too small and too artificial for what I need but I found a location to the SE of Damascus which fits the bill perfectly for a large mech/tank clash and have got it 50% done. It's an arid map so it's pretty open and flat but there are lots of berms which break LoS up.
    I have created the core unit file and done the admin for the campaign so that I know who goes where and when and have imported the new units into all the existing missions except heavy Metal so I've done a LOT this week, just no new AI plans which is the real work. With regards to the core units, I've decided to try out a couple of platoons of T-90s to accompany the Republican Guard. Now you have just two mech companies with attachments instead of three but I figure the T-90s will more than compensate for them. if they're too OP, I'll swap them with the T-72 TURMS again. There are three SF companies but one is designated for a special series of two missions on the same map (the second new mission) which it's unlikely to survive so there will be one company with attachments in each mission, usually Reserve Infantry and some tanks from the very bottom of the barrel, just like original Hasrabit.
    So, Ramadan ends mid-week next week and I have a week's holiday so the sleep deficit should get paid back quite quickly. Then I'll be able to focus on doing AI plans and testing done on some of these missions. I guess I'll have a better idea of how long this is going to take after we get back to work after the May Day holiday. I'm hoping it won't be too long as I'd like to have this wrapped up by mid-June. That's probably a tad optimistic but we'll see.
  7. Like
    37mm reacted to Paper Tiger in Updating Hasrabit   
    That all sounds very familiar as I've been working on the opening two missions over the last couple of days. That reassures me that the decision to keep it as much like the original Hasrabit as possible is the best way to do things.
    Anyway, I had originally planned to redo Ambush entirely and made up a whole new map which you can see at the top of this thread. I'm glad I decided to stick with the old map as I've been able to redesign it using the new ideas I had that inspired the  map above. Bear in mind that this is a NIGHT mission and so I've switched to daylight for screenshots.
    Here's the old map:

    Not a bad map at all but I wanted to make the opener a bit more realistic so here's the new Ambush map

    And here it is from a different viewpoint

    The two sides of the river are both real world locations but not close with each other. Gone are most of the trees and the elevations have been reduced substantially. It's mostly finished now. I expect I'll rework one or two areas as playtesting goes on. The large empty areas are necessary though so the one you see in the first picture won't change. They also look quite good at night anyway. As you can see, the large workshop area has been replaced with more realistic looking compounds and there is now a small hamlet on the other side of the river. The map has been extended somewhat but it's still quite small. Since it's a hazy night mission, it feels big enough though. And I've erased about half a million flavour objects from the original map. I'm definitely of the opinion that less is more in that respect.
    And that brings me to the OBs. Both have been stripped down slightly with the Special Forces only having two platoons and some support and the REDFor has been similarly stripped down. Otherwise they'd just be far too OP for the player to fight against. The v4.0 engine allows me to do things with the AI on attack that I was never able to do before and it's a game changer. So OBs have been reduced by about 33% for both sides and the mission has been extended as well to allow for more time for the situation to develop.
    I usually return to the opening mission of a campaign several times as I get deeper into it so there will be more than one AI attack plan by the time this is finished. Now it's time to get playtesting mission 2, Strong Stand.
  8. Like
    37mm reacted to Paper Tiger in Updating Hasrabit   
    As some of you will already be aware, I've decided to fast track revising my ancient 'Hasrabit' campaign and I've been busy with it since last weekend. I tried out the very first mission, Ambush, and didn't like it and my initial reaction was to abandon the original opening map and create an all-new Ambush map. I started work on it on Wednesday and I finished it earlier this afternoon. It's really big and very detailed but, well, I suspect you can already see why this map isn't going to work in this campaign...

    It just doesn't look like any of the other maps in the campaign. It actually looks like the maps I made for the NATO campaigns. So I'm going to use this in Retribution which will come a bit later. I'm not teasing you by showing that in a thread purporting to be about Hasrabit, it's just that it's the end result of 3 days of work and I'm very happy with the end result. I'd LIKE to use it but the other maps would all look utterly incongruous beside it and I certainly don't want to redo them all.
    Hasrabit is an old campaign and so I'm not going to change very much with it because otherwise, what you'd get wouldn't be 'Hasrabit' - it would be a whole new campaign using similar forces. So it's going to be an update instead. I'm going to improve the old maps for sure and make them look more Syrian, adding water and bridges for example and redesign the compounds and villages so that they look much more realistic. And bye bye to the vast glowing fields of wheat, the lush, green grass and the dense forests that made the maps look more like NW Europe. I'll expand a few of them, particularly the ones with armour clashes but otherwise, they will all stay pretty much the same. I'm also going to stick with the totally made-up background story as again, this is Hasrabit and there's no such place or governorate and so I'm just going to let it be. 
    I've also decided to keep the original Ambush mission but take out the artillery strike on your starting positions and also remove all the trees and the mud which was everywhere and replace them with orchards. That huge yard will also get removed and redone with something that looks more Syrian. I suspect that the river will also have to go but we'll see how I feel once real play-testing starts because the bridges are a pretty bad bottleneck which the AI can't handle very well..
    Which brings me to what will definitely change - the AI. I was rather surprised to find that the AI attacks in almost every mission and that's going to be fun to do. The old AI plans are atrocious though as are the set-up and positioning of the AI's units. The player set-ups look really terrible too with very narrow set-up are areas with units all crammed together so all that will change. I now have 16 groups to work with and can give them far more orders with some special ones which were not in the game the last time I played. And, of course, some triggers.
    So, that's the plan as it stands. I've made up the new core units file and I've already started improving the existing maps. So, I'm going to import the new units and get down to some serious play in against the old AI plans and OBs before I rip them out so that I know the original intention behind the mission and try to stay faithful to it. I'll probably add shots of the 'finished' maps here as I go. I suspect that by the time I've finished this revision, I'll have relearned all the skills I formerly had and will be able to do a better job of the new campaign I plan to follow it with.
  9. Like
    37mm got a reaction from quakerparrot67 in CMSF2-Afghanistan 'All in One'   
    Okay, the CMSF2-Afghanistan 'All in One' is now ready for release.
    The modpack itself is a further refinement of the 'initial beta' released back in April & is, at its most basic, a merger between CMA & @Zveroboy1's SF2 Afghanistan work.
    Changes mostly involve further tweaks of the CMA terrain to better fit with CMSF2, @Mord's original CMA & CMSF portraits as well as various ISIF tags have been added to the UI, the Soundscape is being upgraded to v1.6 (thanks to @waclaw's HQS 4.0), the uniform mix has been altered, (@Oleksandr's uniforms are now the ones often activated by the [mountains] tag), bridges & highways have been tweaked, @Pete Wenman's rural stone walls have been added & a new lowlands background is being used (sourced with the help of @Erwin).
    The marsh to water & rudimentary dutch ANA mods have been deleted as they're no longer needed & @Zveroboy1's green ANP pick-ups are now activated by tag [anppu].
     
    In terms of content, I've collated all CMSF & CMSF2 Afghanistan scenarios & campaigns I could find (including a few french ones, now translated, thanks to help by @CMFDR).
    The SF2 stuff, by @Zveroboy1 & @puje, has been left almost entirely untouched however the CMSF scenarios & campaigns (including @dragonwynn's 'Heart of Darkness') have all been given a lick of paint... mostly by the simple method of swapping marsh into water tiles.
    I've also converted the eight CMA quick battle maps by @Stagler for use with CMSF2 & the 'All in One'.
    In total, there's two campaigns (19 scenarios between them), 37 single scenarios* & the 8 quick battle maps.
    I was hoping to make some original stuff this year but that'll have to wait for another time.
    Anyhow, here's the download link (I advise adding the modpack to an empty mod folder only)...
    https://www.mediafire.com/file/s7ignwwd9fo8aue/zzzzCMSF2-Afghanistan.7z/file
    ... and here's the eye candy...











    *About a third of these are by @Combatintman
  10. Like
    37mm got a reaction from LuckyDog in CMBN Initial 'All in One'   
  11. Like
    37mm reacted to Paper Tiger in The next project   
    With USMC Gung Ho! up and ready to be played, I started work on Hasrabit yesterday evening. I've examined all the missions, made some notes about OBs and the over-all plan behind the campaign and initial ideas how to improve on it. It's already a fairly solid design, two core unit forces that never meet but have two interconnected missions - a pattern I've used in most of my campaigns since.
    I opened up the first mission, Ambush! in the editor and changed the marsh tiles to river and used proper bridges. I can see I was a little over-zealous with flavour objects back then to but otherwise, it's clearly an old map but functional so I decided to give it a spin. A nice small company of Special Forces to work with, excellent, so I devised a plan and hit START. OMG! What a disaster.
    Sorry but that's just not my style any more so I'm going to have to make an all-new map to open the campaign (Dinas got it right) and I've got a doozy of an idea of what to do for it. I expect I'll have to do this with several of the missions but what the heck, it's work I enjoy. But I like to play the game from time to time too so this is how I'm going to progress.
    While getting new maps prepared for Hasrabit, I'm going to create a fresh core units file and make the German Gebirgsjager version of Gung Ho! to play at the same time. Work title is 'Gebirgsjagers Vorwarts!'. If anyone has any feedback on Gung Ho!, please let me know so that I can incorporate that feedback into the German version. I don't need to have my ego stroked (any more) or even need lots of feedback from a host of players, just one or two comments will suffice to let me know if it's up to scratch or not. I trust you guys to give me useful feedback so don't be shy.
  12. Like
    37mm reacted to Rokko in uncam: Combat Mission campaign extractor   
    Hello,
    I haven't touched CM in ages, having mostly lost interest in it, but today I had an itch and looked at the code I had written for the uncam tool and somehow ended up rewriting the entire thing in one setting. I fixed some issues and it should be possible to unpack CMCW campaigns as well as potentially campaigns of yet unreleased games, as long as BF does not muck with the file format. Anyways, I don't have CMCW so I can't test and there are no campaign files in the scenario depot. If it doesn't work, send me the campaign file (or a download link) and I can take a look at it. I don't even have a Windows PC anymore, so I couldn't test the Windows version either, so please report any issues.
    Best regards
    PS: If anyone wants the source code, feel free to ask but I didn't include it this time in the archive.
    uncam-0.10.zip
  13. Like
    37mm reacted to Paper Tiger in A daft question ...   
    I'm winding up work on my 'USMC Gung Ho!' campaign and when that's done, I'd like to start a new version of the same campaign but this time with German Gebirgsjager units instead. But I'd like to give it a German name instead of 'Gung Ho!', a title which demonstrated my pedigree as an old ASLer.
    So the daft question is, what would be an appropriate German expression to use instead of Gung Ho!? I've googled it and got 'ubereifrig' or 'wild entschlossen' among others and of course, I'm clueless. What would you German speakers prefer I use or would something else be appropriate. I don't have to be able to pronounce it, just spell it and that's what copy and paste are for.
    BTW, I was planning to use the title 'Tally Ho!' for the Brit version.
  14. Like
    37mm reacted to Paper Tiger in New campaign - USMC Gung Ho! available   
    Okay, that's it uploaded. The picture failed to load but I don't care about that too much at this point.
    https://www.thefewgoodmen.com/tsd3/cm-shock-force-2-2/cm-shock-force-2-campaigns/cmsf2-usmc-gung-ho/
    This is a six mission campaign featuring Bravo Company of 1st Battalion 8th Marines. I should mention that it's a rework of my much earlier CMSF1 campaign of the same name but it's so reworked that it's really an all-new campaign that takes advantage of all the CMSF2 features. You'll need the NATO module to play this as the Syrian Airborne features in one of the missions. Sorry about that but I guess most folks reading here already have the full Monty.
    It's designed primarily to have fun with one of the most unique factions in the game, the USMC, a light infantry formation that punches far above its weight even without the air support that you'll have in these missions. It should also be quite challenging but not too challenging. Mission 3 - CAAT among the Pigeons is intended to be very easy, to allow you to let rip with a rather unique formation within the MEU. 
    I look forward to hearing how you get on. Perhaps you can tell me how many kills HITMAN got in your campaign? You're not beta testing this - I've already played this myself but that's a potential issue, it's been tested by one player with a particular play style and skill set. I try to break these missions but I'm not as creative about that as some of you will be  If you find any typos, let me know. I've been scanning the texts these last couple of days and can't see any but that's likely fatigue. Unless something egregious is found, you should be safe to complete a campaign before a revision comes up. I'm hoping that won't necessary but I've done this before and it can always be improved.
    With the exception of CAAT among the Pigeons, each mission has several AI plans to give the campaign replayablity. So, if there's enough interest in it, I will return to this to make a new version featuring the German Gebirgsjagers which look like they'd be a blast to play with as well and not need much work to be done beyond making a core unit file and importing the units into each mission. And finally, I want to make a Brit forces Light Infantry version but that will need more work to do.
  15. Like
    37mm reacted to Paper Tiger in Coming soon - USMC Gung Ho!   
    It's up now...
    https://www.thefewgoodmen.com/tsd3/cm-shock-force-2-2/cm-shock-force-2-campaigns/cmsf2-usmc-gung-ho/
    Have fun and don't be afraid to tell me what you think
  16. Like
    37mm reacted to Paper Tiger in Coming soon - USMC Gung Ho!   
    That's a good point. Thanks. UPDATED might help to differentiate it from the earlier version.
    How does that look?
     

  17. Thanks
    37mm got a reaction from Paper Tiger in Coming soon - USMC Gung Ho!   
    Great news!
    May I suggest using something like an "UPDATED" or "SF2" suffix?
  18. Like
    37mm reacted to Paper Tiger in Coming soon - USMC Gung Ho!   
    Yes, I plan to revise both. In fact, Hasrabit is probably going to be my next project after this is finished later this weekend. Why Hasrabit and not Dinas? It's because I was still learning the craft of map making and scenario design when I made Hasrabit. The maps are largely okay (and one or two of them are surprisingly good) although I'll have to rework some of the rather blocky and weird looking compounds I used way back then. I'll also need to expand some of them dramatically but that's not the issue. The issue is that I used the old 'paint a set-up zone and paint the group set ups' system which I abandoned not long after so the AI is absolutely abysmal compared to what I can do with it now. US airpower was used because there were no Syrian air units in the base game as well so you still here 'Take a look at that!' with a US twang from time to time because there are US spotters. Besides, I get to work with the Republican Guards and the Special Forces in that campaign so that should be fun.
    Dinas is in a much better shape and many of the maps are good enough as is. However, I feel that this is my 'great work' and so would like to make sure I do the best job of revising it. I've been using Dinas maps in Gung Ho! and so these new versions will be used in the revised campaign but they'll be further improved. For example, Gung Ho's opener, 'Meet the Flintstones' uses a third generation version of Dinas' opener, 'Petani' (third generation because the original Gung Ho revised it already). I almost did a fourth revision a couple of weeks ago as I want to expand the map much further but doing so would require replacing all the AI units again correctly and checking that AI plans are not affected  and ... AARGH! ... I just can't... 
    'The High Chaparral' mission is an improved version of Dinas' 'Orchard Road',
    'Meet the Detectives' is a MASSIVELY  improved version of 'Sabatani',
    'Bridges' is a MASSIVELY improved version of 'Where Farmers Dare' and
    'Al Qusayr' is an improved version of 'Sulit'.
    I also found that I revised several Dinas maps for the British Forces scenarios I made so many of Dinas' maps have already been reworked and improved since. Of course, they'll all be further improved regardless. That's just how I roll.
    So in a way, a revised Dinas is already under way. A new folder has already been created with the most up-to-date version of these maps in it so it will get done at some point later this year.
     
    As for this project, new artwork has been done for the campaign menu, the campaign briefing written and all the AI plans checked so I'm pretty much done with it. I just need to give it one or two more passes to make sure I haven't missed something. And of course, my favourite, more proof reading (Dear God, the typos!). I'm probably going to drink a lot of tea and listen to some Thin Lizzy while I work today and then figure out how to upload it all to the new site.
  19. Like
    37mm reacted to Paper Tiger in Coming soon - USMC Gung Ho!   
    And there it is...

    Obviously, I have to polish it up but the variants are all done, and it all compiled without a hitch. I'll spend the day tomorrow checking that everything's okay but it's a load off my mind to know that the script is working as intended. It's a new script and I haven't made one of those for a few years.  
  20. Like
    37mm reacted to Paper Tiger in Coming soon - USMC Gung Ho!   
    AI testing is now over and I'm in the process of making up the alternate versions for the campaign as well as the amended briefings and artwork needed for them. Once that's done, I'll get the campaign briefings and artwork done, compile it and test it over the weekend. Of course, I'll go through each mission carefully to make sure that everything is set up properly but when you're doing this all by yourself, there's always something that gets through the net though so I'm curious to see what it will be this time.  (For those who remember, there was a real stinker of a placement error in the original version of The Road to Dinas)
    Even though it's likely all that will be done later today, there's definitely not going to be an April 1st upload because what could possibly go wrong with that? Hopefully, this should be wrapped up and uploaded early next week. I'm pretty burned out with this particular project now and want to get started on a new one instead. But it will be a fresh experience for you guys even if you've played the original version. 
  21. Like
    37mm reacted to Paper Tiger in Coming soon - USMC Gung Ho!   
    A quick word about the missions themselves. I play the game in Real time and I don't PAUSE the action very often so I tend to focus in one one area of the map and leave the other areas to manage themselves without my supervision. This means that the missions will be reasonably small, certainly a lot smaller than the battles you're probably more familiar with. I don't manage battalions in Real Time  with any efficiency but I can manage a reinforced company without any trouble. So all the missions will feature a maximum of one USMC company with some attachments. This is my sweet spot. as it happens, a USMC platoon manages the same as most companies. the manpower and firepower they have is awesome but it's easier to manage a platoon than a company, even when the squads are broken into three teams.
    I also like to have a slow-ish start with a small force on the map at the start with the rest of the force arriving in stages. I often find it much easier to manage quite a large OB in this manner as I get it set up and into the action before the next packet arrives. However, both Watching the Detectives and Al Qusayr have the entire OB on the map at the start so they both have a faster pace. On the other hand, CAAT among the Pigeons is very small with only about twenty units to manage. And most of them arrive 10 minutes after the mission starts. You start with just three units but there's plenty to do.
    I also like to play with all the bells and whistles so you'll have access to a lot of artillery and air support in these missions. The USMC is a light infantry unit but with the artillery and air support is more than capable of going up against the best the Syrians have.
  22. Like
    37mm reacted to Paper Tiger in Coming soon - USMC Gung Ho!   
    Well, it's been a lot more work than I'd anticipated. This is a rework of my old USMC campaign, a six mission campaign I put together shortly after the British Forces module for CMSF 1 was released. I spent SO much time making 'The Road to Dinas' that I missed playing with the USMC, which has turned out to be my favourite US formation to work with. 
     
    I thought I was just going to have to make up a new core unit file, sub in the new units and tweak a few bits and pieces to take advantage of the new systems but I ended up pretty much redoing it all from scratch. Anyway, let me show you the old maps and the new versions. Each picture is taken a 6 am in the morning from the same position so that you can see main differences.
     
    The first mission is Meet the Flintstones. This is a NIGHT Missions and this is the old map...

    And this is the new map...

    As you can see, it's pretty much doubled in size. If you've played the original, it will probably feel reasonably familiar with the old version.
    The next mission is The High Chaparall and the map for this one has changed very little. it's a DAWN mission.

    And here's the new...

    It hasn't changed much although there was a LOT of deforestation which took place to the new. Apart from the map, it's been reworked very substantially and the AI improved.
     
    The third mission was a real problem for me. It was originally called CAAT Fight and it took place on this map...

    The problem wasn't with the map but the battle itself. It was rubbish! It was an interesting idea and was inspired by the first episode of Generation Kill but it wasn't anywhere near as much fun as that episode. So this one got a new map and new forces with the same concept:

    I really enjoy playing this one. It's a NIGHT mission and, like the original, you only have the CAAT units to work with. But it feels completely different and I find it a lot of fun to play.
    Now we come to the HUGE reworks. These took over a week each to fit up and the missions needed to be redone entirely, new AI forces, new objectives etc...
    the first of these is Watching the Detectives. here's the old map...

    And here's the new...

    It's more than doubled in size and there has been very substantial enhancement of buildings complexes etc. This is a DAWN mission and has gone through several iterations before the right battle was found for it. it's a tough mission with the player attacking down a slope in full view of the defender with little cover to work with. it took many attempts to make this feasible and I'm happy with the end result. You need to take this one slowly.
     
    Then Mission 5, Bridges. Once again, the old map has been massively expanded.

    And the new one is almost entirely different...

    There are some similarities but as you can see, it's almost entirely new with new, more realistic villages added. Again, finding the right battle for this map has taken a lot of time and this is the mission I'm currently playtesting.  it'll probably change a little before I finish with it but I've finally whittled down the forces on both sides so that i can carry out the mission without having too much at my disposal.
    Al Qusayr
    The map for the last mission is almost the same. there are some significant improvements for it but you won't see these from such a wide angle. the mission has also been redone with new forces added and all-new AI.

    And there it is. I'll go into each mission in a little more detail later. This is very close to finishing now. I expect to have finalised it by the end of this month.
     
  23. Like
    37mm reacted to Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    Tiger Late with Woodland/Snow Camo
    - a camo port of the previous one for the late Tiger with standard woodland + [snow] tagged version added.
    - should work in all CMWW2 games as AFAIK they all have the late Tiger.
    - alignment wasn´t modified from the previous mod and thus is not perfect as obviously the late Tiger is different from the early one.
    - commander hatch now without issues, perhaps something wrent wrong in the previous camo net release one as the "origin" (the three colored arrows in blender) of the hatch was not placed at the hinge of the hatch (thanks @sbobovyc for the info).
    - the video shows just a light snowy base skin but for the demo its okay. The camo nets would look more beautiful with a proper snowy Tiger skin.
     
    Simple method to create snow and desert skins in seconds in GIMP 2
    1) GIMP2 free photoshop tool
    2) With it open your texture of interest
    3)Decide if you want to modify the complete texture, or select specific parts of the texture, or temporarily cut out parts you don´t want to colorize (vehicle lights etc.) and paste them in back in place when you´re done.  
    4a) Upper UI -> Colors -> Desaturate -> Colors to Gray will turn it into a snow skin
    4b) Upper UI -> Colors -> Desaturate -> Sepia will turn it into a desert skin
    5) done and save it
    6 optional) refine it further (some good options are color-> saturation/brightness and contrast/hue chroma)


    And be a cool guy and provide your creations to the community by either uploading it to CMMODS, clouds, or file hosters. Some options just take seconds and don´t be afraid about people being judgemental, The majority of the CM community are happy about every mod or skin.
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
    https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK
     
     
  24. Like
    37mm reacted to chappy40 in New Scenario Tactical Vignette 98-1 Screen at Crowley Lake v01   
    Here is the first of many CMSF scenarios i'll prbly make

    Currently its Blue player only. I will update this with RedFor soon in V02.


    Tactical Vignette 98-1 Screen at Crowley Lake v01

    http://www.users.on.net/~jchapman/

    [ August 26, 2007, 05:34 PM: Message edited by: chappy40 ]
  25. Like
    37mm reacted to Damian45 in Damian45 CMSF2 - Mods   
    Hi everyone,
     
    I have a lot of mods that I have finished and would like to share with you all, I'm going to post all my CMSF2 mods in this thread to keep it simple.
    When you download the mod it will contain an Optional file that contains "Mid" with no mixed woodland camo, only place one of the two folders in game.
    Like always, test them out yourself for a better look than the pictures 
     
    US 3rd Infantry Division Early
    The Infantry will be equipment with M16 rifles replacing the M4 rifle, if you don't want the M4 replaced, take the Skeleton file out.

    US 3rd Infantry Division Mid

    Download link below.
    https://www.mediafire.com/file/266x315f113zhlr/DM%27s_US_3rd_Infantry_Division.zip/file
    ---------------------------------------------------------------------------------------------
     
     
    US 101st Airborne 502nd Early

    US 101st Airborne 502nd Mid

    US 101st Airborne 187th
    If you would like the 187th Airborne helmets go into the "Optional file" and open US 101st 187th Airborne and read the "Readme.txt" for Instructions.

    Download link below.
    https://www.mediafire.com/file/3mu6uratck3tg7o/DM%27s_US_101st_502nd_Airborne.zip/file
    -----------------------------------------------------------------------------------------------
     
     
    US 173rd Airborne Early

    US 173rd Airborne Mid

    Download link below.
    https://www.mediafire.com/file/b36w0pla3wemw3l/DM%27s_US_173rd_Airborne.zip/file
    ------------------------------------------------------------------------------------------
     
     
    United States Marine Corps Early

    Download link below.
    https://www.mediafire.com/file/xqkuct6jqygl6nv/DM%27s_US_Marines_Early.zip/file
    -------------------------------------------------------------------------------------
     
     
    United States Marine Corps Mid

    Download link below.
    https://www.mediafire.com/file/8kpodscu3zto274/DM%27s_US_Marines_Mid.zip/file
    --------------------------------------------------------------------------------------
    All my future mods for CMSF2 will be in this thread, Enjoy 
     
    Kind Regards,
    Damian45
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