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rocketman

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Posts posted by rocketman

  1. Yes, Chris's videos are super-cool. The last one I watch something unexpected (and horrific) happened onscreen and he finally let out an expletive. His ability up til then to NOT swear at the computer while playing seemed almost inhuman.  :D

    Indeed, my favourite comment was, when an entire squad was torn up while going through a breach. IIRC one man survived. Chris, flatly states: "That was bloody, but we're making progress."

  2. Oh, thank you very much. That is high praise indeed. But let's not forget that the base textures are still Aris' work. I only sprinkled the snow :)

    You say "sprinkled only the snow" - I say icing on the cake  :D

    Not to take anything away from Aris, who deserves all the praise in the world - but you have snow modding nailed.

    Take that from Swede who knows what snowy stuff look like.

    In my crystal ball I forsee you turning the Bulge game into your own domain. Will you, please?

  3. That would actually be an interesting stat, "total hours a game is played by all its players" / "total man hours game took to develop" - I know BFC work hard and long on each game, but I still think the ratio is way higher than most other games. I wonder how many thousand hours I've spent on CM-games?

  4. Just had to recommend this battle. It is small but intricate. You start out with one Para HQ and two small squads and a generous set up area. Go secure that bridge and guard house. The neat thing from a design standpoint is that despite small squads they can be split up in several teams, so you end up with several tactical element comprised of just one or two men. This adds an interesting dimension to it. And a stunning map. I always feel the game looks it best in light fog/cloudy weather.

     

    Who designed this gem? Highly recommended, especially if you're into tiny/small battles.

  5. The http://en.wikipedia.org/wiki/Semovente_90/53Rocketman. 90mm gun is a Sherman killer. O'course, it's an egshell armed with a sledgehammer, but it's a very big hammer... :) It's also pretty small, and relatively easy to hide.

    Edit: Note, I'm sure the Germans have better gear once you're into GL content on the mainland, but in Sicily, the 90/53 is to be compared with the US T30 half-track TD and its own little brother the Semovente 47/32 (which is execrable rubbish, and loses fights with HMGs...). Still the 90/53 is the only gun in Sicily that matches up to Tiger armour, that's not German... :)

    That's a mean looking TD - don't think I have ever seen one. Wouldn't want to be on the receiving end of that.

  6. Well I don't know what Bulletpoint has decided but it sounds like CMFI is right up my ally.  I too appreciate all the replies.  They were all very helpful.  Some may be asking themselves - why'd he decide that.  :-))  Well,  I like the lesser 

    powerful tanks, lack of forests or trees and mountains sound fun plus unusual units.  That unusual units got me.  :-))

    Another thing that CMFI has, that I like, is winter/snow settings wich creates an entirely different atmosphere/landscape.

    @womble: which TD is that?

  7. Sometimes the game in my head differs from the game in front of me.  ;)

    I would say that life in general in my head differs from the "actual life" right in front of me. The inner world often seems more real than the "real" world. I'm spacing out here...

    And still I consider myself quite sane. What others say is another matter entirely  :o

  8. The main thing is how to make the map itself. Are there enough elements to make whichever map? Chits and icons I think I can figure out. Another thing is that I'm not too familliar with how to work with layers in PS in an efficient way. If it takes too long to make a tactical map, I'll probably use that time for the map and scenario and go for an easier solution.

  9. Hey Chris

     

    When you're less stressed out by releasing CMBS, do you think you can do a brief video tutorial on how to use the briefing templates during a Twitch-broadcast? They sure look like a great tool, but even with some Photoshop skills I could need some pointers and tips how to best utilize them. I'm sure I'm not alone. I have seen few community scenarios that have used the templates. Shame, that is. We want our stuff to look good.

     

    Do you think it is possible or is it too complex?

  10. Screenshots for an upcoming battle, the Paras assault on Merville Battery in the hours before the D-Day, landings.

    After the drop, everything went wrong. The mission was planned for some 700 men, but only about 150 made it to the site. Due to time pressure, the battery would shell the Sword Beach landings, the assault was carried out anyway. It was brief, bloody and intense, for both Allies and Germans. The battery was surrounded by barbed wire and minefields, and the Germans were on high alert.

     

    More info coming up soon.

     

    Merville6_zps170dfe44.png

     

    Merville1_zps04b41613.png

     

    Merville5_zpsfad76883.png

     

    Merville2_zps5a1b069c.png

     

    Merville3_zpsc34e3418.png

     

    Merville4_zpse2313c57.png

     

     

  11. How are you going to implement that ? A barrage that comes in as reinforcements very late in the battle? With TRP already in place as the battle starts, but only being used once the barrage actually becomes available?

    That's pretty much the idea, as the paras had no other artillery or mortars available so the TRP:s will not have much other effects.

  12. Not quite sure yet, it depends upon how much of the buildup to the battle that is proper (still in research fase). But I guess about 30-40 minutes, with the battle itself being about 20 minutes. It will be intense to say the least ;) 

    I will also probably include the option, if you fail to destroy the battery, to signal for HMS Arethusa to shell the battery, which was part of the original plan - just for fun I guess  :)

  13. Quick update - for a while I thought the game engine and the editor would grind this project to a halt, it is starting to show some real progress. Had a first "battle test" on a half made map with the main features in hand and it came up quite well. Fierce, bloody, intense - just like in real life. This game and what it is capable of reproducing is simply awesome. After reading a lot about the battle, and studying several map sources, watching it "come alive" is quite fascinating. Kudos to the developers *tips hat*.

     

    So, if the gods of war are on my side I will publish first screenshots of this baby by the end of the week-end.

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