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rocketman

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Everything posted by rocketman

  1. The scenario is being playtested by mjkerner and borg and I am awaiting feedback. In the meantime I'm doing research and editor testing as well as the outlines of the map for Merville Battery for CMBN. Lots of stuff to figure out - but fun nonetheless.
  2. I found something with regards to smoothing terrain in the editor. This might be common knowledge to experienced map makers, but here goes... Sometimes when there is a steep rise in elevation over a short distance, the editor produces not very real life looking "peaks" that really break immersion for me. However, if you cover the area in mud, it smooths the entire area out. How about that! I haven't tried all types of terrain features to see if it has the same effect. I can do tests if this isn't already common knowledge.
  3. Thanks George MC - now I don't have to do them myself
  4. Since I took up scenario design I can't fall asleep at night for two hours +. Usually after 5 minutes. My mind is racing with how to solve problems, scenarios I want to make, how it will play etc. This can't be healthy...dedication never is
  5. I just got into scenario design myself (would also really like that pdf with houses) and was helped a lot by a series of video tutorials on Youtube. Do a search for "Proambulator".
  6. Impressive - real life looking! What program do you use for video editing, adding sound and cropping out user interface?
  7. No, it produces the sloped sides as well.
  8. So this is how it works out. First, in the editor: Second, 3D-view of map (top-down): Seems like putting ground texture (here mud) on the banks and rocky (ditch lock) of a ditch makes it a gradual slope, while leaving grass makes it steep. For straight lines the steep one looks the best, but for diagonal the sloped one is better. Not quite sure yet which ground textures that cause this.
  9. I think the main thing in this is "unique" - you guys are a unique gaming company. Producing unique games. I'm so glad I'm into CM. Not many games can be played on a daily basis for years on end without getting tired of it. But rather gets better over time! Keep up the good work
  10. I actually opened a scenario from CMRT (Bunkers burning) that I knew had a tank ditch in it, and replicated that in the editor. So it is still somewhat of a mystery - but I'll try again tonight (at work now).
  11. Thanks John, that is what I'm doing, but sometimes it makes a steep wall and sometimes a more gradual one. Even though it looks exactly the same in the editor. I suspect that it might have changed when I placed a bridge across it and then removed it again. Will try again though.
  12. According to Wikipedia, the Germans that defended Merville Battery was the Static 716th Infantry Division which troops were troops were "elderly Germans and conscripts from other German occupied countries, especially Ukrainians". It is also noted as the Artillery Regiment. I looked around in the editor but couldn't find a proper formation. Can anyone help me pick a suitable one (I don't know much about this stuff). Progress with the map is slow. Trying to figure out quirks in the editor to create casemates and other structures at the battery, as well as a convincing tank ditch. Sometimes it looks good and sometimes not.
  13. Yep, they are lethal if you're not careful. Look forward to your report.
  14. I forgot to mention that the scenario requires GL and Engine 3 (v. 1.20)
  15. Carcer, if it is possible - can you make a jpeg of a larger area (if available) as well and not only the battery like in the link? Thanks!
  16. If you could extract the actual map as a jpeg it would be awesome. I guess it is fairly well researched. As big as possible would be great. Is there also a description on terrain elements (paved roads, trenches, paths, etc.)? Troop deployment? I currently use a Google Earth map as overlay, but pics I have found online tells a bit different pictures of what the battery looked like. Again, thanks
  17. You're correct, the info in the left corner is what to go from - checked the original screenshots.
  18. Kohlenklau urged me a while ago, before opening his "factory", to make my own scenarios - and here is my first try which was a ton of fun to create. And playtesting would be greatly appreciated. It is a small fictional scenario, 1 hour, with few units. Axis vs. AI only. You get to take this on (among other things): From the briefing: The Allied invasion of Sicily is well underway and our forces has been more or less overrun by British forces in this sector. A small group of Germans has been isolated behind enemy lines and has for the past few days tried to make their way back to friendly forces. But finding a gap in the allied front without being spotted has proven difficult. The group has moved more or less by night but are now out of food and water and desperately need to make it back. In a final attempt they decide to move in the morning light. In the distance they hear the distinct sound of AA guns, and they spot a Focke-Wulf thundering past overhead. There is a forward observer in the group and luckily - the radio still works. The group decides that the last chance to make it back to their own lines is to try to punch through this AA position and exit to the north. Taking out the position would probably also take the pressure off Luftwaffe in their approach to the airfield in Gerbini. PM me if you're interested.
  19. But shouldn't it be possible to even mark mines with one guy, even though it would take much longer? But then again, I'm no engineer and know nothing about how mines where marked IRL.
  20. This is how the test works out. Usually if adjecent to and not directly upon the mine marker makes you "mark mines". Note that the engineers squad has been split.
  21. I'm doing some tests for a Merville Battery scenario that I intend to make. When testing engineers ability to mark mines under fire, I noticed that engineers without satchel charges lose the "mark mines" command. Which seems odd as no satchel charges are spent when marking mines. Couldn't find anything in the manual about it. Could it be a bug?
  22. Is it possible to get hold of it without owning the game?
  23. The casemates are proving to be difficult to make after a few tests. Problem is that it can look quite good in the editor, but as soon as the battle starts, the bunkers "sink" into the ground and create a gap between them and their surroundings. It seems like it is impossible (for a noob map maker like me that is) to make the bunkers be embedded in the terrain like they were in real life. Also, adding two bunkers together to make a casemate suffers from the same problem as there is a gap introduced between them as the battle starts. BFC, casemate a new map object - please? I have started work on the map and will post pictures as soon as there is something to show.
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