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Quintus Sertorius

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  1. Well, when you're designing a scenario you have to play it over and over. That makes is seem a lot easier than it would be to someone experiencing it for the first time.
  2. Thanks for the great responses, guys! They're really helpful, actually. I suppose it's a useful topic to discuss not just for me, but for the whole community. A small force battle is one of the things I was considering. Forest and urban battles were also on my mental list. Urban battles might be more problematic. For me CMBN gameplay starts to get choppy when you go beyond a certain threshold with the number of buildings. I want to keep the scenarios accessable. I could see a small, densely packed urban map though. I specifically don't want to do historical battles. It seems to me a lot of people are already doing historical or semi-historical battles, and while I applaud them for their efforts, I like to be free to go outside the constraints of history. I was not considering large battles with recon, but I'll keep it in mind for the future. The way I've been doing maps is to start with a fairly small one and work on it until I get it to a level of detail I'm happy with. Then, after playing a scenario on it for some time, I expand it around the edges and make it bigger, step by step. If I ever get one big enough, I'll think about a larger-scale battle. I've always liked maps and scenarios that emphasize the vulerability of tanks and other AFVs to infantry. I don't know how many of you ever played Close Combat 2, but years ago I made a couple of custom maps for that game (Pulling Teeth and The Devils' Triangle, in case you want to try and track them down). I think those maps embody my general philosophy. For a long time I've been obsessed with the Commonwealth Forces scenario Linking Up & Breaking Out, so I may make my own interpretation of that scenario. I like it because it's got interesting goals...if you play as the Germans, you have to defend a crossroads from a multi-directional attack while retreating elements try to scoot across from one side to the other. You can choose to scoop up some of the retreaters to bolster your defense, but your total score is based on how many make it all the way to the exit point. It's more than a simple conquest or defense of victory points. Thanks Again!
  3. I've owned CMBN for years now, and I still haven't played the vast majority of the scenarios that come with the game, not to mention all the user-created scenarios. One reason for that is because I tend to find a few scenarios I like and play them over and over again. Another reason is that I spend a lot of time making my own maps, playing them a few times, then changing things around and playing them again. Anyway, I've often thought about getting one or more of my maps together and releasing them, but I'm not sure what kind of scenarios people would like. That's why I'm asking, and I'm especially interested in hearing from folks who have played a lot of the scenarios out there. What kind of scenarios do you want more of? If there's a dearth of a certain kind, I could try and make something that fits the gap. I'm mostly interested in crafting the maps themselves; as far as goals and force compositions go, I'm open to almost anything. I remember someone saying there ought to be more maps with the Germans attacking and the Allies defending. Is that needed? That's the kind of feedback I'm looking for. Be as general or as specific as you like. Thanks!
  4. I would use a feature like this a lot, but that's because I tend to replay scenarios over and over.
  5. Is there a way, using the scenario editor, to make reinforcements appear with pre-set orders? I've been playing around with the Linking Up and Breaking Out scenario (one of my favorites). If you play as the Germans, you have to defend a crossroads in a town that is being attacked from both north and south while other German forces appear in stages and retreat from West to East. What I would like to do is make reinforcing units appear with pre-set movement orders so I don't have to redo these every time I play the scenario. This would be a nice feature to add if it doesn't already exist. Thanks.
  6. I was disinterested in the vehicle hit decals before they came out. After they came out and I saw how they worked in the game I changed my mind completely. I think they add a lot to the experience. The contention that they add nothing to the game has been completely disproven in my mind. I never really thought about it before, but hit decals on buildings would be nice too. Hit decals on infantry...I think that's of much more limited usefulness and probably isn't worth the controversy. I personally would not be offended even by massive, realistic gore in CM, but I understand some people would have a problem with even a little more, and I don't think it's necessary.
  7. Having read this entire thread, I can conclusively say there is a lot more salt pouring toward shift8 than there is emanating from him.
  8. There's a Mac BRZ exploder/imploder. Someone made one a long time ago. Forgive me but I can't remember off the top of my head who it was, even though I helped test it. It's in the Repository, I think.
  9. Saturation is one of the easiest things to adjust to your own taste, because it usually affects the entire texture image. There are some nuanaces to getting it exactly the way you want, but for the most part it's not much more complicated than moving a slider in the image manipulation program of your choice. It starts to get a little more tricky when you attempt to desaturate only the yellow, or only the red, or something like that. Still, not that hard.
  10. Yeah, it's kind of hard to wrap my mind around the kind of forces and pressures involved in something like that.
  11. That picture of the 17-pounder shell poking through the armor plate makes me wonder how hot the metal would be immediately after the impact. Hot enough to be glowing, I would think.
  12. I like it. Can't have too many camo options for German metal.
  13. I prefer to think of it from my own perspective as a customer. It's a feature I'd like to see. I'm not demanding anything, and I'm sympathetic to a list of reasons it hasn't been done. Still, I see no reason to drop the request. Full battle playback would add a lot to the final product. In fact, I think it would end up selling more copies of CM because you could introduce people to the game by showing them what it looks like in the end. They wouldn't have to wade into the complexities of the control system for their first impression. That's all.
  14. I want this feature too, and I don't care how improbable it is or how much it's been discussed.
  15. I've been playing Iron exclusively for a long time, and never had any problems as far as not being able to do what I want to do. It just seems to be the most logical setting from an awareness point of view.
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