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BorderDragon

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  1. Like
    BorderDragon reacted to Paper Tiger in Updating Hasrabit   
    Not going to lie, I'm kind of burned out on doing infantry-centric missions at this point. I don't know if it's the cold and the resulting poor quality sleep or if I've really just played too much of the same kind of missions for too long. Whatever the reason is, I know that I just can't face playtesting either Farm or Breakout any further without doing something else instead. Fortunately, 😉 the campaign has a mix of Infantry (Special Forces) missions and Mech (Republican Guard) missions to mix things up for the player so I'm going to avail myself of that option as well and do some work on the Guards missions for a few days before returning to work these two.
    Besides, working on the AI attack plan on the Farm mission has got me enthused about reworking the AI in these set of missions. The AI attack plans in The Guards Counterattack mission are abysmal. (Although there are four of them and some are very aggressive which compensates a bit) You're still fighting an entire battalion in the original version of this mission which is just too much. While I've already removed an entire company from the AI's OB, that might change if the T-90s are just too OP for the AI to go up against. The tools exist now to make the AI much more effective on the attack (though nowhere near as devious as a real opponent) and I've got far more experience with the editor now so I don't need to rely on maxing out the AI's OB to create a challenge.
    I seem to recall sneaking along the board edges to get LoS on the enemy in the earliest versions of this game and I don't want to be doing that again. I'm looking for a better experience this time around.
    I'm a bit disappointed because I'd rather hoped to have almost all the SF missions in the bag before I return to work next week but what's the big rush? I need to spend quite a bit of time playing each of these missions properly before I can make it available for the community so I'm just going to go with the flow and accept that it's time to work on the Guards missions for a few days instead. It's not like it's time wasted.
  2. Like
    BorderDragon 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.
  3. Like
    BorderDragon 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.
  4. Upvote
    BorderDragon got a reaction from AlexUK in Updating Hasrabit   
    Exciting! Hasrabit was one of the first RvR campaigns I've played and is still very memorable. It offers a unique experience where the player is forced to be creative when given a force of mixed technical capabilities. I remember fondly of attaching a special forces squad to my reserve platoons to help spot in the night during the second mission, and, in the third mission, using a combination of smoke and berm drills in order to use the TURMS-T tanks to its maximum efficiency, then using them to help spot. It was a first where tanks, of all things, were used to recon for my IFVs and infantry... 
    Anyways, can't wait to see where you take this campaign. 
  5. Like
    BorderDragon 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.
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