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Found 20 results

  1. Finally decided to try my hand at scenario design in Red Thunder. I'll be starting with this small, 800mx640m map based on a large section of 2 ASL maps. and based on that, I'll probably keep armor to a minimum. There is more sloping terrain than the screenshots indicate but the western bank of the river definitely has a pretty large open area in the center.
  2. Sahrani has always been a favorite of mine over the years. Recently, I stumbled across a mod made by |||CPTMILLER||| that turned our Syrians into members of the SLA. Feeling inspired, I decided to see how feasible it might be to recreate Sahrani, or a portion of it, in CM. I ultimately decided to go with South Sahrani (and a small part of its northern neighbor). The end result was a fairly accurate recreation of the map itself. Due to map size limitations, the island is roughly 12% smaller than the one featured in ArmA but still comes in at a whopping 4,272m x 3,856m. Some features, like building placement and terrain, had to be modified to fit the smaller scale or changed slightly due to not carrying over in CM's world builder the same. Other features, like the light houses, had to be left out all together because I simply was not happy with the available substitutes. It is not a 1:1 recreation by any means, but it is close enough to where I am happy with it. The map is pretty much completed at this point, with only a few changes left to be made to the terrain, so I would expect a release sooner rather than later. Some screenshots: Editor Map (South) Editor Map (North) Southern Port at Corazol Paraiso, International Airport & Government District Ortego & Geraldo Ortego Street View East Corazol - part of North Sahrani Dolores East & West Corazol
  3. Here is a map with the positions of all included FB scenarios, campaigns & maps: https://www.google.com/maps/d/edit?mid=zetZ6VPvwx0g.kFKcTFo1c88A&usp=sharing I've tried to locate the positions as best as I could. If you find mistakes please PM me. There is also stuff from BN, CW and parts of MG (thanks Pete!). I plan to include the pieces from the other titles over time and maybe even non-BFC content. If you'd like to participate please PM me.
  4. Size: 2600x2600 m Semenovka is an eastern suburb of Slavyansk. In 2014 , during the struggle between Ukrainian army and DPR militia, it became a battlefield. In june it was the last supply route for the DPR forces in Slavyansk who controlled it until the withdrawal. https://www.dropbox.com/s/f8vt26mk622h75o/Semenovka.btt?dl=0
  5. Classic map from CMBtB.
  6. Stalingrad on the Danube Classic map from CMBtB. Original:
  7. Greetings! This is my first real attempt with the editor - which started out from this real-world Luftwaffe aerial shot I came across for the village of Golynki, west of Smolensk... ...which I stretched to fit more neatly into a CM-friendly grid, and came out with this map: It is a 2000m x 1792m map, covering a few types of terrain: a peat bog in the northern half, a wooded area and the near-pristine village of Tregubovka to the southeast, and the larger village of Golynki to the soutwest, which has been largely demolished and abandoned under the German occupation. The map is divided in half by drainage ditch running north-south (both it and a secondary ditch on the northeast side are passable 'shallow ford' throughout), and has a major rail line running east-west in the bottom quarter of the map. At the moment, I have no data on any actions that took place here - all I learned is that this area was recaptured by the Soviets in October 1943 (I originally thought it was part of the CMRT timeline in 1944, but it is not so). It's a very detailed, handcrafted map - it may still need a bit of optimization as I went very heavy on the flavour objects (so the frame rate might drag down in certain areas, depending on your system). On the upside, it's very pretty in places I'm trying to figure out what to do with it in terms of scenario - and since I have absolutely 0 experience with scenario building and AI programming at the moment, any help or advice would be appreciated! What would you like to see on this map? At the moment, there is no AI and all the parameters, objectives, etc. are placeholders only. It's only really usable in the editor right now. You may download my current WIP version of it here: https://drive.google.com/open?id=1hA9cr80cdMmHkGK8mhhbNgZz_LAefsyH ...or in the forum attachment. If you have anything that you'd like to create on this map yourself, or use it or any part of it for your own scenarios - you're very welcome to do so (with credit for map given). Thanks for checking it out! CCIP - Golynki (v01 map only).btt
  8. This pdf can provide some great ideas for modern day scenarios. https://history.army.mil/html/books/iraq/TotS/Tip_Spear.pdf
  9. For anyone who missed the original post check out the below link. Pretty cool. Thanks @sbobovyc Ukrainian troops patrolling in an Italian village.
  10. Classic map from CMBtB. Original
  11. I am in the process of designing a mini campaign at my spare time (the luck of which explains why it is taking so long). Basically it is my first campaign so it is a kind of self training. The question is: If I want to use the same map in two separate battles, it there a way any damage inflicted on the buildings of the first battle to be carried forward to the next battle taking place on the same area?
  12. Looking for a way to get huge picture of map 286 (Novohurivka). The damn thing is too long to get a screen shot. If I could get the screen shot, or any image of it, I could get it into my graphics program to screw with it and create operational and tactical maps. Any suggestions?
  13. It is a huge master map of 4.6km x 3.3km real world location found east of city of Krolevets in NE Ukraine. You can get it from here: http://www.thefewgoodmen.com/tsd3/cm-black-sea/cm-black-sea-add-ons-maps/chernova-hirka-mastermap-v1-0/ You may use this map as you like as long as you remember to credit me if you make a public scenario or campaign out of it. Should offer variety of QB maps and scenario material when cut to pieces. Map is very big and detailed so there is only very few flavor objects due to performance concerns. Feel free to give feedback and hopefully the community finds this release useful! Cheers! -H1nd
  14. Just in case if someone does not read the FB section The data for BN/CW/MG/BP1 & FB is now complete and these maps are now open for community made content. If you would like to add yours please PM me with the necessary data. A simple text is enough except for the location: there I need a link to google maps. I only take complete data sets. Template: Title: Description: Size: Type: Terrain: Duration: x h y min Historical: yes/no Date: dd:mm:yyyy hour:minute Designer: name or alias Link: http://... Module(s) required: There is ongoing work for FI and also someone for BS. If you'd like to do RT then please PM me. Overview: https://www.google.com/maps/d/u/0/edit?mid=zetZ6VPvwx0g.kFKcTFo1c88A CMFB: https://www.google.com/maps/d/u/0/edit?mid=zetZ6VPvwx0g.kb1eX79uNSCU CMBN et al: https://www.google.com/maps/d/u/0/edit?mid=zetZ6VPvwx0g.kaNAdYKeN1x8 Please post here or PM me if you find mistakes or omissions!
  15. I have created the following concept building. The very central 2 storey structure has no doors or windows (must be breached). Feel free to shoot some ideas for scenarios
  16. Timn's Rural Road The map has a rural theme, and is based around couple gravel roads, a farm, and some marshland. -Size: 2256x1392 - A mostly flat map with lots of subtle variations in elevation and a couple of low hills -very few buildings, most of which are centered around a farmyard -Lots of open fields -several thick patches of trees which are not vehicle passable -Quite a few less thick patches of trees which vehicles can pass through -A large marsh/lake area in the Northeast of the map -Several smaller strips of marsh -No landmark names Please feel free to use this map as you wish. You can change anything you want for your scenarios. Map Only Download: https://www.dropbox.com/s/mo3b21gjb03n8te/Timn%27s%20Rural%20Road%20-%20Map%20Only.btt?dl=0 I have also put together several Quick Battle variations using this map. They are strictly PVP, since I have not yet ventured into setting up AI plans. Still, I hope they may provide some interesting battles. Tiny Attack: https://www.dropbox.com/s/y05po24j9qt4304/Timn%27s%20Rural%20Road-PVP-Attack-Tiny.btt?dl=0 Small Attack: https://www.dropbox.com/s/p0zdj03g2skksmv/Timn%27s%20Rural%20Road-PVP-Attack-Small.btt?dl=0 Medium Attack: https://www.dropbox.com/s/vmtcjpn30icebaq/Timn%27s%20Rural%20Road-PVP-Attack-Medium.btt?dl=0 Large Attack: https://www.dropbox.com/s/3hzu4x7ueu04h4l/Timn%27s%20Rural%20Road-PVP-Attack-Large.btt?dl=0 Tiny QB Layout Small QB Setup Medium QB Setup Large QB Setup
  17. Hi Guys I've been building scenarios and maps for about a couple of years now, I thought it's about time to show you guys what ive been doing. Below are some screen shots of a Normandy town (loosely based on Caumont) its not meant to be a battle map but to see what looks good and ive made all the building skins etc, although there are bits from the brilliant Tanks alot buildings and Kiemmes Modular builds. All the skins are textures from real Normandy buildings, the windows also, but they dont neccasarily come from the same building, when building a map I try to put my mind to a Street planner and try not to do things that wouldnt happen in real life, then i put my mind into the owner of the buildings for gardens etc, basically most towns/cities in western europe have Streets with houses, places of work ie factories, shops, or farms and religious buildings. But i also add in little touches like market places etc. Anyway see what you think and if you have any questions feel free to ask. Cheers Nige
  18. I would like to offer a suggestion to battlefront that could improve the overall quality of the game and strategy. Adding the ability to make map graphics. Explained: The op order screen does a great job of following the standard op order format. A feature that allows either a MGRS map to add graphics for phase lines or that allows you to place notes on the 3d map itself would greatly improve the planning process either in setup phase or in actual play. Players that prefer RT over wego should also be able to do this during a game pause. I love turn based but RT adds an element of realism I prefer for responding to changing battlefield conditions in smaller scenarios. I am new to the CM series of games so if this is possible I do apologize.. I read nothing in the supplied manual that eluded to this ability. I have resorted to hand drawn map sketches on paper which add a lot of realism in my opinion but are subject to the users drawing ability which was not my strong suit. A few simple graphics or an improved tactical map would help out a great deal. I think it is an excellent game and far superior to most strategy games out there. I think an addition such as this would only improve the experience. Besides the France based developers for wargame have included this and I know battle front can put them to shame. Any who agree with me please post on this thread. If you dont I would love to hear your reasons. Again I think this game is excellent and far more mature than any of the the strategy games that are available now. That being said as an Infantryman I was always taught to improve my position any chance I had.
  19. Hi everyone, I'm currently working on a few different CMBS scenarios, the first of which is ready for public testing. If anyone is interested post here or send me a PM. I can e-mail or Dropbox the file as necessary. It's a custom map approximately 800 x 800 meters set at night and pitting a US Bradley platoon (+) vs. approximately a platoon of Russian defenders. The US rifle platoon plus some snipers and Javelin teams start on map, with their Bradleys arriving at approximately the halfway point of the scenario. It's intended as a not particularly difficult, infantry-centric fight; the force size should be pretty manageable and I think the time limit is fairly generous. Briefing excerpt in the spoilers: I have had one tester go through it already and results were mostly positive, barring some objective quirks which have since been adjusted. However, since this would be my first published scenario, I would like to get as much feedback as I can before putting it on the Repository. I also have a couple other scenarios in various stages of completion (one just starting testing and one with the map about 50% complete) that I will hopefully be looking for testers on in the not-too-distant future, which I'll post about here as well when/if the time comes.
  20. I'm interested in Red AIs for the two biggest maps. Lots of AIs. I like Quick Battles, I like building my own force, and I like playing U.S. So if one of you geniuses built lots and lots (more is better) different, scattered, diverse, weird, huge, wise, foolish, uninhibited, classical, strange, standard, completely unhinged Red force OBs and AIs, life would be grand. Use all the points. Follow the doctrine or break all the rules. Call in the airstrikes or dig the infantry in. Order a cavalry charge with the armor or set perfect ambushes. I have demonstrated rather clearly that I have absolutely no talent for building AIs. Playing one of my AIs is like listening to a dog with one nut stuck in the gate "sing". My AI commanders wait patiently for the enemy, and when they see them coming sit down for a nice cup of tea. Then the survivors throw up their hands and leave. So I need a real AI commander to go wild.
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