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CMRT - BETA AAR - Soviet Side


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Well, a few enemy teams, including one HQ team break from the wood line and head across the open space leading to Obj. Blau... what spurred that movement, and why through the open? Note that I now have a full squad in KT4 heading toward the enemy teams.

Notice that I have started to cross from KT2 to KT4... note the squad at the edge of KT2 facing KT5.. they will stay in this position for several turns yet to allow the movement toward Blau to develop.

12511877794_17afb5c277_b.jpg

12263360605_67b7cb1c49_c.jpg

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We have always had different tree species and Bushes, but generally all the trees were about the same height. Now we have "Saplings" which are a ubiquitous sight in Belarus due to the forestry practices local to the area.

Proper placement of the different tree types gives the forests a really nice, natural look to them. Look at the edges of the forest sections and note the steady transition from shrubs to full sized trees:

12509969695_f652722b9f_b.jpg

Steve

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I am not sure if this is the right place to ask, in case I apologize in advance.

I have a question regarding the game visual aspect, because I found a discrepancy that seems evident to me (although feel free to correct this).

Here is a look at two recent screenshots the testers shared:

Soviet side

http://farm6.staticflickr.com/5494/12511877794_17afb5c277_b.jpg

german side

[url removed]

The colors are quite different.

From my point of view I prefer the look of the first screenshot, which one is correctly representative of the game? Or are they both correct with different in-game video settings?

Thanks in advance.

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I am not sure if this is the right place to ask, in case I apologize in advance.

I have a question regarding the game visual aspect, because I found a discrepancy that seems evident to me (although feel free to correct this).

Here is a look at two recent screenshots the testers shared:

The colors are quite different.

From my point of view I prefer the look of the first screenshot, which one is correctly representative of the game? Or are they both correct with different in-game video settings?

Thanks in advance.

I think Movie lighting mode.

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I am not sure if this is the right place to ask, in case I apologize in advance.

I have a question regarding the game visual aspect, because I found a discrepancy that seems evident to me (although feel free to correct this).

Here is a look at two recent screenshots the testers shared:

The colors are quite different.

From my point of view I prefer the look of the first screenshot, which one is correctly representative of the game? Or are they both correct with different in-game video settings?

Thanks in advance.

Why would you put a screenshot showing some of the German player's positions into this thread?

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One new terrain detail longtime CM players might be overlooking. Big trees, small trees mediums sized trees. :D

Thanks for pointing that out. It makes for a nice looking forest. Is this a change to how trees are handled? What I mean is if, in the editor, I put down some Tree A into some tiles will I see a variety of sizes of Tree A in the 3D rendering or do scenario creators have more tree sizes to choose from in the editor?

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Thanks for pointing that out. It makes for a nice looking forest. Is this a change to how trees are handled? What I mean is if, in the editor, I put down some Tree A into some tiles will I see a variety of sizes of Tree A in the 3D rendering or do scenario creators have more tree sizes to choose from in the editor?

As MikeyD said, no. There's no capability for the game engine to vary things such as height, girth, expanse of canopy, etc. Which means we have specific models for each tree type and that means height as well. Even with that trees are very "expensive" in terms of the framerate. Having the trees be more dynamic, or more plentiful in variety, comes with a cost to game performance and computer resource usage. Because of that we have to carefully balance the looks and functionality with the overall impact on game experience.

Steve

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I thought this image was too pretty not to share... the softer side of tank porn, my ISU-122s in position (hopefully acting as distractors):

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Wow, that's an amazing shot -- the low profile of the ISU-122s, the complexity of the terrain, and especially the look of the breeze blowing the grasses from right to left...very, very cool.

Now we have "Saplings" which are a ubiquitous sight in Belarus due to the forestry practices local to the area.

Steve

And it's this attention to detail that compels me to shell out a few dollars here and there to play CM games...Thanks Steve!

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Nope, just more tree models to choose from on the list, some textured to resemble the same type in different stages of growth. Nothing fancy or complicated.

Simple is good - thanks for clarification.

As MikeyD said, no. There's no capability for the game engine to vary things such as height, girth, expanse of canopy, etc. Which means we have specific models for each tree type and that means height as well. Even with that trees are very "expensive" in terms of the framerate. Having the trees be more dynamic, or more plentiful in variety, comes with a cost to game performance and computer resource usage. ...

Fair enough - just wondering what we were seeing. Sounds like more fun to be had during map building.

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Fair enough - just wondering what we were seeing. Sounds like more fun to be had during map building.

Yeah as the game has progressed they have gotten better and better. That is part of the problem with really large maps. For folks who are really into the details of a map, making really large ones that have the same appeal that you can generate in a small one requires exponentially greater time. It just is what it is, placement of flavor items, aligning houses, slopes, hedges etc is just the beginning. Seeing it fully done just makes for a much more appealing sandbox for the actual fight.

Trying to get posters just right for example can be painstaking, but having one here and there can make such a nice difference. Stovepipes for instance in CMFI-GL, how many folks have really noticed them? You can spend an awful lot of time making a map belong to the place your battle occurs in.

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My feeling is that whether or not the player takes conscious note of details like that, on a subliminal level they add weight to the impression that "this is a real place".

:)

Michael

@emrys: +1 to that. The sum is greater than the parts in creating that magical immersion in a CM map.

@sburke: True, but put factory chimneys in the game and I'd sure as shootin' notice them!

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LOL yes to both of you. My mentioning them wasn't to discourage their use. The intent of my poor word smithing was to say you don't necessarily notice all the items that make the place feel right, but they are what makes it happen.

Regarding the trees, there is a scenario I am looking at that I think did a masterful job of it. I actually paused the game just to look at the woods. Awesome!

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