Bud Backer Posted January 15, 2015 Share Posted January 15, 2015 I looked around for a general thread of map design technique questions but didn't see one, so I hope this isn't a duplication of an existing resource. The idea is to have a thread (perhaps if it's really Useful it could be stickied) where anyone can ask a question and get community replies on map-making. 0 Quote Link to comment Share on other sites More sharing options...
Bud Backer Posted January 15, 2015 Author Share Posted January 15, 2015 My question is: I've read about marsh and some specific terrains having effects, but not for all so: Does hard or rocky terrain do sonething special compared to say, grass? Does it stay hard, and not become muddy when the conditions are rainy? I didn't see anything explained about this in the manual. 0 Quote Link to comment Share on other sites More sharing options...
JonS Posted January 15, 2015 Share Posted January 15, 2015 http://community.battlefront.com/topic/109190-the-sheriff-of-oosterbeek-%E2%80%93-a-scenario-design-daraar/page-7#entry1440462 http://community.battlefront.com/topic/109190-the-sheriff-of-oosterbeek-%E2%80%93-a-scenario-design-daraar/page-7#entry1441254 http://community.battlefront.com/topic/109190-the-sheriff-of-oosterbeek-%E2%80%93-a-scenario-design-daraar/page-8#entry1441938 http://community.battlefront.com/topic/109190-the-sheriff-of-oosterbeek-%E2%80%93-a-scenario-design-daraar/page-9#entry1442801 http://community.battlefront.com/topic/109190-the-sheriff-of-oosterbeek-%E2%80%93-a-scenario-design-daraar/page-10#entry1443370 http://community.battlefront.com/topic/109190-the-sheriff-of-oosterbeek-%E2%80%93-a-scenario-design-daraar/page-12#entry1446224 2 Quote Link to comment Share on other sites More sharing options...
Bud Backer Posted January 15, 2015 Author Share Posted January 15, 2015 Another question: How do I control where the man-sized holes in hedgerows appear? I'd like one in one specific square but not another but it appears random. 0 Quote Link to comment Share on other sites More sharing options...
Pete Wenman Posted January 15, 2015 Share Posted January 15, 2015 P 0 Quote Link to comment Share on other sites More sharing options...
Pak40 Posted January 15, 2015 Share Posted January 15, 2015 I looked around for a general thread of map design technique questions but didn't see one, so I hope this isn't a duplication of an existing resource. The idea is to have a thread (perhaps if it's really Useful it could be stickied) where anyone can ask a question and get community replies on map-making. There's an entire sub-forum specifically for maps and mods. Most map design questions should be posted there. There's really no need for a single thread to handle all mapping questions because it would just end up being a very long and cumbersome to find what you're looking for - in the end you'd have to use the search tool anyway. It's simpler to have separate threads for specific topics. Another question: How do I control where the man-sized holes in hedgerows appear? I'd like one in one specific square but not another but it appears random. Pete beat me to it, but there are specific mapping tiles for the gaps in hedgerows and walls and fences. 0 Quote Link to comment Share on other sites More sharing options...
Pak40 Posted January 15, 2015 Share Posted January 15, 2015 My question is: I've read about marsh and some specific terrains having effects, but not for all so: Does hard or rocky terrain do sonething special compared to say, grass? Does it stay hard, and not become muddy when the conditions are rainy? I didn't see anything explained about this in the manual. Hard terrain is always hard, muddy terrain is always muddy. Wet conditions may alter their characteristics a little so that a vehicle may have a slightly higher chance of getting mired, but I'm not sure how much. Rocky terrain I believe limits or prohibits vehicle movement and it may even provide more cover to prone infantry than normal open grass. There's no published hard data for many of these terrain modifiers. 0 Quote Link to comment Share on other sites More sharing options...
Bud Backer Posted January 15, 2015 Author Share Posted January 15, 2015 P So...the gaps are human sized? Ugh... I could have sworn I tried that and got a vehicle sized gap. Must have clicked something wrong. Thanks, fellas 0 Quote Link to comment Share on other sites More sharing options...
Bud Backer Posted January 15, 2015 Author Share Posted January 15, 2015 Hard terrain is always hard, muddy terrain is always muddy. Wet conditions may alter their characteristics a little so that a vehicle may have a slightly higher chance of getting mired, but I'm not sure how much. Rocky terrain I believe limits or prohibits vehicle movement and it may even provide more cover to prone infantry than normal open grass. There's no published hard data for many of these terrain modifiers. Hmm. Ok. But I read somewhere that bogging chances increasewith a lot of rain. So, would that apply only to non hard/rocky terrain, is what's meant to ask. 0 Quote Link to comment Share on other sites More sharing options...
Bud Backer Posted January 15, 2015 Author Share Posted January 15, 2015 (edited) http://community.battlefront.com/topic/109190-the-sheriff-of-oosterbeek-–-a-scenario-design-daraar/page-7#entry1440462http://community.battlefront.com/topic/109190-the-sheriff-of-oosterbeek-–-a-scenario-design-daraar/page-7#entry1441254http://community.battlefront.com/topic/109190-the-sheriff-of-oosterbeek-–-a-scenario-design-daraar/page-8#entry1441938http://community.battlefront.com/topic/109190-the-sheriff-of-oosterbeek-–-a-scenario-design-daraar/page-9#entry1442801http://community.battlefront.com/topic/109190-the-sheriff-of-oosterbeek-–-a-scenario-design-daraar/page-10#entry1443370http://community.battlefront.com/topic/109190-the-sheriff-of-oosterbeek-–-a-scenario-design-daraar/page-12#entry1446224 JonS, I wanted to say I really love your DAR. I put the PDF on my iPad before even considering using the editor simply for the pleasure of reading. You describe process and design analysis in an interesting way. I didn't immediately see the answers to my questions, but that's not for lack of appreciation for what you've done. Edited January 15, 2015 by Bud_B 0 Quote Link to comment Share on other sites More sharing options...
Pak40 Posted January 15, 2015 Share Posted January 15, 2015 Hmm. Ok. But I read somewhere that bogging chances increasewith a lot of rain. So, would that apply only to non hard/rocky terrain, is what's meant to ask. I'm sure wet conditions affect all terrain, just like in real life. To what degree I don't know - like I said, they don't publish numbers on this. They only way we find out some of the inner workings of CM is to build a test scenario and run dozens of tests. For example, if you really want to know if hard ground is affected by rain, then make a blank map with nothing but hard tiles, add a bunch of Shermans, make the weather wet and rainy, and then run the test a bunch of times. You can then run the same test but with dry conditions and see if the results change much. 1 Quote Link to comment Share on other sites More sharing options...
Pak40 Posted January 15, 2015 Share Posted January 15, 2015 So...the gaps are human sized? Ugh... I could have sworn I tried that and got a vehicle sized gap. Must have clicked something wrong. Thanks, fellas Vehicle size gap is just leaving out an entire tile 0 Quote Link to comment Share on other sites More sharing options...
Bud Backer Posted January 16, 2015 Author Share Posted January 16, 2015 I'm sure wet conditions affect all terrain, just like in real life. To what degree I don't know - like I said, they don't publish numbers on this. They only way we find out some of the inner workings of CM is to build a test scenario and run dozens of tests. For example, if you really want to know if hard ground is affected by rain, then make a blank map with nothing but hard tiles, add a bunch of Shermans, make the weather wet and rainy, and then run the test a bunch of times. You can then run the same test but with dry conditions and see if the results change much. Thanks for clearing that up. I'm used to the work I did in SPWW2 and SPMBT where these effects were documented, I assumed that there would be more clarity for the CM series. Not debating if there should be, just assumed there was. 0 Quote Link to comment Share on other sites More sharing options...
JonS Posted January 16, 2015 Share Posted January 16, 2015 (edited) I wanted to say I really love your DAR. Thanks I didn't immediately see the answers to my questions I don't think most of your questions are directly answered there. Edited January 16, 2015 by JonS 0 Quote Link to comment Share on other sites More sharing options...
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