MarkEzra Posted February 21, 2015 Share Posted February 21, 2015 I have placed them on the Repository but it takes a bit of time for them to actually be available. So if you don't want to wait I have attached them here!V3.11 QB Maps.zipV3.11 QB Maps contains 27 Maps made in the Method I used in CMBS. These Maps have Full sets of Group orders and use of Triggers. They also use the new naming convention, so these maps will show up generally last in the QB Map list. Hope You Enjoy the them. 8 Quote Link to comment Share on other sites More sharing options...
kohlenklau Posted February 21, 2015 Share Posted February 21, 2015 Thank you sir! 0 Quote Link to comment Share on other sites More sharing options...
Buzz Posted February 21, 2015 Share Posted February 21, 2015 Appreciate you effort and design. Thank you Mark. 0 Quote Link to comment Share on other sites More sharing options...
grunt_GI Posted February 21, 2015 Share Posted February 21, 2015 (edited) Well done...thanks..Just played the attack map with the bridges, hotel, town and chateau. (Hill-Town-Water-Damaged 1120x736 011atk) GORGEOUS map...totally got my butt handed to me trying to rush the railroad bridge...BUT from a graphical point of view my Sherman and M8 looked great crossing the bridge right before getting blasted. Very very nice maps...my lack of artistic talent is confirmed once again... Edited February 21, 2015 by grunt_GI 0 Quote Link to comment Share on other sites More sharing options...
Daroc Posted February 21, 2015 Share Posted February 21, 2015 Many thanks 0 Quote Link to comment Share on other sites More sharing options...
permanent666 Posted February 22, 2015 Share Posted February 22, 2015 Just played "Hill-Town-Water-Damaged" and it was very interesting. I did not have any problems to cross the bridge but what happened next surprised me. Thank you! 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted February 22, 2015 Share Posted February 22, 2015 Good news! I hope to DL them tonight. Michael 0 Quote Link to comment Share on other sites More sharing options...
weta_nz Posted February 22, 2015 Share Posted February 22, 2015 (edited) Sounds good - thanks! Edited February 22, 2015 by weta_nz 0 Quote Link to comment Share on other sites More sharing options...
MarkEzra Posted February 22, 2015 Author Share Posted February 22, 2015 (edited) Just played "Hill-Town-Water-Damaged" and it was very interesting. I did not have any problems to cross the bridge but what happened next surprised me.And I hope you will be surprised more often! These maps all have lots of group orders coupled with lot's of objectives. My thinking is the AI will Defend-Attack 3,4,5,or 6 objectives in 5 Different ways x 8,9,10 +/- Group settings with any force size a player cares to use, no matter the size of the map. That adds up to a lot of tactical replayability.My personal QB playing style devolved over the years to a cookie cutter combined arms force that I would cherry pick (Yes I'd love that kind of save ability, too)against an AI random Mix Force. Did it over and over again...kinda of like drinking in the same bar at the same time each nite and expecting something new and different to occur! My goal is to break that cycle by maximizing the maps possibilities and see what happens next. Edited February 22, 2015 by MarkEzra 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted February 22, 2015 Share Posted February 22, 2015 Last night I started a QB on the 006 map, and although its looks are a trifle bland in comparison to some of the more recent maps in other CM games, it looks like it is going to be tactically interesting to play on. I hope to be soon giving the other maps in this collection a spin too. Once more, Mark, we are in your debt. Michael 0 Quote Link to comment Share on other sites More sharing options...
MarkEzra Posted February 22, 2015 Author Share Posted February 22, 2015 Last night I started a QB on the 006 map, and although its looks are a trifle bland in comparison to some of the more recent maps in other CM games, it looks like it is going to be tactically interesting to play on. I hope to be soon giving the other maps in this collection a spin too. Once more, Mark, we are in your debt. MichaelLast night I started a QB on the 006 map, and although its looks are a trifle bland in comparison to some of the more recent maps in other CM games, it looks like it is going to be tactically interesting to play on. I hope to be soon giving the other maps in this collection a spin too. Once more, Mark, we are in your debt. MichaelI put a good deal of thought into the elevations and bocage with that map Bocage was poorly understood by me when I first made CMBN QB Maps. I don't think I was the only designer this happened to. Placement of trees on the bocage tiles looks cool but create LOS/LOF difficulties in an already touchy tile. Elevation, too, created useless map spaces that could not be differentiated by the designer when placing units or creating movement orders. CMBN Players were frustrated more than challenged by Bocage maps.Hopefully this map will play more realistically eg. less LOS/LOF problems. 0 Quote Link to comment Share on other sites More sharing options...
James Crowley Posted February 22, 2015 Share Posted February 22, 2015 Excellent! Thanks very much for these. They will help to pull CMBN up to the BS standard as far as AI is concerned. Jim 0 Quote Link to comment Share on other sites More sharing options...
mjkerner Posted February 23, 2015 Share Posted February 23, 2015 Thanks Mark! I've never really been enthused to play anything but a scenario when playing the AI, because it was the same experience with me. oce you know the routine... Many groups with many triggers and several AI plans will really open a whole new playing level for me. 0 Quote Link to comment Share on other sites More sharing options...
Macisle Posted February 23, 2015 Share Posted February 23, 2015 Thank you very much for providing these, MarkEzra! -Will have to take a look at them in the Editor to see how the sausage has been made. 0 Quote Link to comment Share on other sites More sharing options...
Frankster65 Posted February 23, 2015 Share Posted February 23, 2015 Fantastic! Thank you so much for these. 0 Quote Link to comment Share on other sites More sharing options...
PhilM Posted February 23, 2015 Share Posted February 23, 2015 Just downloaded these; haven't opened / used them yet to be able to comment, but wanted to say thanks for making them available, and supporting the game and the community. Cheers! 0 Quote Link to comment Share on other sites More sharing options...
MarkEzra Posted February 24, 2015 Author Share Posted February 24, 2015 (edited) I'm playing Town-Water-Damaged (1408 X 1152) 015 Meet. I started the game as Allied Batt size Mech Inf with two Sherman's. I laid smoke and Ran one of my Mech Coy over the road bridge and took the town. But the German's have a ton of armor and have massed on the rail bridge side. I was able to kill a number of them with flank shots... gonna promote that boy if I don't get him killed first... but the Huns didn't bother with the rail bridge! They slipped across usin the low ground of the ford. Damned! Now the're headed for my Maj VP (the rail station). Time for some coffee and cookies. That's sure to help.SEE the pic? The cookies didn't help much. Edited February 24, 2015 by MarkEzra 1 Quote Link to comment Share on other sites More sharing options...
Ales Dvorak Posted February 24, 2015 Share Posted February 24, 2015 Thank you. 0 Quote Link to comment Share on other sites More sharing options...
domfluff Posted February 24, 2015 Share Posted February 24, 2015 Thank you Mark, these are awesome. 0 Quote Link to comment Share on other sites More sharing options...
MarkEzra Posted February 25, 2015 Author Share Posted February 25, 2015 Thank you Mark, these are awesome.Thank you Mark, these are awesome.I'm especially glad as you are either a fairly new poster on the forum or an excellent lurker! Either way it's a pleasure to know the maps are being used. 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted February 25, 2015 Share Posted February 25, 2015 I decided that the 006 map I had chosen to play on recently was not one of yours (correctly as it turned out), so I ended up isolating these new maps of yours from the rest in the listing so that I could examine them one by one. I haven't had time to go through the entire collection yet, but I must say that I am mightily impressed. Not only do they tend to be very beautiful more often than not, they also look very interesting. I have the feeling that they may require several playings with various force structures before one even comes close to working out all their secrets. BTW, looking at the Vire map I couldn't help but be reminded of the first ever couple of scenarios in Squad Leader. Michael 0 Quote Link to comment Share on other sites More sharing options...
domfluff Posted February 25, 2015 Share Posted February 25, 2015 I'm especially glad as you are either a fairly new poster on the forum or an excellent lurker! Either way it's a pleasure to know the maps are being used. Mostly I lurk. I've been playing CM since 2005 or so, but only seriously in the last couple of years, and I've only dipped my toe into PBEM since CMRT came out, so I created a forum account around the same time. 0 Quote Link to comment Share on other sites More sharing options...
MarkEzra Posted February 26, 2015 Author Share Posted February 26, 2015 The thing about CMBN early QB maps (and any new title) is the buildings and doodads can kill a map. Telephone poles gave me some real headaches in CMBN As did any number of new buildings. But QB maps is a volume driven product. So what I needed to do was put together a lot of hills and forest and open farmland in the early builds. I always have a goal of 50 attack style and 50 meeting engagement maps (that makes the QB map file count of 200). That's forces me to work fast and except some less than stellar results. The place I need to push for excellence is always the AI mapping. There can be no excuse for have assed work there. 0 Quote Link to comment Share on other sites More sharing options...
domfluff Posted February 26, 2015 Share Posted February 26, 2015 I think people (well, me) might be curious as to your process for developing the Quick Battles - it would seem to be much harder to write plans for generic units in that way. 0 Quote Link to comment Share on other sites More sharing options...
Frankster65 Posted February 26, 2015 Share Posted February 26, 2015 I think people (well, me) might be curious as to your process for developing the Quick Battles - it would seem to be much harder to write plans for generic units in that way. +1 Yes please. I would be interested to here about this. 0 Quote Link to comment Share on other sites More sharing options...
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