Kieme(ITA) Posted March 25, 2015 Share Posted March 25, 2015 (edited) Hi everybody, a first attempt at map making. Kieme's Highway A few statements to describe this map: -Main theme of this map is a highway running east-west with an interesction in the middle going South and two overpass bridges. -map size is 2000x2000 meters roughly. -it is practically flat, the main elevation is 19, while depressions go down to 18 (17 in the corners) and up to 21/22/23 in wooded areas, highway is at 20. -the buildings are mainly of 1 level or 2 levels. Few exceptions for some buildings at 3 or even 4, but these have no Windows and/or unusable rooftops, so there is no key building dominating the map. -large open areas, with few complexes sorrounded by walls (such as an industrial area, a residential area, some farms). -wooded areas are small, vehicle passable, slightly elevated and with not too thick trees. -there are many ditches between fields. -it has few flavor objects. -there are no landmarks names. -this map is made up and does not represent a real world location. Notes: this map works best with my previous Modular Buildings mod and Modular Buildings Add-on. Moreover, it makes use of the Optional Highway mod (tagged version). HD terrain mod is best suited but not mandatory. Map only download: https://app.box.com/s/5xz78s9xrvgbvslcc1cwdhq4p8vi1jv6 Intall: put the .btt file in your game files folder (under documents). Feel free to use this map for your needs, crop, cut, expand, change whatever you need for your scenarios. Previews: I decided to start with a concept for PvP (player versus player) coming in form of a basic pack where you can find 3 versions (same map, size, etc.), but with different objectives layout. These are intended only for player versus player and contain no AI plans. A preview and download of such "quick battle pack" is coming within this thread shortly. Edited March 25, 2015 by Kieme(ITA) 7 Quote Link to comment Share on other sites More sharing options...
Kieme(ITA) Posted March 25, 2015 Author Share Posted March 25, 2015 (edited) The following pack has 3 quick battle ready maps, based on the one posted above, suited for meeting engagement only (deploy areas in the corners NE/SW). All versions have the same size and deploy areas but more objectives (small has 1 objective, medium has 3, large has 5). all objectives are of the occupy type (point values in brackets). It's up to you to decide what version to play with, just keep in mind that the size is the same. For example: if you want to play a small battle with few forces, the small versions with only 1 victory location in the middle would be best suited to avoid dispersion. At the same time, if you play a huge battle with large forces the large version gives you not only that big objective in the middle but 4 more minor objectives around the map, but you might still want to play with just 1 objective, it's up to you. Important: this quick battle map pack is intended ONLY for player versus player games. Kieme's Highway PvP quick battle meeting engagement map pack download: https://app.box.com/s/woi7osiofy8tp9j2xer6hpjtrj2t6qyz Please note: there has been no testing on the balance of victory locations and deploy areas. Preview of the three versions: Small battle Medium battle Large battle Edited March 25, 2015 by Kieme(ITA) 3 Quote Link to comment Share on other sites More sharing options...
undercovergeek Posted March 25, 2015 Share Posted March 25, 2015 awesome work and great plan with moving the objectives around - im primarliy a map builder and not AI builder - i have a few in the works and will do a similar thing to you - good idea 0 Quote Link to comment Share on other sites More sharing options...
H1nd Posted March 25, 2015 Share Posted March 25, 2015 Looks very good! New big QB map is very very good indeed since I mostly enjoy larger H2H battles. 0 Quote Link to comment Share on other sites More sharing options...
Kieme(ITA) Posted March 25, 2015 Author Share Posted March 25, 2015 (edited) Yes the idea of this map is to give very little cover and make a lot of room for manouverings. Given how difficult it is to move infantry in CMBS for long distances without IFV/APCs this could be interesting. Could also be fun with tank-only forces. As regarding the looks of it I tried to make a modern feeling setting as much as possible. The central victory location is very Tricky as it offers practically no cover all around (but for the bridge on top of it). I am also looking forward for a test run if anyone wants a PBEM. Edited March 25, 2015 by Kieme(ITA) 0 Quote Link to comment Share on other sites More sharing options...
undercovergeek Posted March 25, 2015 Share Posted March 25, 2015 (edited) I am also looking forward for a test run if anyone wants a PBEM. give me a day or 2 and ill take you up on that edit - PM sent Edited March 26, 2015 by undercovergeek 0 Quote Link to comment Share on other sites More sharing options...
Vanir Ausf B Posted March 26, 2015 Share Posted March 26, 2015 Nice map! I'm going to make an attack/defend version. When looking over your ME version I noticed you had the objective point values in the objective names. Apologies if you are already aware of this, but in QBs the victory point values you assign to objectives are not what they are actually worth. There is a pool of available victory points for objectives and enemy units destroyed and the size of that pool cannot be altered except by changing the battle type. For meeting engagements there are 400 victory points available for terrain objectives and the values you assign to objectives in the editor divvy up those points by comparing the relative values in proportion to each other. So for example, you assigned the central overpass objective 400 pts and each of the other four objectives 100 pts each. In actuality the central objective will be worth 200 pts and each of the others 50 pts. 0 Quote Link to comment Share on other sites More sharing options...
Kieme(ITA) Posted March 26, 2015 Author Share Posted March 26, 2015 (edited) >Thanks Vanir, I didn't know that. So, the absolute values I showed are wrong, but the ratio is the same? Edited March 26, 2015 by Kieme(ITA) 0 Quote Link to comment Share on other sites More sharing options...
Vanir Ausf B Posted March 26, 2015 Share Posted March 26, 2015 Also, a small time-saving tip: in QB maps you don't have to create objectives for both red and blue. You can just make them for blue (or maybe just red, I haven't tried) and the game will automatically assign them to both sides. 0 Quote Link to comment Share on other sites More sharing options...
Vanir Ausf B Posted March 26, 2015 Share Posted March 26, 2015 >Thanks Vanir, I didn't know that. So, the absolute values I showed are wrong, but the ratio is the same? Correct. 0 Quote Link to comment Share on other sites More sharing options...
JRMC1879 Posted March 26, 2015 Share Posted March 26, 2015 Wow like those first pics. Appears you are as good at map making as you are at nodding. Some of those first pics are friggin genius 0 Quote Link to comment Share on other sites More sharing options...
undercovergeek Posted March 28, 2015 Share Posted March 28, 2015 Playing a PBEM with Kieme - the map is a work of art - so many small details that give the map life, a picnic area, a trench (who knows why its there), the guard hut and roadblocks are fantastic 0 Quote Link to comment Share on other sites More sharing options...
Kieme(ITA) Posted March 28, 2015 Author Share Posted March 28, 2015 (edited) Thanks geek, the trench should actually be like a ditch used by farmers. There are several sparsed around, I thought of them to give the infantry some cover even amid open fields. Edited March 28, 2015 by Kieme(ITA) 0 Quote Link to comment Share on other sites More sharing options...
undercovergeek Posted March 28, 2015 Share Posted March 28, 2015 Thanks geek, the trench should actually be like a ditch used by farmers. There are several sparsed around, I thought of them to give the infantry some cover even amid open fields. thats what i thought and then i drove into one! 0 Quote Link to comment Share on other sites More sharing options...
Kieme(ITA) Posted March 28, 2015 Author Share Posted March 28, 2015 (edited) As a reference, if this map is played with damp/mud settings (or heavy rain) for example, it becomes much harder for vehicles, as the fields, Woods and ditches become all potential bogging places. Edited March 28, 2015 by Kieme(ITA) 0 Quote Link to comment Share on other sites More sharing options...
TAKODA Posted April 4, 2015 Share Posted April 4, 2015 Kieme I have been using your map for some quick test missions I made in the scenario editor, its a great map. 0 Quote Link to comment Share on other sites More sharing options...
Kieme(ITA) Posted April 4, 2015 Author Share Posted April 4, 2015 Thanks takoda, I am playing two PBEM and will hear from the other guys too some comments. I am aleady tweaking few things for a V2 edition. 0 Quote Link to comment Share on other sites More sharing options...
undercovergeek Posted April 4, 2015 Share Posted April 4, 2015 Thanks takoda, I am playing two PBEM and will hear from the other guys too some comments. I am aleady tweaking few things for a V2 edition. if you could stop my bradleys reversing into your arcs of fire that would be awesome!! 0 Quote Link to comment Share on other sites More sharing options...
Kieme(ITA) Posted April 5, 2015 Author Share Posted April 5, 2015 It's a trap! 0 Quote Link to comment Share on other sites More sharing options...
Kieme(ITA) Posted April 9, 2015 Author Share Posted April 9, 2015 (edited) I have updated the map and the meeting engagement map pack (3 versions) with a new version (older version links not working anymore): Changelog for Version 2: -added numerous additional flavor objects (also from my flavor objects add on mods) -added a few trees in certain areas -removed a few trees in certain areas -added a few small elevations in certain areas -added more passages for light vehicles on the highways -corrected a problem with some building/wall combination -changed a bit some buildings Special thanks to undercovergeek and Marco2marzo for the test battles. Downloads: Version 2 map only: https://app.box.com/s/nsyw1lv9x5ololwgd6zs1ckuhh9976jj Version 2 PvP meeting engagement (3 versions, see original topic, objectives and deploy areas are the same): https://app.box.com/s/24is3qdzb2wl5cgj8hmdh8dlk4ixwt41 https://app.box.com/s/s0ybhpx1dqyoxv8fju6loqavvyeh9a39 https://app.box.com/s/4oisr99mtqmu2pygg9aby7lvhq77t4sg A few screenshots: Edited April 9, 2015 by Kieme(ITA) 4 Quote Link to comment Share on other sites More sharing options...
agusto Posted April 9, 2015 Share Posted April 9, 2015 (edited) Not bad Kieme . The map looks quite natural. But spending so much time on modding and now map making too, do you even have time to actually the play the game? Edited April 9, 2015 by agusto 0 Quote Link to comment Share on other sites More sharing options...
Stagler Posted April 9, 2015 Share Posted April 9, 2015 You gonner make variants of the same map or add new ones kieme? 0 Quote Link to comment Share on other sites More sharing options...
Kieme(ITA) Posted April 10, 2015 Author Share Posted April 10, 2015 Thanks. I would like to make a couple of variants for this one, mainly one involving a particular setup where a player has his force on the highway being ambushed on the sides. Formally, an attack vs defense scenario. On the other hand I started a second map which should depict a urban scene, but map making in general takes a lot of time so it won't be done for long. 0 Quote Link to comment Share on other sites More sharing options...
TAKODA Posted April 10, 2015 Share Posted April 10, 2015 Thanks. I would like to make a couple of variants for this one, mainly one involving a particular setup where a player has his force on the highway being ambushed on the sides. Formally, an attack vs defense scenario. On the other hand I started a second map which should depict a urban scene, but map making in general takes a lot of time so it won't be done for long. I can't wait for more of your maps, you have some serious talent mate, the maps and mods master! 1 Quote Link to comment Share on other sites More sharing options...
agusto Posted April 10, 2015 Share Posted April 10, 2015 I would like to make a couple of variants for this one, mainly one involving a particular setup where a player has his force on the highway being ambushed on the sides. Formally, an attack vs defense scenario. Ohhh, a ukrainian ambush of a russian colum on a road! That sounds brutal . Just the way i like it. If the map is littered with corpses after a CM game, i know i had fun. On the other hand I started a second map which should depict a urban scene, but map making in general takes a lot of time so it won't be done for long. Map making is indeed a laborious process and i personally recommend you not to work on more than one project at a time - if you work on multiple projects simultaniously, progress might be so slow you get frustrated and end up with several unfinished scenarios instead of one that works. I dont doubt your abilities, i am just speaking from my own experience with scenario design. 0 Quote Link to comment Share on other sites More sharing options...
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