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Quick Battle Map Creation


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Just so that I can think about creating lot's of good qb maps, could you outline the process we'll use to create maps for these kinds of battles while making comparisons to CM1?

For example, in addition to the maps, will we have to set up scripting? Do placements zones work the same way?

If this has been covered elsewhere, sorry.

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A QB map is the same as a scenario map except it doesn't have units. It still has the AI plans. A press release covering the scenario battle stuff was put out by Paradox this morning:

Scenario Editor adds multitude of layers and content to Combat Mission: Shock Force

New York, NY (July 4, 2007) – The upcoming military tactical combat simulation from Battlefront promises an extensive gaming experience for wargame and strategy aficionados. Set for a worldwide release on July 27, the game will retail for $39.99/€39.99.

Paradox Interactive released today some new information on one of the most talked about features in the game: the Scenario Editor.

The editor is an extremely powerful tool with a wide range of options to create 3D maps from scratch, set and mix various types of asymmetrical goals, create entire linked campaigns and even program the entire computer opponent AI.

The Map editor gives gamers a unique chance to create 3D topographical maps from scratch and create anything from cities to mountains, forests, deserts and more.

The Objectives scripting allows players to script each mission objectives in a way never before possible in a wargame. Instead of simply chasing for flags or killing units for points, the following can be set:

-Territorial objectives, with varied point values, set to Touch, Occupy, Destroy or Preserve, Known to one side or both or neither!

-Unit objectives, with varied point values, set to Spot (you get points for identifying the enemy, not for killing it), Destroy, Damage; known to one side, both, or neither

-Parameters: for each individual side the amount of points it gets for causing or avoiding casualties can be set along with preserving ammo, keeping cohesion etc.

By mixing these different options players can create unique missions with unique goals, these can even be different for each side in the same scenario.

The player can create regular one-off scenarios but also entire fully scripted campaigns like the main Syrian campaign, create a short series of battles, or a long drawn out war, tracking units from BOTH (!) sides as they return to fight several times against each other, set variables for refitting, repair, replacements and so forth.

A wargamer favorite is the ability to script the AI and customize it for each individual battle and scenario. The scenario designer can create several plans for the AI opponent to follow so that the player will never know what expects him, and can set waypoints, behavior and other parameters for the AI to follow.

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