MikoyanPT Posted July 31, 2007 Share Posted July 31, 2007 The man has talent ! Looking great. 0 Quote Link to comment Share on other sites More sharing options...
Dirtweasle Posted July 31, 2007 Share Posted July 31, 2007 Very nice. 0 Quote Link to comment Share on other sites More sharing options...
panzermartin Posted July 31, 2007 Share Posted July 31, 2007 Great work Para! I dont really like the urban flat maps, I prefer these picturesqe hilly/village ones. 0 Quote Link to comment Share on other sites More sharing options...
Becket Posted July 31, 2007 Share Posted July 31, 2007 Would you consider putting it up for download for 2 player before you get the AI plans done? How does the QB system select maps? 0 Quote Link to comment Share on other sites More sharing options...
ParaBellum Posted July 31, 2007 Author Share Posted July 31, 2007 Originally posted by Becket: Would you consider putting it up for download for 2 player before you get the AI plans done?I will offer both the stand-alone map and the scenario for download once finished. Both should be ready for the weekend. 0 Quote Link to comment Share on other sites More sharing options...
M1A1TC Posted July 31, 2007 Share Posted July 31, 2007 I really miss water and bridge tiles 0 Quote Link to comment Share on other sites More sharing options...
Salkin Posted July 31, 2007 Share Posted July 31, 2007 Get some AI plans in there Para and let me at it . //Salkin 0 Quote Link to comment Share on other sites More sharing options...
Pandur Posted July 31, 2007 Share Posted July 31, 2007 please help! i started to play around with the editor today, and found, to my shock, that nearly every aspect of the editor has got better BUT in the map editor all the height nubers are WHITE!?!? i mean sorry, i have today made a small map with 900*900 meters, really hilly, and now iam really puzzled how to get the houses and streets and stuff where i want them!? i mean i just see a flat board of little white numbers and depending on zoom lvl, none. i also can see that there cant be 999 coulours, but there have to be a way!? EDIT sorry for the late edit, i played a bit frther...how do i scroll the map to place objects when zoomed in!? i cant reach teh east side of my map in a zoomlvl i can place objects with...!? may sound dumb but i scrolled through the whole editor part in the manual, found nothing, but it have to work, otherwhise the game hadnt such stock maps!? [ July 31, 2007, 03:40 PM: Message edited by: Pandur ] 0 Quote Link to comment Share on other sites More sharing options...
Sergei Posted July 31, 2007 Share Posted July 31, 2007 Pandur, just turn the elevations off when you work on roads etc. by pressing e. You scroll the map view by moving mouse to the edges. 0 Quote Link to comment Share on other sites More sharing options...
M1A1TC Posted July 31, 2007 Share Posted July 31, 2007 I just noticed something as I was working on a map. There is no Erase brush?!! One part of my map wasnt working, so I wanted to erase a large area and start from scratch. We have to go back to each individual tile selection, pick "None" and erase them? That cant be the only way to erase an area?!! Am I missing something? 0 Quote Link to comment Share on other sites More sharing options...
jomni Posted August 1, 2007 Share Posted August 1, 2007 I tried fiddling with the editor. I figured you can recreate Battlefield 2 maps with it. 0 Quote Link to comment Share on other sites More sharing options...
Pandur Posted August 1, 2007 Share Posted August 1, 2007 Pandur, just turn the elevations off when you work on roads etc. by pressing e. You scroll the map view by moving mouse to the edges.oh, damn i noticed it too after some retry, it was too easy, i kept looking for the little arrows to press to move the map. strange is that i never accidently hit the screen edge...well, now i have it. about the elevation thingy, iam not hindered by the nubers but iam hindered that i have no visual indicator how the map thopography looks like. for my map now i worked it out by placing houses on major landmarks and points in the map so i have visual ponts wich tell me where is wich ridge or dip or whatever. i meen in the old editor you could see the topography by the colours of the nubers, now you cant see it at all. now lets say you want to give that ridge line brushes...but how do i find it on a 1km*1km + map in a sea of white nubers after i decided so in the 3d view!? i mean you can work around by marking landmarks with objects but it takes time and is verry uncompftable. thats my only real proble with the editor so far... and i have another question i feel could fit here; i want to set up a map where guys should hide in trenches, but isnt this all sensless when you can see the trench without the fighters in it from the start of the battle!? its a terrain feature now so it is loaded from start i think. is it down to placing decoy trenches again to keep one from fireing at the only trenches in sight!? that will bog down some trench heavy maps i think!? also would you guys put em in trenches than or not!? i think its unneccesary to have them just hide in open becouse they are dead meat too fast, when in trenches you could see em...damn situation [ July 31, 2007, 06:55 PM: Message edited by: Pandur ] 0 Quote Link to comment Share on other sites More sharing options...
travh20 Posted August 4, 2007 Share Posted August 4, 2007 I made some maps, where do I go to actually try them out? I looked in battles tab but didnt see it 0 Quote Link to comment Share on other sites More sharing options...
Sergei Posted August 4, 2007 Share Posted August 4, 2007 Did you make sure you saved them in the scenarios folder? 0 Quote Link to comment Share on other sites More sharing options...
Sergei Posted August 5, 2007 Share Posted August 5, 2007 Originally posted by ParaBellum: I will offer both the stand-alone map and the scenario for download once finished. Both should be ready for the weekend. Let's have them, then. 0 Quote Link to comment Share on other sites More sharing options...
ParaBellum Posted August 14, 2007 Author Share Posted August 14, 2007 Ok, the thing is finally ready for some beta testing. I have played many battles and all in all it works quite well, sometimes the AI still screws up horribly, sometimes it almost resembles a competent human player. Still, carnage, burning and exploding stuff galore. Now, I need a few people willing to play the scenario 2-3 times on either side and comment on any problems found. PLEASE NOTE: the scenario is still NOT finished, there are NO briefings yet, and there are still a couple of rough edges. If you just want to enjoy the battle when it's ready, then PLEASE wait a couple of days and don't waste your time playing a yet unfinished scenario. If you want to help me though, please download the battle and GIVE ME SOME FEEDBACK. Simple briefing: US forces: take the victory locations (the village and the police HQ) without suffering excessive casualties. You are the point of the spear, pursuing syrian army units after a succesful breakthrough the day before. Air force says they have destroyed an enemy armoured column fleeing to the west near the village of Wadi al Bugger, only infantry forces are expected to try to slow down the pursuit. You start with a Stryker recon platoon with another Stryker platoon a couple of minutes behind, and a Bradley platoon in reserve if you stumble onto heavier resistance. A pair of F-16s provide air support. Syrian forces: after the US forces broke through our main line of resistance our forces are in full retreat to avoid encirclement. Our tank forces have suffered heavy losses both from US ground and air forces. Your mission is to defend Wadi al Bugger and slow down the american advance. Although succesfully defending your positions is important, it is even more important to inflict heavy casualties on the US forces and, if possible, limit your own casualties. You need to buy us some time! You have the remains of an infantry company at your disposal, with an armoured infantry platoon in reserve, ready to be deployed on short notice. A pair of mortars will provide fire support. [ August 15, 2007, 06:58 AM: Message edited by: ParaBellum ] 0 Quote Link to comment Share on other sites More sharing options...
BFCElvis Posted August 15, 2007 Share Posted August 15, 2007 What a dandy battle. Loads of fun. I would love to play it MP sometime. 0 Quote Link to comment Share on other sites More sharing options...
JonS Posted August 15, 2007 Share Posted August 15, 2007 Originally posted by Premierleutnant: ... some more objects would be fine. Civilian vehicles maybe too ...Civvie vehs are in already. Purchase some technicals and/or taxis, then 'destroy' or 'immobilize' them in the editor. Ta da. 0 Quote Link to comment Share on other sites More sharing options...
ParaBellum Posted August 15, 2007 Author Share Posted August 15, 2007 Originally posted by Elvis: What a dandy battle. Loads of fun. I would love to play it MP sometime. Hey, thank you Elvis! Glad you liked it. Noticed anything that needs tweaking? EDIT: updated version available: http://freenet-homepage.de/parabellum/WadialBuggerv091.zip [ August 15, 2007, 07:00 AM: Message edited by: ParaBellum ] 0 Quote Link to comment Share on other sites More sharing options...
BFCElvis Posted August 15, 2007 Share Posted August 15, 2007 Para, I played RT as Syrian and the US AI acted great. They were aggressive but not stupid. From what I have seen designing the AI plans is the most challenging and important thing about a CMSF. I might play it from the other side tonight. 0 Quote Link to comment Share on other sites More sharing options...
bartleby Posted August 16, 2007 Share Posted August 16, 2007 I agree, I'm having some fun with the editor. Anyone know if modding will allow any editing of models or just textures? [ August 15, 2007, 10:29 PM: Message edited by: bartleby ] 0 Quote Link to comment Share on other sites More sharing options...
RT North Dakota Posted August 16, 2007 Share Posted August 16, 2007 I love the elevation system. It "so rocks" as my niece says, but not having water, overpasses and bridges, "so sucks" - "Like totally" (am I saying this right?) Steel beats Pro has by far the best editor out there, but I have very high hopes for this system and I think I have only scratched the surface. I really need to play some stff written by other people. ...and I am very up for kiking someones ass, once we have a useable patch! 0 Quote Link to comment Share on other sites More sharing options...
Dirtweasle Posted August 16, 2007 Share Posted August 16, 2007 Originally posted by RT North Dakota: I love the elevation system. I've been trying to make a map of a little town myself but the way to plot the contour lines and make a sort of level area and a creek bed that wont change when I add the correct bumps and dips for the landscape is proving to be a challenge. Probably need to dig up that scenario design / map editor thread from a couple weeks ago. 0 Quote Link to comment Share on other sites More sharing options...
Chelco Posted August 16, 2007 Share Posted August 16, 2007 ParaBellum, what a great map! Thanks! Looking forward to try the scenario. 0 Quote Link to comment Share on other sites More sharing options...
BFCElvis Posted August 17, 2007 Share Posted August 17, 2007 Plays great from the US side as well. I played the US in WEGO (haven't single player that way in some time). Ended up with a draw. Lots of nice and nasty surprises and the AI defended well. This is looking like a "must play" scenario. 0 Quote Link to comment Share on other sites More sharing options...
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