Tyrant Posted April 30, 2008 Share Posted April 30, 2008 Hi there fellow TOWers. Am wondering if anybody has a map file for Arnhem. Wanted to make one myself (as I am a dutch guy with interests in the Market Garden campaign), but I couldn't figure out how the Map Editor works. That plus I haven't found the time yet to go and figure out how it works... If anybody with enough spare time on their hands feels like making one, mail me at tyrantthc@hotmail.com and I could provide you with the details on what the arnhem area looked like in sept '44. I've searched the forum and found one MG mod, but don't know if it's historically acurate and if it's even based on one of the dutch citymaps of '44. Thanks for reading through this if you came this far in the topic. Greetz, Niels Link to comment Share on other sites More sharing options...
Tartari Posted April 30, 2008 Share Posted April 30, 2008 hi, which place in the Arnehm area would you like to map? btw, I am making a sound mod, release soon. Link to comment Share on other sites More sharing options...
Tyrant Posted April 30, 2008 Author Share Posted April 30, 2008 Best I've played this far is "Airborne Assault: Red Devils over Arnhem". Only this time i'd prefer realtime 3d strategy... so that's why TOW would be great for this. So based on something like this map http://www-cgsc.army.mil/carl/resources/csi/Spiller/images/pg004.gif Link to comment Share on other sites More sharing options...
Tartari Posted May 1, 2008 Share Posted May 1, 2008 Ok, the size of the maps in the game has to be of 4x4 km, and the playable area in the center: 2x2 km. So if you want the bridgehead area of Osterbeeck, it may look roughly like this: [ May 01, 2008, 05:55 AM: Message edited by: Tartari ] Link to comment Share on other sites More sharing options...
Gnasher Posted May 2, 2008 Share Posted May 2, 2008 I've started work on the approx area in the map above. I'll post some pics when I have something presentable. Link to comment Share on other sites More sharing options...
Tartari Posted May 3, 2008 Share Posted May 3, 2008 Ok Gnasher, good news, I was going to start it. Link to comment Share on other sites More sharing options...
Gnasher Posted May 18, 2008 Share Posted May 18, 2008 Lots & lots more work needed but here is what I have so far:- Farmaintex Hartenstein Hotel WIP Battle pic More later............. Link to comment Share on other sites More sharing options...
433tom Posted May 18, 2008 Share Posted May 18, 2008 Looks Great! Link to comment Share on other sites More sharing options...
Tyrant Posted May 18, 2008 Author Share Posted May 18, 2008 Looks very good!! Great! Link to comment Share on other sites More sharing options...
War RaVeN Posted May 19, 2008 Share Posted May 19, 2008 Wow! Link to comment Share on other sites More sharing options...
crazyman56 Posted May 19, 2008 Share Posted May 19, 2008 Very good!!! More and/or upload plz Link to comment Share on other sites More sharing options...
Gnasher Posted May 20, 2008 Share Posted May 20, 2008 Still working on the map placing statics etc but in the meantime here's some more shots: - Hartenstien Hotel Paras doing thier thing.... View over Rhine (lots to do here!) Looking towards Oosterbeek Still alot to do before it's finished More later.......... Link to comment Share on other sites More sharing options...
Sneaksie Posted May 20, 2008 Share Posted May 20, 2008 "View over Rhine" looks great! Link to comment Share on other sites More sharing options...
Juergen2SS Posted May 20, 2008 Share Posted May 20, 2008 That is awesome! cant wait to download it. couple of questions on accuracy though. I know the movie "A bridge to far" tried to be pretty accurate, however I dont remember if the brits had AT guns near the Hotel? I know this is just a mock up of what you are trying to accomplish so I am not knocking anything here... just being curious. Also since the 9th and 10th SS were in the area, is someone going to make an infantry mod for them using Smocks, and dot pattern tunics? I know the British had camo smocks for themselves which are real nice.... I have one. Cheers, and great work. keep it up. Link to comment Share on other sites More sharing options...
Juergen2SS Posted May 20, 2008 Share Posted May 20, 2008 Oh yeah.. one more things since I am no modder... LOL. Can you re-name the units and individual soldiers, tank commanders etc. Ie... Michael Wittman (Tank Commander) Link to comment Share on other sites More sharing options...
Gnasher Posted May 20, 2008 Share Posted May 20, 2008 I got the idea for the 6lb'er gun & jeep from a photo taken at the Hartenstein during the battle. So the answer is definately yes as the AT guns never made it as far as the bidge IIRC. As you can see from the aove shots there's tons of work yet to do. TBH I'm wondering if it's gonna work, either I'll overload the game engine or it will look sh!t, finding a happy balance will be the key. Link to comment Share on other sites More sharing options...
Gnasher Posted May 20, 2008 Share Posted May 20, 2008 Originally posted by Juergen2SS: Oh yeah.. one more things since I am no modder... LOL. Can you re-name the units and individual soldiers, tank commanders etc. Ie... Michael Wittman (Tank Commander) YES in the mission/campaign editor! Link to comment Share on other sites More sharing options...
Juergen2SS Posted May 20, 2008 Share Posted May 20, 2008 Well we are defenitely giving you a big round of applause, so far it looks great! Link to comment Share on other sites More sharing options...
Gnasher Posted May 20, 2008 Share Posted May 20, 2008 BTW they didn't just have 6lb'ers they also had 17Lb'er guns shipped in in Hamilcar Gliders. I would have also included Tetrarch tanks as well but AFAIK they were only use in Normandy not Market Garden. Anyway it's a moot point as I'm building a map not a mission, the units you see are for presentation purposes only. Link to comment Share on other sites More sharing options...
Juergen2SS Posted May 21, 2008 Share Posted May 21, 2008 Well an outstanding job indeed. I can only hope that downloading such add on missions would be easy. Thanks for your hard work, and historical accuracy. Link to comment Share on other sites More sharing options...
Gnasher Posted May 21, 2008 Share Posted May 21, 2008 I can only hope that you'll like my campaign (when I get it finished! 15 missions so far.), I've used a completely different design philosophy to the stock missions. Winning tactics & strategy are a lot more fuzzy than current stock missions in that you have randomly generated opponent forces (By that I mean a random number is generated & dictates the enemy force based on a number (3-5) of options. This means there's multiple solutions & you're never sure what or where the main threat will be. I like this I think it forces you to play more tactically rather than concentrate on single solutions, with lots of saves/reloads. Here's a representative piece of code to give you the idea of what I'm talking about:- </font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">SetWorkArmy ( ARMY , 2 ) set @opt = ( RND ) if ( @opt <= 15 ) then ReinforcementLand ( Group , "Option1" ) ArtSupportChangeState ( 2 , ENABLE ) Delay ( 50 ) CreateRectByObject ( RECT , "Arty Rect" , 100 , ARMY , 1 , TANKS , 2 , NO_PANIC ) Delay ( 50 ) ArtSupportCall ( 2 , RECT , "Arty Rect" ) endif if ( @opt <= 30 ) then ReinforcementLand ( Group , "Option2" ) CreateRectByObject ( RECT , "Mortar Rect" , 100 , ARMY , 1 , HUMAN , 2 , NO_PANIC ) MortarSupportChangeState ( 2 , ENABLE ) Delay ( 50 ) MortarSupportCall ( 2 , RECT , "Mortar Rect" ) endif if ( @opt <= 45 ) then ReinforcementLand ( Group , "Option3" ) CreateRectByObject ( RECT , "Arty Rect" , 100 , ARMY , 1 , HUMAN , 2 , NO_PANIC ) Delay ( 50 ) ArtSupportCall ( 2 , RECT , "Arty Rect" ) Delay ( 50 ) ReinforcementLand ( Group , "Option3" ) Delay ( 5 ) CreateRectByObject ( RECT , "Tank Rect" , 100 , ARMY , 1 , TANKS , 2 , NO_PANIC ) Delay ( 50 ) RunCommand ( GROUP , "Option3" , STORM , RECT , "Tank Rect" ) halt endif if ( @opt <= 60 ) then ReinforcementLand ( Group , "Option4" ) AviaSupportChangeState ( 3 , BATTLEPLANE , ENABLE ) CreateRectByObject ( RECT , "Air Attack Rect" , 100 , ARMY , 1 , ALL , 2 , NOT_EMPTY ) Delay ( 5 ) AviaSupportCall ( 3 , BATTLEPLANE , RECT , "Air Attack Rect" ) endif if ( @opt <= 85 ) then ReinforcementLand ( Group , "Option5" ) ReinforcementLand ( Group , "Option5" ) Delay ( 5 ) RunCommand ( GROUP , "Option5" , ATTACK , RECT , "final objective" ) endif if ( @opt >= 86 ) then ReinforcementLand ( Group , "Option6" ) ReinforcementLand ( Group , "Option6" ) Delay ( 5 ) RunCommand ( GROUP , "Option6" , STORM , RECT , "final objective" ) Delay ( 20000 ) endif </pre> Link to comment Share on other sites More sharing options...
Tankbuster Posted May 22, 2008 Share Posted May 22, 2008 Sounds superb Gnasher, thanks for the major effort you are putting into this innovative campaign design. Link to comment Share on other sites More sharing options...
monkeezgob Posted May 23, 2008 Share Posted May 23, 2008 The trouble is, if you want any sort of historical, tactical or contextual accuracy, this sort of campaign is precisley where the inability to enter and use buildings is a fundamental flaw in the games design. Link to comment Share on other sites More sharing options...
Juergen2SS Posted May 23, 2008 Share Posted May 23, 2008 True in regards to entering buildings. I think Urban combat is extremely challanging and very exciting. I still enjoy CMBB and CMAK just for that purpose. I do wish they had more builing mods for CMAK and CMBB, with 3 story structures and such so you can better simulate a real City enviornment like Stalingrad, Berlin, and other Russian townes. Even more mediteranean mods would be nice... it would be sweet to march troops thru Paris, or Rome.. Link to comment Share on other sites More sharing options...
Gnasher Posted May 24, 2008 Share Posted May 24, 2008 WIP Update: - More later......... Link to comment Share on other sites More sharing options...
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