Map info for RWM

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viriato
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Beitrag von viriato »

And here is something i found at osprey kursk if somebody is planning to make a scenario.its an example of you can get at this osprey edition.
I think i am getting carried away hahahaha
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Suka
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Beitrag von Suka »

viriato hat geschrieben:it took me ages to make but it is playable but if I add even one single little toilet shack to it the game crashes.pity about the limit of buildins and objects you can add to a game
I dont think anybody really likes city-battles that much...
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viriato
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Beitrag von viriato »

well i think it is up to the players.
I hosted the konig map 2 days ago and it went on for about 2 hours.
Even ssack (demanding as he is but extremly good fast player )didnot drop out :)
adrian
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Beitrag von adrian »

Matttheoz hat geschrieben:Absolutely...better maps. Take some pressure off the modders (make that moddeR) by making realistic maps with a realistic ratio of men to tanks (yes, there were more men than tanks :wink: ) and not using tigers in 1941 and Pz Is in 1944 etc.

I'm not sure how many mappers visit our little english-speaking enclave here but if they want advice on maps and can't use the german map making sections then why not post here. We definately need more quality maps.

You are definately right about the effort involved. I've been working on a new Stalingrad 512er for 6.7 based on aerial photographs and period maps and reports for a few months already and still need a while. Hard to scale a full city and get the feel right with the limited resources in the editor and the restrictions on houses etc. Mappers definately need all the help and encouragement they can get. Good idea.
I and sonda rescripted Kursk battle exact with units from 1943 and find an intersting balance for them so the main battle is betwen pz 4 and t 34 76 but there are also panther vs su 122 or tiger vs su 122 .Map is very compllex and USSR must use his mobility against heavy germans tanks!
ah and there was maded a STALINGRAD map 512x512 created by one guy from STW Panzergrenadier!! he did it a hstorical script and map looke awsome and teraine extraordinaire detailed and exact like in real maps.But like in all 512x512 lag come and ruined the game plus he set to much units and create a chaos with lagg.
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Roy
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Beitrag von Roy »

I have played 512*512 without lag. Depends on the connection of the players i think, if all have a good connection the game won't lag.
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Watchdog1
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Beitrag von Watchdog1 »

Well here's one I'm working on, Bastogne and the surounding villages. I tried 256 but that just was'nt big enough. Sripting units is hard for Me. Balancing the type's of units I want for all players and different locations is difficult. City defencesive units (maybe some on map initially) and an open field offence groupe for example.


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Lamafarmer

Beitrag von Lamafarmer »

More trees anyone? D:
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Watchdog1
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Beitrag von Watchdog1 »

Lamafarmer hat geschrieben:More trees anyone? D:
I don't know how many more? To many trees might hinder game play or offset the balance of a map. It's a tight rope act.

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Zuletzt geändert von Watchdog1 am 14.07.2007, 19:02, insgesamt 1-mal geändert.
Lamafarmer

Beitrag von Lamafarmer »

When I think about Bastogne two things pop up in my head and that's snow and trees. You got one thing so far. Don't mess it up ;D
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viriato
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Beitrag von viriato »

Do not worry about trees I am learning lately that if you have a proper new computer you can add"extra" everything well to a point .I see that you r map lacks a bit of ground texture....i mean winter snow landscapes are not always so white .if you go to your "free " or "horizontal" objects in the editor you may find some interesting textures ... and just click click or undo...its just a matter of making it "feel" more realistic.well its up to you
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viriato
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Beitrag von viriato »

Watchdog1 hat geschrieben:Well here's one I'm working on, Bastogne and the surounding villages. I tried 256 but that just was'nt big enough. Sripting units is hard for Me. Balancing the type's of units I want for all players and different locations is difficult. City defencesive units (maybe some on map initially) and an open field offence groupe for example.


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what size are you using? if you give me information I can help you .in the unit balancing thread there is a lot of information ...I know it is a bit boring but all you need is to write (I mean write down what the veterans say ...you know adrian realwarfare mod langermarck etc and cotrast thier ideas to make a safe balnce map)
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Matttheoz
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Beitrag von Matttheoz »

viriato hat geschrieben:... if you give me information I can help you .in the unit balancing thread there is a lot of information ...I know it is a bit boring but all you need is to write (I mean write down what the veterans say ...you know adrian realwarfare mod langermarck etc and cotrast thier ideas to make a safe balnce map)
Yo...have a look in there...if you dare...you'll never be the same again... :? :shock: :roll: :cry:
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Langemarck
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Fort Eben-Emael (May 1940) 2V2 Map

Beitrag von Langemarck »

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- Fort Eben-Emael --
a Belgian fortress in between Liege and Maastricht, near the Albert Canal. Constructed in 1931-1935 to protect the German border, together the Linge Maginot and several other forts around the Belgian cities in the east.
On 10 May 1940, 85 paratroopers of the 1st Fallschirmjäger Division had the mission to neutralise the strongest fort in the world (firepower 2100kg per minute, 5.5km tunnels, walls up to 60m) with a new German weapon: hollow charges.
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http://www.youtube.com/watch?v=aVQq0jx8 ... ed&search=
sorry for this wochenschau propaganda, they removed the history channel clip, but it still gives u a good image how much diffirent this war is from the eastfront battles, this is real blitzkrieg.[/u]
Lamafarmer

Beitrag von Lamafarmer »

Is that single- or multiplayer? If it's multi, I hope your script doesn't suck as usual :P
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viriato
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Beitrag von viriato »

Hi
i explain ,i am building a 512 map based on the prodvoroka battle and i have a couple of questions.
i am into putting a lot of detail in the map and I am afraid of object limitation.Is there a real limit (1000 objects ) or that problem is over with the new computers.i wouldnt like to end up wasting my time for nothing.
The second question is for me ,vital.I think i mentioned it before..Is there anyway i could force team 1 for example Russians to always come out from one side of the map.For me is very important for historic realism.as you can see in the map prodvoroka (or whatever,dam name hehe) is down in the bottom side
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