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WinSP Scenario Design Clinic
I am currently working on setting up a Scenario Design Clinic for those interested in getting into Scenario/Campaign Design but are not sure where to start or what is really involved.
It will allow for new designers to post their project and allow others to help them test, comment on and provide guidance as the project is being worked on. Designers can also use their thread to request specific assistance from veteran designers. It's in the early stages at the moment and another announcement will be made when I get things more organized. It will cover both WinSPMBT and WinSPWW2. If you might be interested post here and I'll try to answer any questions as well as provide additional information on the project. You can also shoot me an email at spmbt-project@combat-campaigns.com |
Re: WinSP Scenario Design Clinic
Hi,
This is a good effort from Double Deuce, and I will try whenever possible to provide my assistance to anyone who needs help on advanced scenario issues. cheers, Pyros |
Re: WinSP Scenario Design Clinic
Seems interesting. I would be interested. I seem to make alot of Scenarios and camps but never release any. Alot of times never finish.
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Re: WinSP Scenario Design Clinic
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There are a lot of people posting great ideas for scenario's that will never get done. We need some of these "idea people" to take it to the next step and learn to design. If they have the idea in their head chances are they have an OOB and the scenario breifing already thought out to some degree. It's not hard, time consuming yes hard, no. What I would like for this clinic to do is allow others to provide place for designers to get guidance and support to keep their project moving through to completion. Then release them as a Scenario Pack. |
Re: WinSP Scenario Design Clinic
Hi Guys - I've just joined as I've only recently hooked up with WINSPMBT after playing the various DOS versions to death!
I'd certainly be interested in a scenario design clinic as I have a boatload of ideas but zero fraction patience to finish anything! http://forum.shrapnelgames.com/images/smilies/mad.gif Example - I want to do an early '90s confrontation between Egypt and Sudan in the disputed Hala'ib Triangle - a Sudanese helicopter assault against some frontier unit outposts, with each side throwing in reinforcements of various kinds. |
Re: WinSP Scenario Design Clinic
My problem is making the maps. Can I do it? Yes, I just find that part of scenerio design tedious.
I much more enjoy placing and editing of the units, creating the waypoints, and writing the text. Currently looking to "team up" with a quality map maker to speed up the process. Topographic map design from actual topo maps creates the best maps I think. Alot of maps have far to much "clear" terran on them. |
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I know what you mean - maps are the one thing that put me off doing any scenario design. |
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I know what you mean - maps are the one thing that put me off doing any scenario design. [/quote] Me too,i just don't have the patience or time to make maps |
Re: WinSP Scenario Design Clinic
For instance, can anyone tell me:
1) how to put down barbed wire in a hex 2) how to choose suitable buildings for a camp or outpost style settlement? TIA |
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I have made some Golan Heights and Suez Canal maps from Google Earth Imagery, problem is by the time I'm done with the map I'm exhausted and never finish the scenarios!
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Have not seen you post for awhile Double D.
Welcome back!:) |
Re: WinSP Scenario Design Clinic
Hey lads!
I am quite new on this boards, but I play SPMBT mainly for a while :P I am also interested in scenario design, acutally I have two scens WIP, but I need assistance: I use only free version of the game, how can I in scenario editor set a reinforcements turn for off-map units like planes or artillery? |
Re: WinSP Scenario Design Clinic
Not sure if I remember right but just use the N+P keys to select it, you can do it I have
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Works now, thanks! It couldnt be simpler.
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Two more questions:
1. How can I set flag value bigger than 249 points? 2. Inspired by Mobhack, I started to work again on my Uganda and Tanzania scenario (Lukaya meeting engagement, march '79). Map is a causeway, so it is VERY narrow. I have unfortunately found that enemy tanks enter the marshes anyway (even if they have a land in from of them) and get stuck really fast. How can I fix it? |
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2)path-finding will look for the least-cost route, and if the causeway is blocked with wrecks, or a traffic jam etc then the marsh might be seen as being less movement cost. Also - look at the waypoint system. Cheers Andy |
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All right, but in some scenarios there are flags worth eg. 1000 points. How did they do this?
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Cheers Andy |
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This i also learned by trail and error on very important objectives,
Edit v-hex locations then stack them, not so obvious as it seems:) |
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LOLZ, I have never heard of possibility of putting few flags on the same hex. Have to check it, thanks.
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Hi
I uploaded a scenario for testing. It deals with a variant of the planned SAS raid on RÃ*o Grande naval air base during the Malvinas / Falkland conflict. I´m working out other maps and scenarios related with this and other conflicts. Enjoy Patricio |
Re: WinSP Scenario Design Clinic
Lets say I have a scenario where player is assaulting another side. Enemy receives reinforcements later, but they remain in their positions instead of rushing forward to help the defenders. How to make them move?
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Re: WinSP Scenario Design Clinic
Lower the reaction turn
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Re: WinSP Scenario Design Clinic
As well a giving them a small reaction turn - also try giving the platoon HQ a path to follow that takes them into where you think contact will occur.
If you want a general advance of the defending AI - then you can use neutral or attacker-held Victory hex(es) out in attacker land. See the tutorial scenario, as that is the method used to tempt the Iraqi defender into giving up his defensive positions and kamikaze charging headlong into the USA trainee there. However, V-hexes on the attacker's side are a) a clue to the human player that the AI will come at him (which he can then exploit) and b) a pain to get right (setting appropriate reaction turns for all defenders, and the fact the AI will sometimes decide to step off and regain them early). |
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Map making. I'm good at it. I enjoy it. I have time to do it. I would be happy to take on a map making project for someone if they are interested in design the rest of the scenario or campaign. All I require is a good reference map to work with.
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Nobody please put any such requests here - wait until the OP creates a new and appropriate thread and then we can delete this post. This thread is only for the techniques involved in scenario design. Andy |
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Ok Sorry
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Re: WinSP Scenario Design Clinic
Somehow repeating a question I had recently, about AI attacking, as this seems to be working pretty randomly for me. Need to admin I haven't yet tried the waypoints method, as I am tend to create pretty massive scenarios and unfortunately waypoints didn't work fine for me for previous ones. Trying it out with 200+ is rather not encouraging unless I am 100% I do all the stuff correctly.
Situation is as follows: this is player advance vs. AI delay. AI has units deployed already on the map that are supposed to weaken and delay the player UNTILL the reinforcements arrive. Now, my question is: when AI receives the reinforcements and STILL owns majority of the flags, new-coming units will not react and just stay on their spawn points. If most V hexes are lost, then entire army (even the one that was supposed to delay further) is rushing forward. I am interested in forcing reinforcements to immediate attack while leaving the remaining units to delay and hold till new units will pass through them. Is this complete-able any other method than waypoints? If not, then how to correctly assign waypoints to achieve best effects and make sure this works? Would be glad for deep explanation here or link to such, if possible. |
Re: WinSP Scenario Design Clinic
Okay been a while but set the reaction time from the HQ screen
For those you want to remain in place set it high for those you want to attack set it to zero or the turn you want them to move. Note if I remember correctly scouts tend to ignore it so set scouts including scout vehicles as reinforcements entering when you want them to start moving. Dont think it works for helos either though you can slow them down to some extent using waypoints. Read the help forget think move through a max of 3 waypoints a turn & they will go off & do there own thing once they engage. If you have not already bought the forces says you shouldnt but if you buy & deploy all holding forces with battle set as delay. Make all adjustments range reaction time etc & only then switch the battle to engagement. Now deploy the other units they will have a reaction time of zero saving you adjusting all of them individually. You can now set them as reinforcements or deploy them & set the reaction time for when you want them to adavnce. Note this way they will NOT got entrenchments :) in a defend battle. Do set some arty as reinforcements timed to arrive with your attacking force. Important save often if using waypoints & its best to finnish all purhases & deployment before plotting waypoints if you use them, occasionally they can get mucked up if you dont do this. Suggest try a test deploy switching from delay to meeting with a few units to see how it works first Hope this helps perhaps someone who has dabled more recently can chip in. |
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