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Old July 5th, 2005, 10:44 PM

Pepper Pepper is offline
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Default Do you like to design maps?

I'm in the process of designing what I think should be an interesting game variant that utilizes the SPMBT engine. The backstory finds player #1 in control of a USMC MEU as a formerly neutral foreign nation has just fallen in a military coup (player #2, Red). I will play as the "referee" and I will control the civilians, and interact in the game on the fly to keep it interesting.

I am envisioning that the game takes place on a 3x3 grid of 200x160 maps (9 maps in all). Column #1 (far left) would consist of 3 beach maps (off of which the USMC units are stationed). The remaining 2 columns would be land based. The far right column's right border would be a mountain range.

Player #1 (USMC) would be able to enter his units on any of the 3 maps in column #1. I have researched the components of an MEU and player #1 will have those units at his disposal. Player #1 need not insert everything immediately -- i.e. I will keep track of his units that are "off map" until he indicates that he wishes to insert them that round (at which time I will edit the appropriate maps to include his entering units for movement). Player #2 will control his units that will start off in "realistic" positions, and player #2's rules of engagement will limit what can be done with his units prior to his realizing that he is being invaded. I have devised a set of rules that when combined with some appropriate maps should limit any type of edge-of-the-map exploit tactics from Red.

I have come up with what I hope will prove to be interesting variations on the game, in addition to having such a large battlefield. In short, I intend to remain involved in the game not merely as a passive spectator, but to adjust the game on a dynamic ongoing basis to reflect the operations.

Without giving away all the ideas I have, here are a few: Some of the "civilians" may actually be intelligence operatives controlled by the US forces (but would appear as civilian non-combatants to the Red player). Others will undoubtedly be loyal to (i.e. controlled by and acting as the eyes and ears for) the Red team. The assets available to the Red player will vary based on the game's progress (e.g. lose the airport and Red loses his airforce). I hope to further model various aspects of the engagement through actively editing the OOB between rounds. For example, if the USMC controls or destroys the power grid, it strikes me that a slight change to Red's core troop morale would be appropriate. If the USMC destroys Red's radio tower, thereby crippling Red's propoganda machinery, another morale adjustment would be appropriate. If the USMC captures the radio tower and starts to use it for its own propoganda, a counter-insurgency may be born, or additional humint assets may be recruited. If the USMC suffers a devastating defeat, or excessive losses, their rules of engagement may be altered by the "top brass" from home. I hope to find additional ways to make the game respond to real world tactics, strategies and plans.

Unfortunately, I am not a good map maker. This is a call out for anyone who would be interested in helping me out by designing one, some or all of these maps (again, 9 in all). I know what types of structures I want in the various maps, so I have some guidance, but what I need is someone who can crank out the maps and would be willing to give this project a shot. Hell, if you do volunteer and do the maps, and you want to play one side once it's done -- you've got a guaranteed spot.

Thanks in advance.
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