.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

BCT Commander- Save $6.00
World Supremacy- Save $10.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPMBT > Campaigns, Scenarios & Maps
Notices


Reply
 
Thread Tools Display Modes
  #1  
Old April 19th, 2011, 07:23 PM
Roman's Avatar

Roman Roman is offline
First Lieutenant
 
Join Date: Jun 2008
Location: Córdoba-Argentina
Posts: 646
Thanks: 92
Thanked 77 Times in 57 Posts
Roman is on a distinguished road
Default Re: A More Modern > - Multiplayer "User vs AI" Campaign

I think there are good ideas. I propose that we submit a list of situations and that we vote for the most interesting and easy to do. This is for us to work all in the settings and details. We can also make a merit list according to the polls.
I think it's this or work alone .... In my case I need help ...
__________________
"We are free and nothing else matters"
Jose de San Martin.
Reply With Quote
  #2  
Old April 23rd, 2011, 03:45 AM
Double_Deuce's Avatar

Double_Deuce Double_Deuce is offline
Major
 
Join Date: Jun 2005
Location: Crossville, TN
Posts: 1,189
Thanks: 21
Thanked 39 Times in 25 Posts
Double_Deuce is on a distinguished road
Default Re: A More Modern > - Multiplayer "User vs AI" Campaign

Going back through this I am more and more leaning towards a NATO vs Warsaw Pact game (circa 1984-87) with the players making up a US Task Force against a large Soviet force. The main reason is that its the era I have the most firsthand knowledge and information with so it will be easier to document and set up.

Under this setup, players would be commanders of the various Company Teams (x4) and probably the Scout Platoon. Then there would be the Battalion (Task Force) Commander who has access to and control over the Battalion level units (mortars, engineers, etc) and all extra support forces that could be called on such as Division Artillery and Air assets.

Oh, and I will need at least 36 40x50 highly unique, pre-made custom maps.
__________________
Wargaming Blog: Combat Campaigns
Reply With Quote
  #3  
Old April 23rd, 2011, 07:36 AM
DRG's Avatar

DRG DRG is offline
Shrapnel Fanatic
 
Join Date: Mar 2005
Location: GWN
Posts: 12,692
Thanks: 4,127
Thanked 5,925 Times in 2,916 Posts
DRG will become famous soon enough
Default Re: A More Modern > - Multiplayer "User vs AI" Campaign

Quote:
Originally Posted by Double_Deuce View Post
.

Oh, and I will need at least 36 40x50 highly unique, pre-made custom maps.

The entire point of the Map Generator and the Extended Map editor is to largely elliminate the need to make them 100% by hand. You should be able to generate all those 40x50 maps that *may* need a bit of hand tweaking in an hour or two.

Don
Reply With Quote
  #4  
Old April 23rd, 2011, 08:25 AM
Double_Deuce's Avatar

Double_Deuce Double_Deuce is offline
Major
 
Join Date: Jun 2005
Location: Crossville, TN
Posts: 1,189
Thanks: 21
Thanked 39 Times in 25 Posts
Double_Deuce is on a distinguished road
Default Re: A More Modern > - Multiplayer "User vs AI" Campaign

Quote:
Originally Posted by DRG View Post
Quote:
Originally Posted by Double_Deuce View Post
.

Oh, and I will need at least 36 40x50 highly unique, pre-made custom maps.

The entire point of the Map Generator and the Extended Map editor is to largely elliminate the need to make them 100% by hand. You should be able to generate all those 40x50 maps that *may* need a bit of hand tweaking in an hour or two.

Don
Normally I would do that and I am doing it with the current vs AI Campaign however I have some specific designs in mind based on some images I have for use with miniatures tabletop layouts. There are about 100+ of them I would like to pull the 36 maps from and try to get close to them.
__________________
Wargaming Blog: Combat Campaigns
Reply With Quote
  #5  
Old April 23rd, 2011, 08:29 AM
RightDeve's Avatar

RightDeve RightDeve is offline
Second Lieutenant
 
Join Date: May 2008
Location: Yogyakarta, Nusantara
Posts: 468
Thanks: 99
Thanked 104 Times in 65 Posts
RightDeve is on a distinguished road
Default Re: A More Modern > - Multiplayer "User vs AI" Campaign

Quote:
Originally Posted by Double_Deuce View Post
Oh, and I will need at least 36 40x50 highly unique, pre-made custom maps.
Define "highly unique" please..

And do you mean these 36 maps need to be "continuous"?
Reply With Quote
  #6  
Old April 23rd, 2011, 10:41 AM
Double_Deuce's Avatar

Double_Deuce Double_Deuce is offline
Major
 
Join Date: Jun 2005
Location: Crossville, TN
Posts: 1,189
Thanks: 21
Thanked 39 Times in 25 Posts
Double_Deuce is on a distinguished road
Default Re: A More Modern > - Multiplayer "User vs AI" Campaign

Quote:
Originally Posted by RightDeve View Post
Quote:
Originally Posted by Double_Deuce View Post
Oh, and I will need at least 36 40x50 highly unique, pre-made custom maps.
Define "highly unique" please..

And do you mean these 36 maps need to be "continuous"?
No, they do not need to be continuous. The campaign will use a point to point movement system.

Basically there would be 36 maps that do not need to "fit together". Each should focus on a certain terrain feature. Some would have a river, some a small town or village, some with low rolling hills, maybe one a small open valley flanked by wooded hills, etc.

I will have to test out the map Editor to see what settings will get a good base map and then the roads, railways, buildings, etc could be overlaid to flesh out the map. At the same time some other terrain tweaking could be done to make sure the edges (at least the left and right) offer enough concealment in the 1st 5 hexrows on both edges to give an attacker a place to start off without being in sight at the start.

Below are some samples that would be used as guides.
Attached Thumbnails
Click image for larger version

Name:	sample_topo.png
Views:	219
Size:	7.1 KB
ID:	11095   Click image for larger version

Name:	sample_topo2.png
Views:	241
Size:	6.5 KB
ID:	11096   Click image for larger version

Name:	sample_topo3.png
Views:	220
Size:	8.8 KB
ID:	11097  
__________________
Wargaming Blog: Combat Campaigns
Reply With Quote
  #7  
Old April 23rd, 2011, 11:10 AM
Double_Deuce's Avatar

Double_Deuce Double_Deuce is offline
Major
 
Join Date: Jun 2005
Location: Crossville, TN
Posts: 1,189
Thanks: 21
Thanked 39 Times in 25 Posts
Double_Deuce is on a distinguished road
Default Re: A More Modern > - Multiplayer "User vs AI" Campaign

To add to my previous post.

The maps should not be anything fancy. No wild terrain design (messing with the hex height in the editor) stuff. Just clean natural looking terrain with room for maneuver and some places to hide evenly spread across the map with a major terrain feature or two, preferably close to the center of the map.
__________________
Wargaming Blog: Combat Campaigns
Reply With Quote
  #8  
Old April 23rd, 2011, 12:38 PM
RightDeve's Avatar

RightDeve RightDeve is offline
Second Lieutenant
 
Join Date: May 2008
Location: Yogyakarta, Nusantara
Posts: 468
Thanks: 99
Thanked 104 Times in 65 Posts
RightDeve is on a distinguished road
Default Re: A More Modern > - Multiplayer "User vs AI" Campaign

Quote:
Originally Posted by Double_Deuce View Post
To add to my previous post.

The maps should not be anything fancy. No wild terrain design (messing with the hex height in the editor) stuff. Just clean natural looking terrain with room for maneuver and some places to hide evenly spread across the map with a major terrain feature or two, preferably close to the center of the map.
Oh, that's nothing near unique, let alone "highly unique" then.. I'm an urban battle lover and that being said, the stock/plain SP technique of laying down urban terrain is really unsatisfactory to simulate its 3D nature. Hence the use of asterix sign in map editor is really handy.

And that, is not wild I think.

Just my two cents

Zen
Reply With Quote
  #9  
Old April 24th, 2011, 08:35 PM
Double_Deuce's Avatar

Double_Deuce Double_Deuce is offline
Major
 
Join Date: Jun 2005
Location: Crossville, TN
Posts: 1,189
Thanks: 21
Thanked 39 Times in 25 Posts
Double_Deuce is on a distinguished road
Default Re: A More Modern > - Multiplayer "User vs AI" Campaign

Quote:
Originally Posted by Double_Deuce View Post
Going back through this I am more and more leaning towards a NATO vs Warsaw Pact game (circa 1984-87) with the players making up a US Task Force against a large Soviet force. The main reason is that its the era I have the most firsthand knowledge and information with so it will be easier to document and set up.

Under this setup, players would be commanders of the various Company Teams (x4) and probably the Scout Platoon. Then there would be the Battalion (Task Force) Commander who has access to and control over the Battalion level units (mortars, engineers, etc) and all extra support forces that could be called on such as Division Artillery and Air assets.
OR

Would you guys be more interested in doing this from the Warsaw Pact perspective? In that version, players would be company level commanders in a Soviet Motorized Rifle Battalion of a reinforced Motorized Rifle Regiment.

At this point, I have the base story fleshed out but need the maps (x36) AND to decide which force will be run by the players.
__________________
Wargaming Blog: Combat Campaigns
Reply With Quote
  #10  
Old April 25th, 2011, 03:56 AM
Imp's Avatar

Imp Imp is offline
General
 
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
Imp is on a distinguished road
Default Re: A More Modern > - Multiplayer "User vs AI" Campaign

Not really being following but from warsaw pact side might be a refreshing change.

On maps why not set to max size generate a few & tidy up then if have CD cut & paste into smaller maps. If so wished could be continous areas even doing with overlap of adjacent map if so desired.
Say 5 hex overlap so if maps were 50x50 second would cover from hex row 45 - 95 3rd from 90 - 140
You would get 3x4 =12 maps of that size out of a 160x200 map so need 3 covering diffrent areas with slightly diffrent terrain perhaps for 36 maps.
Take base map generated to produce first map then adjust a few settings for others & generate the next.
Urban field tree & hill height settings come to mind just tweak slightly & generate next map for something similar but say with rolling hills or more trees.
Also yes on right devs comment sometimes maps can be to flat but dont use asterix unless going to change that hex to something else so it stands out like dirt (doesnt work well as single hex) you want a few undulations use high grass so its obvious its not flat terrain.
__________________
John

Last edited by Imp; April 25th, 2011 at 04:03 AM..
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:56 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.