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Empires Heaven » Forums » Scenario Design Discussions » Angoville, a CoH ispired scen for multiplayer
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Topic Subject:Angoville, a CoH ispired scen for multiplayer
jocamar
Member
posted 02-25-09 04:16 PM EDT (US)         
I began making a scen for multiplayer inspired in the map from the game CoH.
Heres an overview of the map:

[JPEG, (171.10 KB)]

This map will feature:
-Two factions, Germany and the US each with their own set of units (example: the Axis get the grenadiers)
-Completely changed game play (example: tanks cannot be killed by small arms fire and the mg's cannot fire unless deployed and have huge attack strength)
-A cover system for nearly every object on the map.
-Destructible fences and barbed wire (tanks can run over them)
-A way to construct tank traps (which block an area of the map but can be demolished by Engineers)
-Unique resource system that encourages aggressive tactics.
-Special defensive slots in both bases that can be upgrades with either mg bunkers, artillery or AT guns.
-Artillery system (you can cal artillery strikes if you have built it)
-Hopefully off map call ins and powers trough your field officer.

This is a 1v1 B&D scenario for multiplayer in which you build your base and have to capture places in the map that give you gold. Units are made through different buildings via Questions Box and you can only build in your base territory (except mines and tank obstacles).

You are free to post your opinions and suggestions here.

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UPDATE
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Here are some pictures to give you an idea of the map design. This is a post DDay normandy setting, with US rangers vs Wehrmacht forces. I tried to give the feeling for the french hedgerows and the farms but it is hard with EOMW's editor.

Some farms:


The quiet french countryside:


One of the capturable points:


One of the bases without defenses upgraded:


One of the bases with an MG bunker and an artillerie piece upgraded:


And a captured point:



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UPDATE 2
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-Things that I've managed to do:
-Buildable tank traps
-Cover
-Buildable base defenses
-AT guns need infantry near them to man them (if no infantry is near them they turn neutral and can be captured by the enemy.
-Point system in which the more points you captured the more resources you win.
-Unit creation system via question box.

Oh and sorry for this being taking so long, Ive been playing Empire Total War and Act of War. And sorry for the small pics.

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UPDATE 3
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Well sorry for no pics but there's nothing new to show. Scenario design is done and most of the triggers for the blue player as well.

UPDATED Things that I've managed to do:
-Buildable tank traps
-Cover (Reworked, works with buildable tank obstacles)
-Buildable base defenses
-AT guns need infantry near them to man them (if no infantry is near them they turn neutral and can be captured by the enemy.
-Point system in which the more points you captured the more resources you win.
-Unit creation system via question box.
-MG's don't do damage unless set up (vickers MG only of course)
-Infantry (GI's and Neuer soldats as they are the only ones that can man AT guns) walk at the same speed of the AT gun when manning it.

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UPDATE 4
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Just posting this to show you this scenario isn't dead. I'm still working on it and sorting out bugs.

One thing new I'm hoping to implement is different kinds of damage to tanks. In other words, when a tank reaches a certain critical health it has a chance of becoming damaged in either the engine or the main gun.
I still haven't tried it but it will be something like this, when a tank reaches like 20% of its health it will have chance of becoming damaged in either the tracks or the turret. This will be market by a chat message, an audio cue and the unit will start to burn and show smoke. That way the player will know when it happens and to which units. The player will have to repair the tank fully to get it to work again. This is to prevent tanks from becoming too useful (since they cant be hurt by normal weapons and although they have a slow firing rate they oneshot infantry). Obviously tanks with engine damage will have their speed reduced to zero, and tanks with weapon damage will have their attack reduced to zero. If you have any other ideas for the scenario you can contribute to it.

Progress:
Map Design: 99% (the only thing remaining is bug fixing)
Trigger work: 63%
History/Instructions: 0%
Load images and cinematics: 0%
Playtest: 0%

ONE QUESTION: If you have a trigger that says your infantry have added gun protection, but that infantry hadn't got the little vest, does it get gun protection or does it only work with units that already had it?

ANSWER: Tests I made proved that the gun armor of an infantry that hasn't got any remains the same.

[This message has been edited by jocamar (edited 05-05-2009 @ 05:05 PM).]

AuthorReplies:
CptIronMike
Member
posted 02-25-09 04:32 PM EDT (US)     1 / 20       
Looks like its going to be very fun and ambitious. Good luck!
CptIronMike
Member
posted 02-28-09 03:13 PM EDT (US)     2 / 20       
Forgot to ask- Is there a possibilty of this game being release in single-player mode?
jocamar
Member
posted 03-01-09 07:10 AM EDT (US)     3 / 20       
I may try to make a workable AI, but for now, and in order to not be so complicated, I'm focusing on multiplayer.

[This message has been edited by jocamar (edited 03-01-2009 @ 07:12 AM).]

CptIronMike
Member
posted 03-15-09 03:48 PM EDT (US)     4 / 20       
Map design looks amazing from those pictures. Very well done!
Rotaretilbo
Member
(id: Brandon Rebuga)
posted 03-15-09 05:18 PM EDT (US)     5 / 20       
I must say, map design look quite wonderful. Keep up the good work. Hope the triggers are just as brilliant.

"Also, I'm no clearer on what WIFOM is really, although I gather it's something to do with Thymole being gay..." -Sassenach
"I don't lie in my claims and I don't intend to." -WeeMicky
"OH MY GOD A DINOSAUR" -Peter Fallon
jocamar
Member
posted 03-20-09 08:51 PM EDT (US)     6 / 20       
UPDATED, check the original post and tell me what you think. Ideas would be welcome too. Cheers ^^
Rotaretilbo
Member
(id: Brandon Rebuga)
posted 03-21-09 04:04 AM EDT (US)     7 / 20       
So, I'm interested in how cover works. Did you do a system where if units are within a certain area that is assigned around something that would offer cover, they have higher defense against bullets, or did you manage something that takes direction of attacker into account?

Also, if AT guns need infantry near them to operate, then wouldn't they be a pain to move, since the infantry might move faster? How did you solve this potential problem?

"Also, I'm no clearer on what WIFOM is really, although I gather it's something to do with Thymole being gay..." -Sassenach
"I don't lie in my claims and I don't intend to." -WeeMicky
"OH MY GOD A DINOSAUR" -Peter Fallon
jocamar
Member
posted 03-21-09 09:15 AM EDT (US)     8 / 20       
Well as for cover, I haven't made it directional because that would require a HUGE amount of triggers and I need cover to be dynamic. Because you can use tank obstacles that you build as cover, cover can be destroyed and I was thinking about making tank wrecks provide cover. So you just need to be really close to an object and it provides cover to. I tried to do directional cover with areas but I realized that that wouldn't take me anywhere.

If anyone can do it I can think of changing the triggers but right now I have a system that makes whomever is in medium cover to have more protection against bullets, and gives more damage (due to being in cover fires come accurately) and whomever is in heavy cover gains the benefit of health regeneration.

As for AT guns I'm thinking of either making infantry manning them walk slower. Or alternatively make AT guns faster. That ain't hard. The hardest part was what I've done already, which is to make AT guns need to be manned. I hope that if I do make infantry manning them slower, it encourages a more tactical use of AT guns, because they have more range but require infantry to mann them and are slow. They also do a lot of damage to tanks. They aren't the only counter though. Mines and grenadiers do a good job to. German panzerfausts are good as well.

Hope I answered your questions. I you have suggestions for cover I would like to hear them ^^
CptIronMike
Member
posted 03-21-09 11:45 AM EDT (US)     9 / 20       
For directional cover (this is just theoretical), could you maybe make some "flares" or "flare 2s" from the object menu, then do a replace effect and make them all into walls, then give the walls a graphic scale of 0 or .1? Of course, I'm not 100% walls will actually block bullets, so this might be pointless, but it's worth a shot. I'm looking into a similar system for my "Battle of Stalingrad" scenario, but I haven't got that far yet...

Production chief (and currently sole member) of Jumpdrive Studios scenario design squad. Currently not accepting applications - yet.

"Yeah, we get it, but we don't really, like, get it."
jocamar
Member
posted 03-21-09 01:00 PM EDT (US)     10 / 20       
I think wall completely prevent people from firing through them. And I want the soldiers to be able to shoot through cover and just be more protected.
jocamar
Member
posted 03-26-09 07:57 PM EDT (US)     11 / 20       
UPDATED.
Would appreciate if anyone could answer the question in the end.
Cheers.
CptIronMike
Member
posted 03-26-09 08:17 PM EDT (US)     12 / 20       
From some tests I've run, I think an increase in gun armor on any unit will increase its gun armor, even if it doesn't have the vest.

Production chief (and currently sole member) of Jumpdrive Studios scenario design squad. Currently not accepting applications - yet.

"Yeah, we get it, but we don't really, like, get it."
coolkidx
Member
posted 04-03-09 01:01 PM EDT (US)     13 / 20       
Looks great!

I hope you finish it quick cus' the download center is dead as hell.
Hank
Stainless Steel Studios
posted 04-04-09 11:35 PM EDT (US)     14 / 20       
Sounds great and exactly the kind of stuff this editor is capable of doing in the right hands!
CptIronMike
Member
posted 04-06-09 07:30 AM EDT (US)     15 / 20       
Do you mind if I ask how you managed to make the cover system work? I was thinking of something like that for my battle of Stalingrad scenario, but I haven't been able to do much because, like you said earlier, you can't shoot through walls.

Of course if it is a trade secret I understand... :-)

Production chief (and currently sole member) of Jumpdrive Studios scenario design squad. Currently not accepting applications - yet.

"Yeah, we get it, but we don't really, like, get it."

[This message has been edited by CptIronMike (edited 04-06-2009 @ 07:31 AM).]

jocamar
Member
posted 04-11-09 07:29 PM EDT (US)     16 / 20       
I can tell you how the cover system works. After all, I would love to see more maps use this. You just create the cover object and the troops object (which is near the cover object) and put a trigger looping to give them the bonuses.

Then create a troops object NOT near the cover object and give put him in a looping trigger that gives him normal attributes. That way when the troop near cover exists it gets buffs, When troops not near cover exist they get normal.

But you have to make the buffs to be an exact number (example make attack exactly 200%) because if you make increase attack the trigger will loop it. If its exact it doesn't matter if it loops. Same for reverting them back to normal.

BTW I usually use percentages (increasing to exactly 200% and decrease to 100%) but it can work with normal values as well.

Also I'm sorry for taking so long to make this scenario but I've been on vacations and unable to use my PC. I expect to proceed with making the scenario as soon as the holidays end.
CptIronMike
Member
posted 04-11-09 08:51 PM EDT (US)     17 / 20       
Much simpler the than the way I was doing it. Thanks.

Production chief (and currently sole member) of Jumpdrive Studios scenario design squad. Currently not accepting applications - yet.

"Yeah, we get it, but we don't really, like, get it."
jocamar
Member
posted 04-12-09 12:54 PM EDT (US)     18 / 20       
Yes its simple. I tried to make it directional but it was too hard and not dynamic enough for an mp scenario. This is much simple and works very well even for build able things like tank obstacles.

Nevertheless this is more than most games where cover doesn't even exist and proves what this editor can do.

Have you put it in your scenario and did it work?
CptIronMike
Member
posted 04-12-09 02:32 PM EDT (US)     19 / 20       
I have tested it out and it works fine. Thanks.

Production chief (and currently sole member) of Jumpdrive Studios scenario design squad. Currently not accepting applications - yet.

"Yeah, we get it, but we don't really, like, get it."
jocamar
Member
posted 05-05-09 05:04 PM EDT (US)     20 / 20       
Updated the original post.
Also come on people start making scenarios and posting them in the design section. Its dead as hell.
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