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.
---------------------------------------------------------
UPDATE 3
---------------------------------------------------------
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.
----------------------------------------------------------
UPDATE 4
----------------------------------------------------------
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.
Heres an overview of the map:
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.
--------------------------------------------------------
UPDATE
--------------------------------------------------------
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 E
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:
----------------------------------------------------------
UPDATE 2
----------------------------------------------------------
-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.
---------------------------------------------------------
UPDATE 3
---------------------------------------------------------
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.
----------------------------------------------------------
UPDATE 4
----------------------------------------------------------
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).]