Author Topic: ETO Map  (Read 611 times)

Offline Raptor

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ETO Map
« on: May 14, 2005, 07:48:33 PM »

Heres what I am doing:
- Im placing as many towns as I could find on these WW2 maps that I came across (I already have this part planned out on a bmp) and theres well over 100 towns.
- Next I will evenly disperse airfields throughout the map, find the closest town and connect that town to that field. I read something about new MA maps having towns a good distance from the fields which sounds like a good idea to me.
- After that I will place Vehicle fields around key ground battles, such as around Bastogne, hedgerow country, Warsaw, etc.
- Then I will place factories, based on WW2 maps showing primary and secondary bombing areas.
- Now I will place HQs, Ports and major cities.
- Connect everything with roads and railroads
- Place Rivers that arent large enough to use water tiles as "visible only"

Thats as far as Im planning ahead, enough work for the meantime...

Offline Easyscor

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« Reply #1 on: May 15, 2005, 12:48:47 AM »
I was planning the same thing, at one half scale, western UK to eastern Poland.  I wanted to use .dem files but there was a problem with stretching 4 files correctly so I put it on hold.

I look forward to seeing your terrain.
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Offline NHawk

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Re: ETO Map
« Reply #2 on: May 15, 2005, 05:28:37 AM »
Quote
Originally posted by Raptor01
... I read something about new MA maps having towns a good distance from the fields which sounds like a good idea to me....
...


This seemed like a good idea on the first map released into the MA. Until you played it a little while. Some of the towns were nearly a full sector away, making them nearly impossible to defend from low level attack.

Personally, I think towns and bases should be capturable separately. Perhaps by making the town out of the city objects and placing a map room in them. After all, just because a town falls 10 to 20 miles away doesn't mean the base fell. :)
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Offline Raptor

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« Reply #3 on: May 15, 2005, 11:57:10 AM »
a whole sector away is pretty far, I was thinking within 10 miles at most. Usually when enemy troops got that close to an airfield they would move back.
This is about 1:4 scale

Offline Easyscor

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Re: Re: ETO Map
« Reply #4 on: May 15, 2005, 11:59:16 AM »
Quote
Originally posted by NHawk
Personally, I think towns and bases should be capturable separately. Perhaps by making the town out of the city objects and placing a map room in them. After all, just because a town falls 10 to 20 miles away doesn't mean the base fell. :)
In the MA, fields with a map room and no Town would be too easy for a couple of guys to capture during off hours.  A compromise in the MA between the old style Town and the large new Town would be good IMO, it would also spread out the front in prime time as 6-7 guys could make a capture instead of the 10-20 now.  Regular HtH rooms shouldn’t have Towns IMO but the SEA should have Towns, of different sizes, some small and some large.

In the MA you could add additional Towns with a Vehicle hanger like those in the Kurland (AH1) terrain.  Fester tried something like that with clusters of VHs and Towns but I didn’t think it played as well because it took a horde of GVs and planes to capture them.  I liked the idea of putting the GV battle further away from the airfields and think it’s still worth pursuing on a limited scale with strings of bases with a single VHs surrounded by town buildings instead of  what we have now or the clusters Fester used.

By building Kurland style Town/VH bases, you could string them 4-7 miles or 9-17 minutes apart along a road and not need remote spawn points.  It would make for a more exciting game.  Ok, so the clipboard map would look ugly.  If you insist on spreading them out, 8-10 miles also works with spawn points.  The fixed place gun batteries on Kurland were fun, but too easy to target and destroy so I’d say put in some manned ack guarding the gates of the town, throw in a couple of AI AAA ack and let it go at that.  Someone spawning at the VH will need to drive to the edge of town to fire on the approaching enemy.  Attackers will need to shell the town  before they can see the VH and take it out.  To flesh this out further, imagine a ladder laid out on the terrain with one of these bases at the intersection of each rung and side rail.  If one guy in a Tiger has stopped an assault, the attackers can use the other path to go around the blockage and push further into enemy territory.  At key points, add remote spawns to some of the airbases.  As the assault pushes further into enemy territory, the airbases are closer and it becomes easier, but not too easy, for the defenders to up aircraft and support their GV defenders.

On Raptors’ ETO map, GV base like this might be fun and looking at modern maps, realistic placement might not be a problem.
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Offline Raptor

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« Reply #5 on: May 15, 2005, 12:19:22 PM »
Ive been looking at maps from Here
What your saying is make towns like a Vehicle Field? place a VH, bunkers, etc in the town.
Sounds good, only problem I see is that you cant import objects because of that confound version 2.03.

Offline Easyscor

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« Reply #6 on: May 15, 2005, 09:18:50 PM »
Yep, that could be a problem.

Try building a town with a 6 x 8 town building grid.  Put a VH somewhere in the middle, add some fuel, ammo and Troop objects.  Place your ack, add some extra buildings and trees and you've got your own version.
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Offline Easyscor

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« Reply #7 on: May 15, 2005, 11:44:24 PM »
Say, I didn't read 2.03 the same way you did.

4-12-05
Created new terrain tiles with new trees and other objects. Note: all old terrains that had any shapes built into them are no longer compatible. The shapes must be reimported for the terrain to be made compatible again.

I haven't tried it but was there something else I missed?  I know you do a lot more with this stuff then I do.
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Offline Raptor

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« Reply #8 on: May 16, 2005, 12:58:22 AM »
actually I just skimmed over reading that, I havent tried importing objects again, I just assumed they were going to provide us with a new terrain editor because alot changed. Ill have to give it a try tomorrow.

Offline Raptor

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« Reply #9 on: May 16, 2005, 07:01:45 PM »
I just tried importing objects to replace trees, wasnt able to open map in AH2 still.