Time for an update. It's quite a while since I posted here but hey - I wasn't lazy at all.
Yesterday was a milestone for my map which I like to share with you. From the beginning it was clear to me that I don't want to make a historic relief just to show how the real Colleville Draw looked like. My aim was to generate a map that is primarly focused on a tough but funny gameplay. So I invested very much time with testing, balancing out objects and distances. To coming to the point: almost all primary gameplay objects are on the map and they work - giving both sides some tough but funny fighting.
What is done so far:
- terrain, fences (ahh it could be named fencemap), walls, bunkers, trenches (hmm maybe there are as many trenches as fences? ok not really but almost)
- flags, pushmode, spawnpoints (normal, team & time event), objectspawners (paks, all mg positions, mortars).
What is still to be implemented: commander artillery & pick up kits.
After playing the map for hours during the different testings a made a lot of fine tuning and now I think as the gameplay is defined I'm moving on the art work.
Meaning adding bomb craters, placing little stuff like amo boxes, place the over- & overgrowth, making the terraincolor once again. I'm looking especially forward to make the new terraicolor as I've learnt somewhat to work with terragen as a nice starting point. It's quite funny and I hope with the second terraincolor it will look better than the first (trial) one.
To close this little update I like to show you 2 pics. 1 ingame, 1 from the editor with some remarks. Please not the groundcolor and texture is only preliminary and contains some errors from the trials & road tool which will disappear when I'm redoing the ground work.
Some mortar testing:
Some beach view:
Please note that I know that the tide was much lower at the beginning of the landing. I decided to not play the first hours of the battle but set the map around the turning point when the american where finally able to get some foothold on the map. The tide was coming in so the beach is now just about 100m deep. I chose this setting even more because otherwise it had been impossible to balance the gameplay for both sides. A one sided slaughter is not what I consider as fun - so I set up of course a still very hard landing (believe me it's hard but achieveable for the allieds), but giving the allieds a much shorter distance to be able to hide at the beach shore.
A little note for the reality lovers:
- the distances of the WN 62 are quite close to reality. Objects are placed where they were (and are).
- Adjustments for the gameplay were done without taking respect of the reality desire. Meaning: you'll find barbed wires where there were none sometimes, on the other hand you'll find wholes in the barbedwires which will alow sneaking through.
- the terrain is as almost as flat as it is in reality. Some might think: Ohhh that's not Omaha... and I simply say: well then, but it's just a part of 8km long beach. It's amazing how flat it was there in reality.
- some distances are intentionally "wrong" scaled. Not for the WN62 itself but for the distance to the WN61. Bringing it quite closer a managed to reduce the map size effectively while giving the allieds another attack point - which was in reality as well the breakthrough point as well (you can guess what this means for the actual gameplay).
Whish you a nice day,
Nissi