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So I'm makeing another melting pot style shell map. The thing about this map though, it's featureing 4 towns rather than 1 big 1.

 

Heres the basic jist,

 

The cam is gonna start out in the middle of nowere, there might be the name of the map useing textures. And the cam is just going to sit here for 30 seconds to let the scripts going so theres some action going on.

 

Next, the cam is going to fade to a german city being seiged by allied forces, the cam will circle the battle for a couple mins, then fade out,

 

Then the cam will fade into a Russian town being assaulted by german forces, the cam will also circle for a couple mins.

 

Next you will see a feild inbetween 2 towns with russian and allied forces attacking in the feild.

 

Then finaly you will see a larger town being asaulted by all 3 forces at the same time. After which the cam will jump back to the german town and continue on from there in the same order.

 

If you're lucky, I'll decide to throw a counter system in there to spawn heavy and super heavy teams. So you might just see Maus and M-28, and if I can figure out how to upgrade some of the IS 2 to IS 3 you'll see a few of them too.

 

1 thing I'll be sure to work is bombing run and art strikes, again useing a counter system. So, let's say if a german unit manages to enter the russian town, it'll add 1 point or tick to the counter, after maybe 10 or so points the russians will send a bombing run to the path from which germans enter. Also paradrops, cause nothings' cooler than seeing some germans jump out of a plane to reinfroce their front. It won't be the regular paradrop either, it'll just be about 10 - 15 men hopping out.

 

So again, pivac Neo, I may need alittle help again :P , But I'll let you know.

 

So yeah...

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Something i have realised is that a shellmap is normally only looked at for a few seconds. I think that the battle needs to be underway already. In that respect I think the ZH shellmap is worse than the Generals one, although battleships bombarding a beach is pretty dramatic :)

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This is a more interesting tread than your "kill your ennemy" post Raptor ;)

Edited by Neo

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To be honest, i hate the current shell map. Post yours when its done, i'll give er a try.

I have another 1 I made a while back,

 

tanks.jpg

 

It features a large town being heavily attacked by all 3 sides, It's hard to get the katyusha to attack. They usually only pop off a couple rockets. But the preists are always shooting the place up.

 

It's so dark because it's at night, the 1 I'm making now will be during the afternoon.

 

But ugh, I'ts tedidous and repetitive making these things. But I will work hard.

 

And I agree with Korona, it needs to start out with stuff exploding and people shooting each other.

 

Update, 4-24 07', 18:04

 

Good news, I just completed the ruskie town where they will be playing Defense. I have also begun working on the german town where the ruthless allies will push in.

 

More good news, I've finished the script for the ruskie air defense, it'll be the script the rest of the sides will be useing, it goes a little like this,

  • there are 3 teams:
    • Tank buster 1
    • Tank Buster 2
    • 2 escort fighters
  • each team has a diffrent spawn point and path
  • The 3 teams will spawn and move into an area
  • When they reach the end of their path they will begin shooting any enemies in the area
  • All 3 teams will be respawn if the Fighter team is destoryed (That way it seems the tank busters are escorted by fighters)
Edited by Derelict_forum_noob

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To be honest, i hate the current shell map. Post yours when its done, i'll give er a try.

I have another 1 I made a while back,

 

tanks.jpg

 

It features a large town being heavily attacked by all 3 sides, It's hard to get the katyusha to attack. They usually only pop off a couple rockets. But the preists are always shooting the place up.

 

It's so dark because it's at night, the 1 I'm making now will be during the afternoon.

 

But ugh, I'ts tedidous and repetitive making these things. But I will work hard.

 

And I agree with Korona, it needs to start out with stuff exploding and people shooting each other.

 

Update, 4-24 07', 18:04

 

Good news, I just completed the ruskie town where they will be playing Defense. I have also begun working on the german town where the ruthless allies will push in.

 

More good news, I've finished the script for the ruskie air defense, it'll be the script the rest of the sides will be useing, it goes a little like this,

  • there are 3 teams:
    • Tank buster 1
    • Tank Buster 2
    • 2 escort fighters
  • each team has a diffrent spawn point and path
  • The 3 teams will spawn and move into an area
  • When they reach the end of their path they will begin shooting any enemies in the area
  • All 3 teams will be respawn if the Fighter team is destoryed (That way it seems the tank busters are escorted by fighters)

:lol: computers will crash on startup from too many units on the map :P

 

 

Sounds awesome though B)

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I sure hope not unmighty BoB....

 

I've decided to have the Allies invading a German port city in Egypt, it will feature much sand. The German vs Russia front will of course be snowy, the 3 way will be a European city. But I have no idea as to what the Russian Allied front will be. I know it's gonna have 2 small towns and a feild where the action will be. But I don't know what style cities to make it, any suggestions?

 

Update 4-25 07' 23:00

 

Errrr, god damn it,

 

I'm trying to make some russian reinforcements come in by use of a counter system. How it goes,

  • 1st, the russian arttialliry team must be killed 2 times
  • 2nd, each time the team is destory i adds 1 point to the counter
  • 3rd, upon 2 kills, the counter is supposed to activate a script to spawn 10 I-16
  • .... It doesn't.
And I'm pissed off, no more work for today, but I will continue tommorow.

 

PS, if anyone would like to help (because repeatitive scripting pisses me off) then PM me. I'll give you credit for what you do. [cough] I know old hickory played around with my scripts once [/cough]

Edited by Derelict_forum_noob

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I wanna see a small single street Stalingrad scenario! Just stays in one place, and troops will advance and get mowed down... Great sound effects when their is no fighting... Mmm...

 

Sounds good but unusually long in my opinion, hope it has a good amount of detail, not just troop masses. ;)

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Then make 1,

 

Update 4-28 07', 14:49

 

Wohoo!!! The basic combat scripts for the russian german front are complete.

 

That is to say, these teams mix it up:

 

USSR:

Russian tank team 1
  • 2 T34 78
  • 1 T34 85
  • 3 T70
  • 1 KV1
  • 5 Russian SMG troops
Russian Tank team 2
  • 1 M17
  • 2 ZSU37
  • 1 TO34 78
  • 3 Conscripts
  • 2 T34 85
Russian inf + support team
  • 10 conscripts
  • 5 Russian AT troops
  • 2 BA10
  • 1 M17
  • 1 Russian officer
Russian air team
  • 2 Yak 9
  • 2 IL-2
Russian art team
  • 2 ISU 152
  • 3 BM11 Katyusha
NSDAP:German tank team 1
  • 3 Panzer 3
  • 2 Panzer 4
  • 3 german riflemen
  • 3 Hetzer
German tank team 2
  • 2 Panzer 4
  • 4 Panzer 38T
  • 1 Wirbelwind
  • 3 German riflemen
Geramn inf + support team
  • 2 German AT troops
  • 3 German SMG troops
  • 5 German riflemen
  • 2 Sdkfz251
  • 1 Wirbelwind
German air team
  • 2 FW190
  • 2 Hs 129
So yeah, if you think it maybe somewhat unbalanced, it is...

The Germans always manage to push the Russians back into their town.

Anywho, I may change the scripts to time based rather than respawning when killed. I also plan on adding in heavy tank team here soon.

 

 

Update 4 29 07', 21:27

 

Muhahahahahah, I've gotten the russian German front fairly balanced. The Russians manage to hold a line just a few feet out side of town. The Russians will manage to break thourgh it every now and again, but then the Maus comes in and pushes them back, and the Germans manage to push forward a bit. But then the Russian heavy tanks and allied artillary guns come in and push them back. Yes thats right, 3 Allied lend lease art guns blast the Germans around.

 

I've made some changes to a couple of the teams, I'll change them later.

Now I will begin working on the German port in Egjypt. This battle will be mostly artillary, bombers air and infintry. You will manage to see a few British and German tanks, But you won't see nearly as many tanks here as you will on the German Russian front. And they will be mostly light and medium, I don't think you'll see any heavy tanks. There will be lot's of random German air traffic, Just a few cargo planes and stukas flying in formations not doing much. You will also see allied Fighter / bombers, and if I can figure out how, Allied heavy bombers bashing factories and oil derrecks. And of corse you will see German fighters attempt to stop them.

 

But I'll keep you posted on my progress.

Edited by Derelict_forum_noob

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*Sorry for the double post*

 

Well, I have come very close to finishing the German > Russian part of the map. Just a few more things need to be tweaked to get it just a bit more balanced.

Well let's not let the excitment get to us, here be some pics of the action :P

 

germanpushpt1.jpg

^ Scene after about 4 minutes or so, This is about the time the second Heavy team has spawned for each team. So both sides have gotten beaten down a bit.

 

germanpushpt2.jpg

^ The Germans manage to easily overcome the Russians and move in.

 

germanpushpt3.jpg

^ Germans take the entrance to the city, oh noo!!

 

russianheaviesmarchingtocombat.jpg

^ Russian heavies respawn and move out to help take back the front.

 

katyusha.jpg

^ Russian art keeps new German enforcements from making it to the front. Russian take back front and push forward. (after all, the Russain teams have much less distance to travel than the German teams.)

 

russianlendleasealliedguns.jpg

^ Lend Lease guns from the Allies help wear down German forces.

And from there it basicly loops, although it turns out diffrent each time. But the basic struggle keeps on.

 

basicgermanport2.jpg

^ German port and art defense

 

germanportlayout3.jpg

^ German factories at the port

 

civibombing.jpg

^ Those rascily Allies are bombing Civilians :o

 

Well the last 3 are pics of the layout for the German port so FAr, it may and probably will change a little. If you have any suggestions for it, please add them now. Yes the Allies will be bombing civilians at the port, it's just to add to the mass chaos that will be taking place there.

Edited by Derelict_forum_noob

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Mosquitos arent likely to target civilians :P

 

Don't use those horrible neon house colours, pick muted browns and greys because they are less obtrusive.

 

I would point out that there are some blatant dead-areas on the map - zoom in more and keep the whole screen bursting with action. Again, people wont watch this for more than 10 seconds more than once, so try and make everything happen in a small area. A massive battle across a huge map just wont be watched. A tiny action-packed diaorama serves the purpose of a shell much much better.

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Well, there will be mostly German troops and tanks moving along that road, so too many civilians might not be killed.

 

Hmmm good point, maybe I can kill myself after trying to write a camera script that focuses on the most action... :unsure:

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I was suggesting that you condense your action into a single scene.

 

You have at most 15 seconds to fill.

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Well, I usually sit in the room and watch it behind the info screen for the room while Abba and Neo decide when they'd like to start. But 15 seconds should be easy, seeing as the 1st thing you will see is an Allied bombing raid.

Anywho,

 

It may not be perfect, but god damn it, I got a single B-17 to do a mock up bombing run... :P

 

muhahahha.jpg

 

And theres alot of scripts just for this shit to happen, 5 scripts just for bomber movement, and 21 scripts for the "bombs" going off.

 

It took me all day just to get the damned thing to loop. And I have a bit more polishing to do, I may make it to where the bombs spawn under ground so it doesn't look so weird, I can even throw in a little firestorm effect. I will defently be adding a whistling noise kinda deal.

Edited by Derelict_forum_noob

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You know... I can always add a single B17 bombing run... :unsure:

 

My personal favorite right now would be a May Day parade :P

 

Please, that would be so much easier...

And when a B 17 is told to gaurd, it flies around in a circle shooting stuff with it's turrets.

A plane that sorta "fires" paratroops would be cool too.

(Appearntly a bomb spawning in mid air just falls down and sits there. :huh: )

Edited by Derelict_forum_noob

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some bombs need to be referenced by weapon codes to make them go bang.

 

edit: and its spelt GUARD!!!

Edited by Korona

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Can I have the shellmap with the town getting shelled by all 3 sides?

 

You should make a parade, then all of a sudden, it gets ambushed. Just like the introduction to the first chinese mission in Regular Generals. Civilians running everywhere. :lol:

 

I was playing 2.5, and my Maus was moving across the battlefield, and 3 soldiers just ran straight into it. It was hilarious. :lol:

 

Anyways, I like the screenshots you posted, it looks good so far.

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Can I have the shellmap with the town getting shelled by all 3 sides?

Yes ofcourse, it's possible, but it would be a pain in the ass to script. I just love how I'll have a unit's stoping set to 1 or 0, yet for some reason he decides to move his indestructible ass to the center of all the action and cause severe balancing issues.

 

But, you would need something for the units to attack, I've tried to make units attack waypoint paths, but I failed horribly.

 

But yeah I sent a response to your message, and I haven't worked on the map in like a week. As I have felt more like playing Battlefeild 2 and Black and White 2.

 

But I'll start working on it soon as I only have 1 more week of high school then wohoo I graduate and get the hell out of there.

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lol wow it's been a while since I worked on this.

 

Anywho, I made a few slight changes to the russian town battle again, and I'm sure they'll change a little more before I release it.

 

As for the german port, I have removed the civlian spawn thing. I'll probably move the bombing run around alittle. Oh, I've also added in the inf + support and tank teams for both sides there. (allies get owned) Next what I want to do is add some art teams for both sides. But I want the allied art to come in towed, then unpack and fire. What I may have to do is have each unpacked unit come in, when all of them have reached the end of the path, they will be removed from worl and a new truck + unpacked art unit spawn there on seperate teams, the halftracks will ride into combat while the art begin shelling. If the art team is destoryed a new team of packed will spawn and so on and so forth. I may end up removing the bombing stuff because it all looks a little silly. I might find a way to have the town being shelled. Is there a way I can edit the art units range so they can shoot really really far? just so they can be out of the the screen, but still able to fire at anypoint in the town.

 

I may soon begin working on the Allied vs Russian area, it'll be a large scale tank battle like the German vs Russian area. Only it will be in the middle of a feild, hurrah!

 

Oh, and I made a 5 min vid of the german>russian area, I uploaded it 3 hours ago, but It's still not up wtf? I'll post the link incase it becomes available,

 

Edited by Derelict_forum_noob

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