Combat Mission Scenario Editor 2: Making the Map

  Рет қаралды 3,662

Usually Hapless

Usually Hapless

2 ай бұрын

A quickstart on getting the terrain set up.
See videos early with KZfaq membership: / @usuallyhapless9481
Or even earlier over on Patreon: / usuallyhaplessvideos

Пікірлер: 20
@d.c.6065
@d.c.6065 2 ай бұрын
The duality of Combat Mission: 6 minutes 25 seconds for the introduction, 1 hour 8 minutes for the explanation.
@brad6268
@brad6268 2 ай бұрын
The map editor is wonderful. I took a map from Fortress Italy and widened it considerably, adding varied terrain features that would allow for better flanking for the Shermans, Stewarts etc. Played that map countless times as a probe scenario. If you are keenly interested in map making, it just takes some time and experimentation and it won't be long before you master it.
@colbysimpson5936
@colbysimpson5936 2 ай бұрын
I know this is a pretty small map but I am still blown away that you not only made a map, but also explained everything in only an hour's time. Cool stuff!
@xurxotroche366
@xurxotroche366 2 ай бұрын
Coming from DCS, this MEditor seems like a dream. Been watching you since last year and hopefully getting into CM during the next few weeks, looking forward to it!
@usuallyhapless9481
@usuallyhapless9481 2 ай бұрын
Awesome man! It takes some getting used to, but if you've tried DCS you shouldn't have too many problems
@MrYHazara
@MrYHazara 2 ай бұрын
A lot of people won’t appreciate this video but I love it. For a long time I’ve thought of making maps from other games like Squad to see how things play out both with Squad-like force restrictions and unrestricted force selection. Of course I expect there to be a consistent dissonance between the results of both games. I imagine maps like Fool’s Road, Yehorivka, Narva, Mestia and all the Middle Eastern/Afghan-Pak tribal maps can be made accurately. I won’t have my pc for a while though.
@usuallyhapless9481
@usuallyhapless9481 2 ай бұрын
They can! Some of them have been- community.battlefront.com/topic/142892-project-reality-%E2%80%93-yamalia-1104-x-1104/ for instance. Personally, I'm more inclined to put a Squad game's worth of troops on a Squad map and point out how ridiculous the force density is, but that's me...
@Arnechk
@Arnechk 2 ай бұрын
I once started doing a Brothers in Arms recreation in CMBN. It would actually be semi-doable. :D
@afrikacorpse
@afrikacorpse 2 ай бұрын
Had to move half a ton of sand from the drive to the back garden. Put this on and was done before I knew it! Nice to see you're paying attention to the placement of doors now - hopefully my squad won't take any unnecessary casualties next time! ;)
@Euan_Miller43
@Euan_Miller43 2 ай бұрын
A much needed explanation of one of the most convulsed editors I’ve seen in a game
@calumlittle9828
@calumlittle9828 2 ай бұрын
Convoluted?
@Froggygameyfourtytwoey
@Froggygameyfourtytwoey 2 ай бұрын
@@calumlittle9828 not really convoluted, but it has a lot of things it doesn't tell you about (Ctrl/Shift+lmb to change houses for example)
@usuallyhapless9481
@usuallyhapless9481 2 ай бұрын
It takes some time to get used to
@Arnechk
@Arnechk 2 ай бұрын
Great thing about this height system (even though it's clunky looking) is that when recreating a real place, you can lock in the contour lines as per real life data from topographic maps and it will automatically fill in the blanks. Then you can adjust the details by photos.
@usuallyhapless9481
@usuallyhapless9481 2 ай бұрын
Yep. The trick is to not go overboard with the contours, otherwise you get weird stepped terrain.
@statstats3724
@statstats3724 2 ай бұрын
[Speaking of the orchard]: "This isn't going to mess with sight lines too much" I do think orchards are probably one of the worst obstacles when it comes to line of sight, because it makes such weird calculations. I was playing the Crucible map in SF2 recently and both I and my opponent took most of our losses from infantry fire in the orchards where walking forward one square would open up a rather sharp angle and suddenly there were troops (and you could see when using the direct fire command that LoS was really janky). Similar experience in vineyards in Italy, though those make a bit more sense as it doesn't look like there are gaps you can see through. Those might be 'full density' orchards though, without a gap between them in the editor. Anyway, a very handy guide that I will absolutely be using. I remember this odd Fortress Italy map with a nice ravine with water that blocks movement, and I had the idea of making a 'dry' version to open up the map a bit (as otherwise there's just one bridge, I think), and this is the encouragement to actually give that a go.
@301_tyron5
@301_tyron5 2 ай бұрын
Hour long hapless video?!??! Yes please!!
@Tekisasubakani
@Tekisasubakani 2 ай бұрын
"...amphibious vehicles get eaten by the reeds..." I suppose that's as good an explanation as any, yeah. XD
@bodkinrappallum6137
@bodkinrappallum6137 14 күн бұрын
The issue I've had is finding a method for determining how large a formation to use in correlation to the map size. How do you determine that? I always making maps too small for my missions' ambitions
@usuallyhapless9481
@usuallyhapless9481 14 күн бұрын
A lot of it is experience. The terrain matters a lot too. If this map was entirely urban it would need more than a platoon.
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