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RE: Map: Puszta1

Posted: Sat Jul 30, 2011 8:33 pm
by sztartur2
At least someone is playing my scenario [:)]

RE: Map: Puszta1

Posted: Sat Jul 30, 2011 8:46 pm
by junk2drive
Turn 20, 60 - 40. I hate those German you know whats.

RE: Map: Puszta1

Posted: Sat Jul 30, 2011 8:49 pm
by sztartur2
C'mon they aren't that many. Your Stalins should kick @ss.

RE: Map: Puszta1

Posted: Sat Jul 30, 2011 9:33 pm
by junk2drive
After over 30 turns it was time to quit.

Spoiler
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One KT remained, immobile in the middle. I lost a lot of tanks trying to take it out. Most remaining tanks were out of ammo. I could not manouver because the KT would just swing its turret and hit eveything that moved. It had many damage messages and just kept killing. Anything with a frontal shot could not penetrate. It was 61-51 when I quit.

RE: Map: Puszta1

Posted: Sat Jul 30, 2011 10:12 pm
by junk2drive
Well I tried again advancing my last IS. Got it at 400m.

You have a lot of heavy woods without a break. Such as along the road on the left of the Soviet setup. Wheeled AFVs cannot cross heavy woods. My BAs on that side are stuck there.

RE: Map: Puszta1

Posted: Sat Jul 30, 2011 10:41 pm
by junk2drive
It took over 40 turns to get to a flag and flip the score. Final 62 to 38. I lost one T34 to 105 arty, my 122 took out a couple of 251s. That darn cat had 15 kills, 4 were infantry.

I wouldn't want to play this as Soviet vs a human.

RE: Map: Puszta1

Posted: Sun Jul 31, 2011 5:39 am
by rickier65
ORIGINAL: sztartur

I made some of the grass persistent on purpose. that is the wheat and sunflowers but their dispersion is much lower than the rest. Regarding winter wheat, not very common, but could happen that during the war not all fields could be harvested. I simply wanted to learn how to make wheat field :).

FOR MODDERS: PLEASE make me a corn3D.dds PLEASE!!!

I now found the color and tileset for the 44' fall Hungary set.

All in all MM is a bitch to learn and very user unfriendly but once you get used to and get to know each of the many pitfalls it offers and avoid falling into them, it can be very entertaining and rewarding.


I agree, Corn would be a nice addition to the vegetation types.

I like your map, but it is pretty CPU demanding. On my system I was getting down to 7-8 fps during the replay.

One suggestion for your map is that I would suggest changing the woods from Heavy to just Woods, or putting Woods terrain 'cutouts' so wheeled vehicles don't have the movement blocked.

Nice job on the getting your vegetation set up.

I only just played one turn so far.

Thanks for uploading this! I'm looking forward to your next one.

Rick

RE: Map: Puszta1

Posted: Wed Aug 03, 2011 2:52 am
by Mobius
ORIGINAL: Rick
One suggestion for your map is that I would suggest changing the woods from Heavy to just Woods, or putting Woods terrain 'cutouts' so wheeled vehicles don't have the
I would make that suggestion too. There are strips of heavy woods terrain with a few sparce trees on them. Maybe putting the heavy woods in the middle of a woods area and having medium or light woods lining the roads.

I also found a structure that flipped on its side like a knocked over tree. So far I can't determine why.

RE: Map: Puszta1

Posted: Wed Aug 03, 2011 6:34 pm
by sztartur2
Gentlemen,

Let all your wishes become true like this one [:D].

Heavy woods changed to woods. I set up a dropbox account you find the link for the map in the first post.

PS: I have experienced the silo flip to the side once. I do not know why I ask for PCO guys help on this issue.


RE: Map: Puszta1

Posted: Wed Aug 03, 2011 6:34 pm
by sztartur2
I hope now you find my map to be perfect [;)].

RE: Map: Puszta1

Posted: Wed Aug 03, 2011 7:03 pm
by Mobius
ORIGINAL: sztartur
PS: I have experienced the silo flip to the side once. I do not know why I ask for PCO guys help on this issue.
I've been trying to find the reason for this. All I know is that I had a halftrack come up to the side of it and run a little bit into the red terrain and it flipped like a knock over fence. The game is saved at this turn so I guess I can send it to the programmer.

When knock downs were added last year I wasn't keeping up to date to the new stuff added so I don't know what stuff in MM will do this.

RE: Map: Puszta1

Posted: Sat Aug 06, 2011 10:51 pm
by rickier65
ORIGINAL: sztartur

Gentlemen,

Let all your wishes become true like this one [:D].

Heavy woods changed to woods. I set up a dropbox account you find the link for the map in the first post.

PS: I have experienced the silo flip to the side once. I do not know why I ask for PCO guys help on this issue.


This is probably due to the relative dimensions of the particular model. I tried a few things and found that if you set Has Height on this specific structure to True, it will keep it from being tipped over. This normally isn't needed for buildlings, but does seem to be a workaround for this particular case until a better solution is found.

You can use Map Scene Edit to edit this object property without having to redo the entire map.

Thanks
rick

RE: Map: Puszta1

Posted: Sat Aug 06, 2011 11:59 pm
by Jacko
ORIGINAL: sztartur

I hope now you find my map to be perfect [;)].

Ahhhh, my dear Sztartur, you've mastered it! This map is gorgeous! Well done. It gives me the same feeling as I had when I first saw the demo map (situated in 1944). Those sunflowers look superb!

I salute you for your determination and gained skill. [&o]

RE: Map: Puszta1

Posted: Sun Aug 07, 2011 12:21 am
by Jacko
And we definitely need some more camo models, especially for those boring grey 251s and StuG IIIs. They don't do justice to this great map. 

RE: Map: Puszta1

Posted: Sun Aug 07, 2011 12:41 pm
by rickier65
ORIGINAL: Rick

ORIGINAL: sztartur

Gentlemen,

Let all your wishes become true like this one [:D].

Heavy woods changed to woods. I set up a dropbox account you find the link for the map in the first post.

PS: I have experienced the silo flip to the side once. I do not know why I ask for PCO guys help on this issue.


This is probably due to the relative dimensions of the particular model. I tried a few things and found that if you set Has Height on this specific structure to True, it will keep it from being tipped over. This normally isn't needed for buildlings, but does seem to be a workaround for this particular case until a better solution is found.

You can use Map Scene Edit to edit this object property without having to redo the entire map.

Thanks
rick

Let me know if you have trouble seeing how to make this change. There is a section in the Map Maker Guide on Map Scene Edit, but I'm not sure if it's detailed enough to show how to change this property.

Thanks
rick

RE: Map: Puszta1

Posted: Sun Aug 07, 2011 12:53 pm
by sztartur2
No trouble as I had to apply this to tracks and poles as well. I need to find the time for it. If anyone from Matrix wishes to do it to get it done faster you have my blessing.

RE: Map: Puszta1

Posted: Wed Aug 10, 2011 8:08 pm
by sztartur2
Changes made as implied.

RE: Map: Puszta1

Posted: Wed Aug 10, 2011 8:11 pm
by sztartur2
BTW I had to rebuild the whole thing as the impassable markings on the terrain map are deleted if you rebuild for scene-edit.

RE: Map: Puszta1

Posted: Fri Aug 19, 2011 11:50 am
by sztartur2
Some tiles changed and urban location vegetation enhanced a bit.

RE: Map: Puszta1

Posted: Mon Aug 22, 2011 10:57 am
by sevenpointsix2
ORIGINAL: junk2drive

Here is a sample scenario for this map. Extract the file to your Data\Scenarios folder. It will be in the Set Battle menu as 10/44 puszta test. It is one rifle platoon for each side.

...

Note: For the above zips, you need to extract the files from the second zip into the folder from the first zip then place that folder in your Media folder.

Not sure what to do here. It appears that the "Scenario" folder uses "xml" files only. So, what xml do I need to copy there? Also, you stated "Note: For the above zips", as in plural, yet there is only one zip to be downloaded and unzipped. Bottom line, I'm dumber than a brick, could you help me out? - Thanks