Kharkov winter 1943
Kharkov winter 1943
God I love the new winter scheme!
I'm building a 256x256 SP winter map based on the battle of Kharkov, which took place at the culmination of a massive counter-offensive launched by the german army in februari 1943, after the continuous offensive operations of the soviet army following the fall of Stalingrad had left it's forces worn down and exhausted.
Frozen lake
moooore frost!!
I'm building a 256x256 SP winter map based on the battle of Kharkov, which took place at the culmination of a massive counter-offensive launched by the german army in februari 1943, after the continuous offensive operations of the soviet army following the fall of Stalingrad had left it's forces worn down and exhausted.
Frozen lake
moooore frost!!
Re: Kharkov winter 1943
Behavior settings that cause infantry to occupy buildings don't seem to work for trenches. Whats the dealio here?
Thx
Thx
Re: Kharkov winter 1943
Hi,nevux hat geschrieben:Behavior settings that cause infantry to occupy buildings don't seem to work for trenches. Whats the dealio here?
Thx
There is nothing in the trenches that prevent it from working like any other building. So until proven otherwise I believe it is the script...
By the way, why don't you make your maps available to the community, they look awesome, and would make for excellent MP maps as well.
Cheers,
Martijn
Re: Kharkov winter 1943
Thanks for the reply,
My experience is that trenches will often remain unoccupied even when other buildings in the same zone are. So I'm pretty sure the conditions where fine.
Although there is no fundamental error preventing troops from occupying them since I've managed to get some trenches working, the difficulties involved in achieving this do suggest that this issue is somehow related to the trench-objects.
Singled out trenches with no obstacles surrounding it that could potentially hinder their accessibility to troops would sometimes remain unoccupied, even when troops with the appropriate behavior settings were placed on all sides of the trench to exclude spatial orientation as a possible problem. Funny enough,replacing these 'dead' trenches with other buildings would trigger the desired infantry behavior in-game.
Ill upload some of the maps I've made before..
Adios
My experience is that trenches will often remain unoccupied even when other buildings in the same zone are. So I'm pretty sure the conditions where fine.
Although there is no fundamental error preventing troops from occupying them since I've managed to get some trenches working, the difficulties involved in achieving this do suggest that this issue is somehow related to the trench-objects.
Singled out trenches with no obstacles surrounding it that could potentially hinder their accessibility to troops would sometimes remain unoccupied, even when troops with the appropriate behavior settings were placed on all sides of the trench to exclude spatial orientation as a possible problem. Funny enough,replacing these 'dead' trenches with other buildings would trigger the desired infantry behavior in-game.
Ill upload some of the maps I've made before..
Adios
Re: Kharkov winter 1943
The city will eventually span almost the entire area east of the river.
My choice of the third battle of Kharkov as a theme for this map has been made purely to give it some contextual atmosphere, altough I will try to blend in some elements of the true battle. The larger part of the mission will be fiction though.
I can't be assed to scrutinize reports of the battle to destill info on city layout and troop movement.
This is Kharkov how I imagine it would have looked like.. outposts, defense lines, suburbs..brigdes.. center area with hotspots (squares, railway stations etc).
It will feature a combination of tactical gameplay with clear objectives (elemininate this, capture that spot etc) and more general orders (clear area).. The city area will hopefully prove a true meatgrinder, just like in the real battle, where fierce house-to-house fightings accounted for the majority of german casualties.
OF COURSE.. this map will feature a few tigers.. probably 2. IIRC, Kharkov 3rd was the first major offensive to extensively employ the tiger tank.
My choice of the third battle of Kharkov as a theme for this map has been made purely to give it some contextual atmosphere, altough I will try to blend in some elements of the true battle. The larger part of the mission will be fiction though.
I can't be assed to scrutinize reports of the battle to destill info on city layout and troop movement.
This is Kharkov how I imagine it would have looked like.. outposts, defense lines, suburbs..brigdes.. center area with hotspots (squares, railway stations etc).
It will feature a combination of tactical gameplay with clear objectives (elemininate this, capture that spot etc) and more general orders (clear area).. The city area will hopefully prove a true meatgrinder, just like in the real battle, where fierce house-to-house fightings accounted for the majority of german casualties.
OF COURSE.. this map will feature a few tigers.. probably 2. IIRC, Kharkov 3rd was the first major offensive to extensively employ the tiger tank.
Re: Kharkov winter 1943
I’m going to try to integrate some elements of the Wikipedia description of the final stage of the battle –the fight for the city- into the map. Unfortunately this entails that I’ll have to remove the larger part of the river that I think gives a lot of character to the map.
The script of the events before this final battle will remain almost entirely fictional (arty batteries, AA batteries, fuel depot, breaking through frontline etc).
The fight for the city will include some events that took place in the course of the attempts to capture the city by troops approaching Kharkov from the north and west. (tank ditch, counterattacks, railway stations and Dzerzhinsky Square).
Concerning the discussion about trenches:
All trenches are ‘working’ now. What I did to overcome the problem of trenches not being occupied is just placing several trenches in different positions in the desired location and then check in-game which ones are being occupied and delete the ones that aren’t.
I’ve the impression that the optical location of trenches on the map is somehow inconsistent with their ‘effective’ location. Try removing a trench with another building (a small house) in the editor. You’ll notice that right clicking wont remove the trench when the house is placed over the trench, but clicking 3 cm above or below it will do the trick. Perhaps this is causing the ‘entrance’ to be either blocked or fall just outside the appropriate zone, even when optically the trench appears to be in the right position?
Script is 30% done.
The script of the events before this final battle will remain almost entirely fictional (arty batteries, AA batteries, fuel depot, breaking through frontline etc).
The fight for the city will include some events that took place in the course of the attempts to capture the city by troops approaching Kharkov from the north and west. (tank ditch, counterattacks, railway stations and Dzerzhinsky Square).
Concerning the discussion about trenches:
All trenches are ‘working’ now. What I did to overcome the problem of trenches not being occupied is just placing several trenches in different positions in the desired location and then check in-game which ones are being occupied and delete the ones that aren’t.
I’ve the impression that the optical location of trenches on the map is somehow inconsistent with their ‘effective’ location. Try removing a trench with another building (a small house) in the editor. You’ll notice that right clicking wont remove the trench when the house is placed over the trench, but clicking 3 cm above or below it will do the trick. Perhaps this is causing the ‘entrance’ to be either blocked or fall just outside the appropriate zone, even when optically the trench appears to be in the right position?
Script is 30% done.
Re: Kharkov winter 1943
nice work nevux. looks awesome!
Ich hasse nichts mehr als panzer, die in der Gegend herumstehen. Panzer müssen rollen! - Der Panzergraf, Graf von Strachwitz
Re: Kharkov winter 1943
The map is finished and so is the larger part of the script.
You can find the editor files in the attachment. Feel free to use the map for whatever purpose you like.
Greetings
You can find the editor files in the attachment. Feel free to use the map for whatever purpose you like.
Greetings
- Dateianhänge
-
- third battle of kharkov .rar
- (326.32 KiB) 837-mal heruntergeladen
- -Barbarossa-
- * SSM - General * (Administrator)
- Beiträge: 1937
- Registriert: 11.10.2003, 13:19
Re: Kharkov winter 1943
Very cool you offer your map for the community!
We hope you'll do that with more of your awsome maps!
Thanks a lot mate!
We hope you'll do that with more of your awsome maps!
Thanks a lot mate!
Das Leben ist kein Frankreichfeldzug.
RWM auf Twitter folgen! https://twitter.com/RWM_Barbarossa
RWM auf Twitter folgen! https://twitter.com/RWM_Barbarossa
Re: Kharkov winter 1943
Hallo,
kann man man das unter 8.0 Beta 2 spielen?
kann man man das unter 8.0 Beta 2 spielen?
Suche Infos zur Beobachtungsabteilung 15 und Füsilierbattailon der 253. ID
Gruß Uwe
Gruß Uwe
Re: Kharkov winter 1943
Doofe Frage. Wer lesen kann ist im Vorteil.
Suche Infos zur Beobachtungsabteilung 15 und Füsilierbattailon der 253. ID
Gruß Uwe
Gruß Uwe
Re: Kharkov winter 1943
Hat die Mission jemand fertig gemacht, oder läuiftb Sie hier unter einem anderen Namen?
Suche Infos zur Beobachtungsabteilung 15 und Füsilierbattailon der 253. ID
Gruß Uwe
Gruß Uwe
Re: Kharkov winter 1943
JA kannst du, wenn du eine passende Mission bastelst.uwe72dd hat geschrieben:Hallo,
kann man man das unter 8.0 Beta 2 spielen?
Leider ist das hier eine map, aber wenn du viel Zeit und Enthusiasmus hast ...dann leg los.
Greetz du Haudegen
Re: Kharkov winter 1943
Neee, das überlaß ich mal den Besten hier die das super machen.
Danke mal an alle Bastler.
Danke mal an alle Bastler.
Suche Infos zur Beobachtungsabteilung 15 und Füsilierbattailon der 253. ID
Gruß Uwe
Gruß Uwe