#131056
Archived topic · 67 posts
Creative object compositions
Mapping
#131192
Re: Creative object compositions
I would suggest you show this map (and any other Operation Sealion maps you made) to Lord Wiffleby over on ModDB. He runs the 1949 mod (which I'm chief weapons historian for) and part of our story line does include Operation Sealion so your maps may get a place in that mod.
#131197
Re: Creative object compositions
Thanks for the head's up but if I were to even dream of getting these maps out in the open, I'd have to do a hell of a lot of work to them. Most of them have the early-creations issue where the map border is just too small, and stamping whole maps is a pain in the arse. But maybe once I've finished my two current projects (Korosten and Teterev) I'll pop over to modDB.
#134414
Re: Creative object compositions
Just a quick little update to that 'stronghold' building I made... I gots stamps to work, and to celebrate I came up with an updated version!
Mediafire: http://www.mediafire.com/?26pbw4d4762487g
((The following images and descriptions are for 'example' purposes only. Only the 'generic version' is included in the Mediafire download, obviously, for this to be anything other than a cool looking building, far more work (and skill - that I don't have) would be needed, this is by all means nothing more than a 'suggestion'))
Image (generic version/none):

This is the 'base' building, with no upgrades of any kind. It would function as a larger version of the (un-upgraded) Wher bunker, having a garrison population of 12 (4 squads - eg: 4 MG teams). The 'upgraded' version would retain this function, but would also gain doctrine/CP specific unlocked upgrades.
Version 2 (Doctrine 3/Improved Comms):

This version has been given a "Listening post" upgrade, giving it a stealth detection radius equal to its base visual radius. An addition possibility would be a passive 'comm intercept' ability (Like Brit SAS 'Ultra Decryption' - But with a limited radius).
Version 3 (Doctrine 2/Ostkrieg):

"Watch-post" Upgrade - The spotlights represent a significant boost in the buildings visual radius (But NOT detection), there-by alowing garrisoned units to target hostile units from further away (Making the most of their range increase from the 'Ostkrieg!' CP ability).
Version 4 (Doctrine 1/Brandenburger)

"Flak-turm" Upgrade - The building gets a flak battery (Either the quad shown or an Ostheer 'single') for AA and AI area denial. It is always manned, even if the structure itself in un-garrisoned (Though if that is OP, then its wouldn't be in-appropriate to require a garrison presence). The 'Brandenburger' ability (suggested) requirement is to represent the requirement for trained gunners for the flak. An additional option would be to make the Brandenburger unit itself trainable from the building.
Text wall much? I know, I know... :P
~JD
PS: Posted a link to this in the Ostheer 'Suggestions' thread...
Mediafire: http://www.mediafire.com/?26pbw4d4762487g
((The following images and descriptions are for 'example' purposes only. Only the 'generic version' is included in the Mediafire download, obviously, for this to be anything other than a cool looking building, far more work (and skill - that I don't have) would be needed, this is by all means nothing more than a 'suggestion'))
Image (generic version/none):

This is the 'base' building, with no upgrades of any kind. It would function as a larger version of the (un-upgraded) Wher bunker, having a garrison population of 12 (4 squads - eg: 4 MG teams). The 'upgraded' version would retain this function, but would also gain doctrine/CP specific unlocked upgrades.
Version 2 (Doctrine 3/Improved Comms):

This version has been given a "Listening post" upgrade, giving it a stealth detection radius equal to its base visual radius. An addition possibility would be a passive 'comm intercept' ability (Like Brit SAS 'Ultra Decryption' - But with a limited radius).
Version 3 (Doctrine 2/Ostkrieg):

"Watch-post" Upgrade - The spotlights represent a significant boost in the buildings visual radius (But NOT detection), there-by alowing garrisoned units to target hostile units from further away (Making the most of their range increase from the 'Ostkrieg!' CP ability).
Version 4 (Doctrine 1/Brandenburger)

"Flak-turm" Upgrade - The building gets a flak battery (Either the quad shown or an Ostheer 'single') for AA and AI area denial. It is always manned, even if the structure itself in un-garrisoned (Though if that is OP, then its wouldn't be in-appropriate to require a garrison presence). The 'Brandenburger' ability (suggested) requirement is to represent the requirement for trained gunners for the flak. An additional option would be to make the Brandenburger unit itself trainable from the building.
Text wall much? I know, I know... :P
~JD
PS: Posted a link to this in the Ostheer 'Suggestions' thread...
~ MedMod Dev
Last edited October 11, 2012 at 9:09 PM by jonarus_drakus
#134426
Re: Creative object compositions
really nice job, although maybe in the wrong thread. however, i do see that you posted in the suggestions thread, and i am sure the devs appreciate the work, even if they do not use it. 

Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#134447
Re: Creative object compositions
Just thought I'd point out that OH doctrines are changing dramatically. Nobody should take the currently released doctrine layout to heart.
If you get into an argument with me, you're wrong.
#135690
Re: Creative object compositions
Stupid Question, but how do i put in a picture without giving a link to another page or by attachment?
My personal favorite
#135692
Re: Creative object compositions
I use Photobucket. Once you've uploaded a picture, it will give you an [IMG] code. Just copy and paste that here directly.
#135801
Re: Creative object compositions
I think I would go for attachments then, i don't feel like going through the trouble downloading Photobucket right now.
But anyways inspired by derkap10's building stacking i created a "hotel like" building with a balcony cafe about 10 stories high. Unfortunately ingame you can't really see the roof or top floor, but thats what the heightmap editor is for.
But anyways inspired by derkap10's building stacking i created a "hotel like" building with a balcony cafe about 10 stories high. Unfortunately ingame you can't really see the roof or top floor, but thats what the heightmap editor is for.
My personal favorite
Last edited October 22, 2012 at 2:19 AM by 132
#135817
Re: Creative object compositions
:o :o :o
That... Is really quite impressive!
~JD
That... Is really quite impressive!
~JD
~ MedMod Dev
#135818
Re: Creative object compositions
Waiter, I would like a bottle of your most expensive wine....
(un)official forum troll

In Soviet Russia, Forum troll You!

In Soviet Russia, Forum troll You!
#135834
Re: Creative object compositions
#135837
Re: Creative object compositions
You would definitely need some coding to stop it from being garrisoned and to stop destruction of the bottom parts of the building. My Cathedral had the same issue; after a barrage or two, walls are left floating.
#135855
Re: Creative object compositions
You can just put these of buildings as a OOB object in the unplayable area of your map, probably i guess since they are very tall and big and bugged...*shugs*
But as far as i know you cant enter any of the top floors or destroy them (unless v1 or howitzer ;D) , since each building block ( i think i had over 50 of those ) acts as a shot blocker so it would take an awful long time to turn it into rubble.
PS. Isn't there a blocker object that prevents buildings from being garrisoned?
But as far as i know you cant enter any of the top floors or destroy them (unless v1 or howitzer ;D) , since each building block ( i think i had over 50 of those ) acts as a shot blocker so it would take an awful long time to turn it into rubble.
PS. Isn't there a blocker object that prevents buildings from being garrisoned?
My personal favorite
Last edited October 22, 2012 at 11:43 PM by 132
#149905
Re: Creative object compositions
#150161
Re: Creative object compositions
#150211




