bb
General
Blitzkrieg junkie (tried to quit several times).
Posts: 1,362
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Post by bb on Feb 13, 2011 16:22:24 GMT 1
Well, I played Ukraine 43, is a nice chapter. Here is my criticism: In general, LouisXIV maps have a very beautifull landscape, but in this case some of them (in particular the 3rd map) are too much "random mission". Also I`m not sure if the Ukraine landscape is soo "woodland" as you made, and, for what I can remember", the season of the battles was autumn. Other problem is the way the soviets fights, I must agree with Ocelo in this subject: we are in 43 here and I think, in general, the soviets didnt attack anymore with waves and waves of infantry or disacompained tanks. I believe the same scripts and maps will be better fitted with a diferent context and units (1941 for example). Another thing I dont like in Louis missions is the way he deal with planes (usually too plenty) and reinforcements (non-existant). Once the player start with a very good aerial support and with a lot of units the battle is decided in the very first minutes of the mission (meaby is more realistic, but IMO is less funny). About the missions: 1. First mission is good, with some surprises and a good use of the units placement. I can see a touch of Dmitry M. here . However, the great number of planes allows the player to spot almost all enemy units and the good placement is wasted. 2. The same of the first mission, but with a "malicious script" The mission is very painfull but, after finished (and scolding the map maker) I can say the mission is very fun. 3. Well, this is the worst mission. After take the first objective, all you must do is retreat, destroy the bridge and wait your 88 and your planes make a party over the poor soviet tanks. 4. Good landscape, however, this mission could be better with some counter attack or, at least, with an attempt of retreat of the soviets. Overall, a good chapter, not very complex and not very hard, with some good tank battles and manouvers possibilities. Specially indicated if you want a fast fun (and not spend 5 hours cleaning mines as MK, LOL). But with some enhances I believe it would be a lot better. Thanks for that.
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Post by LouisXIV on Feb 13, 2011 20:04:49 GMT 1
Thanks, bb, it's good to hear some feedback.
I must say I am in a certain dilemma about the aircraft. I feel that there should be a possibility of providing fighter cover for your reconnaissance and attack aircraft. The best way to do that is with a relax time of 60 (seconds.) However, to me also this tends to produce a situation where the aircraft dominate the situation. A relax time of 90 means the air cover departs not too long after the bombers/GA/reconn arrive - if you have been observant and sent the attack aircraft asap.
To me it is a pity that the fighters were not separated out from the other air units as far as relax time, etc. is concerned. Alternately, I remember someone experimenting with a situation whereby if attack aircraft were sent, they would automatically come with air cover.
I think a much longer delay time would be better, especially for the eastern front, but I'd still like to see that air cover. What to do?
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Post by Major Pain on Feb 14, 2011 3:00:59 GMT 1
In the script you can check which aircraft have been deployed then remove that option from use a second time, until a second is used. Example: If GA is sent, turn GA off. When GA and Fighters are both sent, reset or activate GA and Fighters again with a long default timer set in the map editor. If the player only uses one of the aircraft, and not the other, he has wasted his opportunity for continued air support.
The Script is powerful if you use it to do these things.
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Post by LouisXIV on Feb 14, 2011 12:43:39 GMT 1
Good idea. Very low relax time, but high off time.
What do you do about Player 1?
The main concern is I am trying to keep the scripts as minimalistic as possible.
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Post by danzig70 on Feb 14, 2011 16:22:09 GMT 1
You could just use the enable/disable aviation command and script the aircraft for both sides. If you also control the weather using the script it shouldnt be a problem.
Allow the player to call air support (ground attack) by enabling just that type of aircraft. The mission timer function is a great way to time when aircraft show up.
I find that the AI aircraft have to be entirely scripted or they just send wave after wave of scouts and bombers.
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bb
General
Blitzkrieg junkie (tried to quit several times).
Posts: 1,362
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Post by bb on Feb 16, 2011 1:54:14 GMT 1
Well, IMO there isn`t one only way to use the planes, I believe the most important is variety. After all, almost everybody here are experienced players and the most important is the surprise element. Some things I like to do: 1. Disable AI aviation and enable after the player got an objective, so the player can be got without AA coverage. 2. Do not give reconaissance aircraft to the player, so he wont spot the AI AT guns. 3. Do not give reconaissance aircraft to AI (cause the player can use bombers when the AI is sending its reconaissance aircraft and so cant send its fighters). 4. Do not give fighters to the players, or disable it in some ocasions with script. etc.
The last and very important tip. Do not give strong AA coverage to the player or to the AI if you want the planes will be of some use. Of course, this is not the case in the western front.
BTW, soon I`ll review Easten Wind chapter here.
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Post by finlander on Feb 16, 2011 16:37:23 GMT 1
..Aargh..have mercy on my humble soul..(..and my maps, as they are my first ones.. We should have a whole topic for the reviews only..Dont you think? Feedback is everything..
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bb
General
Blitzkrieg junkie (tried to quit several times).
Posts: 1,362
|
Post by bb on Mar 2, 2011 2:59:35 GMT 1
Review: Eastern Wind To MK+IF
This chapter was released at the time of BKHQ and I believe it was a little forgotten, the maps are reworked versions of preview single missions made by Finlander with scripts by our old friend Leon.
In general the maps are dissimilar in its qualities, some had a poor design, others had a very good design, etc. Also about quality of the gameplay and in the "fun factor".
The bad things in this chapter are: in most of the missions the win messages comes in the begining or it wont come any time; just in the first missions we have core units; in two of the missions is necessary to kill everybody to win; some maps have too much woods and so is very hard manouver the tanks.
The good things are: some of the missions are really fun and the maps are beautifull; is the only soviet chapter to MK; it makes a good use of IF stuff.
Some sugestions beyond the issues: I would use more combat cars, infantry, mortars and AT guns and less tanks to the attackers and to deffenders (specially in urban fight missions). Also, I beleieve you could give more long range artillery to the player and not several SPGs. You made a good use of the IF tanks but sometimes I found it a little much "panzer circus".
The Missions 1st, a good map, not very hard mission, but nice to practice some "deep operations" and to flank the enemy positions.
2nd Map. The map itself is not beutifull, good combats but after some time the german defence, buid with some deep, slacked my attack and the game became boring, once I didnt have good demolition guns.
3rd Map. What a pain, I almost gave up here: defence in deep, no artillery, no flame tanks, and endless waves of stukas made this the worst mission of this chapter.
4th Map. This is by far the best mission of all. a very beutifull landscape and the way we start the game makes feel as a really bridgehead attack. The counterattack is well made, even with the usual problem with defensive actions in MK.
5th Map. Good mission, but after some time it get boring because the great number of enemy tanks and fortifications without a good destruction equipment. So all I did was call the aviation several times.
6th Map. Good but with the same problems of the preview map. But this time the player have more artillery. IMO, in missions where the player must open a defence in deep is really necessary use a surrender script, cause after encircle the enemy in the trenches why we must kill then all?
7th Map. Another very good mission. In the begining, operating just with infantry and, in the final, figthing the enemy in the citty, with a very clever position of the enemy troops. We feel MK in its best here.
Anyway, is a good chapter to a very complex mod, with its ranges and gameplay changes. Very challenging, It took me 22:22min to finisht it. I appreciate Finlander`s support to this mod. Thanks for that.
P.s. Some of the soviets SPG dont run well with IF.
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Post by finlander on Mar 2, 2011 17:06:51 GMT 1
Well that is a pretty good review considering that i had no knowledge how to make maps at that time ;D I admit that i loved to throw in all the new tanks there was, just for the beauty of them But hey, we all have to start somewhere. Right? Thanks bb for the great review..
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