Post by bb on Jun 15, 2011 21:15:57 GMT 1
I have the impression most people here have GZM, but few really tried. I believe this is caused by the problems with translations, the quantity of patches and the size of the campaigns, cause once you must start from the Spanish Civil War is not everybody who wants to start a huge compromise to play the enire campaign.
Also to the mappers is not an easy thing work with GZM, because the number of units can bemuse the beginners.
People of the Russian Portal is working hard to make and convert new maps to GZM, but still, there is the problem with translation. I allready started to make maps to this mod, but it will take a time before I can release any interesting stuff.
So I decided to write a little about GZM features to the players and mappers know a little more about this great mod. However, this is not a real review because I couldnt play the original campaign.
So, lets start:
1. Compatibility. GZM is full compatible with BK1. You can play an original map or chapter and take advantage of its great skins and gameplay changes. Editing a litle the chapter script you can use GZM units as your Core units.
2. Ranges. GZM has enlarged ranges and sight values. But nothing so extrem as MK. IMO the GZM ranges are almost perfect, specially because it gives a good advantage to infantry againts AT guns and to AT guns against tanks.
3. Infantry. This is the best feature in GZM. No more cannon fodder, the infantry is very resistent specially when running, so after a bad attemp to attack you can call your boys back without losing everyone. (Infantry is, IMO, the worst issue in MK).
4. Core units. The core units make a big difference in the game since the first upgrade. Lot of difference with vanilla, which your core units become respectable just after the 2nd upgrade.
5. Objects. The colection of new objects is one of the most cool things in GZM to the mappers. Flower, debris, statues, trees. Really awsome!
Also to the mappers is not an easy thing work with GZM, because the number of units can bemuse the beginners.
People of the Russian Portal is working hard to make and convert new maps to GZM, but still, there is the problem with translation. I allready started to make maps to this mod, but it will take a time before I can release any interesting stuff.
So I decided to write a little about GZM features to the players and mappers know a little more about this great mod. However, this is not a real review because I couldnt play the original campaign.
So, lets start:
1. Compatibility. GZM is full compatible with BK1. You can play an original map or chapter and take advantage of its great skins and gameplay changes. Editing a litle the chapter script you can use GZM units as your Core units.
2. Ranges. GZM has enlarged ranges and sight values. But nothing so extrem as MK. IMO the GZM ranges are almost perfect, specially because it gives a good advantage to infantry againts AT guns and to AT guns against tanks.
3. Infantry. This is the best feature in GZM. No more cannon fodder, the infantry is very resistent specially when running, so after a bad attemp to attack you can call your boys back without losing everyone. (Infantry is, IMO, the worst issue in MK).
4. Core units. The core units make a big difference in the game since the first upgrade. Lot of difference with vanilla, which your core units become respectable just after the 2nd upgrade.
5. Objects. The colection of new objects is one of the most cool things in GZM to the mappers. Flower, debris, statues, trees. Really awsome!