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PostPosted: Sun Jun 03, 2012 7:37 pm Reply with quote Back to top

707 x 704 map

player is General Wavell with an allied Mountbatten against a truck-load of Russian and American units defending the countryside.

there's 121 named Triggers, and probably five times as many trigger elements.

there are dozens of ambushes, counter-attacks, and some mid-game enemy reinforcements to keep things interesting.

by combining carefully scripted AI responses and mixing them together with timed/triggered AI activations this game will be a challenge every time. if you capture certain cities the enemy will "come alive" and start storming your captured cities and bases. if you're the sort of player that just rushes in and attacks everything in sight without doing some recon first-- this will be a very short game!

there are cut-scene actors hiding in the forests-- they can alternately ambush your forces or activate nearby regiments if spotted.

I incorporated hills in this map-- and by capturing hills close to enemy cities you can get a good look at the enemy's strength and plan attacks accordingly.

all of the major geographical features are named-- and are visible on the map. (well, if you launch the mission through the editor you can see them)

it should work with most of the common mods: Morgenblitz, Forgotten Combatants, and Nations at War mod.

this mission will take a minimum of two hours to complete. by that time you will have destroyed at least 300 regiments-- probably more. you'll want to concentrate your forces for offensives while leaving your AI ally to defend your territorial gains. you should probably recruit at LEAST one engineer regiment to help fortify the river crossings. in fact, I'd say recruit two! otherwise you'll be striking out on some offensive operation only to see the enemy dart across the river and steal two or three undefended cities in the process.

(this map served the purposes of self-directed studies in triggers-- I consider it a 'warm-up' for future work on new Stalingrad and Okinawa maps)
 
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PostPosted: Sun Dec 16, 2012 6:51 pm Reply with quote Back to top

I see 5 downloads-- so I'm curious how many people have actually played through this map.

any comments or suggestions?

what did you like best about this map? what did you like the least? did you have to play the map more than one time before you won?

I'm eager to know the 'ugly details'.
 
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PostPosted: Sun May 19, 2013 1:36 pm Reply with quote Back to top

here are some tips.

the map can be beaten. I've beaten it a dozen times. the trick is to hold off on capturing Le Sars until you've captured all of the other villages first.

capture the hills before moving in to attack cities. once you've captured the hills do a full 360 degree pan of the city so that you can see it from every angle. there are a lot of concealed cutscene snipers and infantry units hidden behind buildings. if you don't try looking at the cities from a non-standard pespective you'll never see them. this explains why, after you've killed all the defending regiments, you STILL can't capture a city. sometimes infantry are literally hidden inside of trees and bushes-- so be wary.

don't kill the forest lookouts near your start location. I know, it's counter-intuitive... but if you leave them alive then the 8 marine regiments won't storm Hill 101 before you get there.

try to find all three of the river crossings and build up a wall of bunkers at each spot. if you don't secure these three crossings you'll spend a LOT of time trying to steal back cities from the enemy.

make sure you build some AA bunkers east of Hill 102 and Le Sars to help stave off Russian bombers.

there is a Russian Mechanized division SE of Le Sars. destroy this with a flanking attack from the south before making a serious attempt to destroy the elite Russian mechanized units.
 
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PostPosted: Sun Jan 01, 2017 2:06 pm Reply with quote Back to top

I find it interesting that you know how to use triggers. I have my own map and have militias in cities but would like to be able to have them react better to things. Only using cutscene actors for now. I'm going to try and find time to try your map out, it sounds fun and interesting.
 
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PostPosted: Tue Jan 03, 2017 12:12 pm Reply with quote Back to top

using area triggers or visual field triggers are usually the best way to get a reaction. basically the idea is that if you have a certain team move any sort of actor into a predefined area with enemy troops in it... you can use that to have the waiting enemy troops launch an attack. I usually 'test' this map in the editor so that I can see all of the place names that won't show up during regular skirmish mode gameplay. the other map posted here "Japanese Stronghold" also uses a lot of triggers. that one might be better because it uses continuously looping area/movement triggers. that way the player is forced to find and destroy six different supply trucks in motion in order to achieve a critical mission objective.

learning and using triggers took me a very long time... and I basically had to teach myself. but once you figure out how to use them you can create maps with a tremendous amount of replay value. best of luck.
 
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