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WW2: World in Flames [REVISED]

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I realized i had only shown a very tiny portion of the game theatre in the main post, so i thought i'd show some of the other settings for you here.

Here is the city of stalingrad, having two bridges crossing since it is a pretty large battlefield. notice that each side of the river has a capturable "town" unit, so the city can be held by two different factions at once.

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Here's also a shot from the african theatre, featuring a german watchtower and a minor guard post in the heights of the atlas mountains.

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And here's a second one, where you can se the city of casablanca in the background.
Urban areas are shaped so that infantries can walk through different structures, such as wall gaps and archways, which tanks cannot reach though. The latter are oftenly restricted to other paths to get into the city centre.
It is not as visible in this city though, as it is on some other african cities such as tripoli.

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i have also updated the main post with a thread index, to make browsing a bit easier. I might add some tables for the units later on, awsell.
The Wespe model is turning out great and will work just as i intended, thanks a lot for suggesting it. i will upload images tomorrow.
 

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Wow Fingolfin! Those are pretty awesome terrains. Wonderful work on the African Theatre. Also I think that Stalingrad is pretty good, and the two control points are genial since it was a important battlefield in the war.
 
I agree, i don't like the dirt tile i use for the african theatre either.
I'm not very good at making tiles though, we'll see if maybe red shift publishes his desert tiles or something.

EDIT:

New feature: Penetration!


I've been watching ham hams map which hugo sent me, and i was quite inspired.

Until now, armor piercing rounds have had only one special property - dealing more damage to heavy armored units. That has changed.

The armor piercing rounds now have a slight chance to actually penetrate the armor of a tank and deal internal damage based on which direction the attacker is firing from.
A shot fired from the rear has very high propability of penetrating the armor, while one from the front will most likely just glance off and deal normal damage. If a bullet penetrates the rear, it will have a chance to wreck the engine, disabling the tank until repaired by an engineer.
A direct shot from the side also have a small propability of triggering the ammunitions storage of the tank to explode, dealing massive damage and reducing both the damage and attack rate of the tank until repaired.
A light or medium tank that has already taken a couple of shots will likely be finished off by this.

That is not all though; each tank also have it's own armor rating, which is a variable used in the calculation to increase or decrease the likeliness of a shell penetrating. For instance, panzer medium tanks have positive armor rating, while shermans and light tanks have negative armor rating. Some tanks, like T-34's, have neutral rating.

The ability to recover and repair damaged tanks was very crucial in WW2, and i believe this will help to increase the feeling of authenticness in how armored units are used in battle.
I have been playing with the thought of making soldiers being able to capture disabled tanks, but since none of my units have team color (i hate team color!), i would have to make a second skin variant of each tank to represent the "captured" version, which would propably take too much space for such a small feature.

Please post your feedback and opinions on this mechanic. :)
 
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Wow I did liked it alot! It's realistic, awesome and crucial for strategies. Makes the game even more awesome ;). About the capture system, just make the tank with some kind of animation which their entrance doors become open, like this: http://www.peachmountain.com/Narayan/images/2005_Saumur/T-34_85_01.jpg

About the artilleries: If you are still going to make them, you could make the Katyusha as the Soviet artillery, by simply using the ZIS-5's skin or basing on him.

About the planes: If the Allied still got no tactical bomber, it could be the SBD.

Misc: You have written a strategy guide in Jame's Post. You should write it here too ^^
 
Nice to hear :)
@Artilleries: the Wespe only has texturing left, and it looks great. i will make the M7 too, but we'll see if i use the russian SU-76 that you proposed. It seems very similar to the SU-85 (the heavy tank), and it seems kind of lame.

@Plane: Yeah, the Dauntless, that's a great idea! Thanks!

And finally, i do have the strategy guide in this thread, it's just that i don't call it a strategy guide. :)
It's in the units introduction. I might add an extra section about some other strategies aswell, like how units should be placed (flanking with AT-Guns would seem like a good idea now!)(Don't cluster your infantry, keep light tanks at back if you are facing heavy armor, etc.), also how to use all the other units, like tactical bombers and destroyers.

By the way, the new pillbox model is soon complete, will post screens soon :)
 
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@Artilleries: Great! Can't wait to see some screenshots :). Yeah maybe the SU-76 is easier and better.

@Plane: I'm glad you liked it.

Sorry, I didn't noticed that they were the same. Anyways, I'd like to say some stuff to that section you said.

-Always take some submarines and destroyers with your fleet. It is really important to you reach the destination with at least half of your fleet(if you made it an effective fleet), and that's why you need those. The submarines are very effective against naval units, so use them to destroy enemy ships quicker and receive less damage of your ships. The destroyers are very important because they are the only one who can detect submarines. It is crucial if you want your fleet safe.

-If you are going to make any bombing operation at an enemy city or army, always scout the region first with an interceptor(or escort) fighter, to ensure that the aerial space is safe. It is also crucial to scout areas before striking it by land. If you send an powerful armored column to an enemy city, without scouting it first, you may find tactical bombers ready to destroy your tanks.

-Never make an army with just one kind of unit. It is very important to make a balanced and effective army if you want to win a battle, or even the War.

-Remember: It is always cheaper repairing an damaged tank, airplane or ship than producing new ones. Producing new units instead of repairing the already existing ones is a waste of time and resources.

-Ambushing enemy armies or fleets is always effective to slow down the enemy advance, and in some cases, even reduce the damage on your own territory. For example, ambushing and assault fleet with a submarine fleet(however, if the player is well experienced, expect to be heavily counter-attacked. Always aim for their destroyers and submarines, or else, you may fail). Other case can be bombing a land group with tactical bombers and Anti-Tank guns, hidden somewhere and just awaiting for their passage. Also, try to ambush them in affected environments, like the ones who slows down units.

-Bombing enemy fortifications is the most effective way to break through hard defenses, such as tank barricades, pillboxes etc. If you rush through an enemy heavy defensive positions, without bombing it, expect great enemy resistance and even victory, if they call for reinforcements.

-If you got overrun in one city, try to attack one of the attacker's city. He will get distracted by your city and will become weak. In some cases, he can even retreat and defend the city you attacked. But remember, always scout the region first and never target high valuable cities and very reinforced cities. If you do that, it will be a total lost of resources and units.

That's all I got. Hope you like it.
 
I am looking forward to this project. The models, terrain, gameplay, visuals EVERYTHING looks perfect. I know that when I play this I will have more fun than I've had with any other WC3 map PERIOD.
+rep for you!!!
God speed Fingolfin!
Sorry if this has been answered before I honestly don't want to look through every page. Will all these models be map exclusive/private or will they be made public? That German soldier looks damn good.

You inspire me and right now this makes me want to make a campaign..hmmm..Company of Heroes :cidea:
For real if I could I would give you like 10 rep at one time.
 
Thank you total warrior, and yes, the models will be made public as soon as the project is released, and the finiest of them will even be released soon.
It is great to hear that i have inspired people with this project, there is nothing better for a modeler than to see his models widely used by others. :)


@Hugomath; about the artilleries, i don't know completely which one the SU-76 was, but i meant the one you proposed together with the Wespe and the M7. Is there any other kind of mobile artillery that loks similar, yet less like a tank destroyer?

Also, at the strategy guide.. great!
I liked those ones:


-Never make an army with just one kind of unit. It is very important to make a balanced and effective army if you want to win a battle, or even the War.


-Remember: It is always cheaper repairing an damaged tank, airplane or ship than producing new ones. Producing new units instead of repairing the already existing ones is a waste of time and resources.

And i also wan't to comment those:
-Bombing enemy fortifications is the most effective way to break through hard defenses, such as tank barricades, pillboxes etc. If you rush through an enemy heavy defensive positions, without bombing it, expect great enemy resistance and even victory, if they call for reinforcements.

Not entirely true; Flak guns are very common together with pillboxes, even trough strategic bombing is always an effective mean for destroying those bunkers, but it oftenly becomes an expensive suicide mision.
If the bunkers are clustered, start sending in a couple of strategic bombers to soften up the AA-Guns. Drawing their fire is no use, since they do AoE damage. Then bomb the cluster and bring in your forces.

BUT: if the bunkers are spread, it is always best to use artillery, or even flamethrowers.
Remember that bunkers have very long range (and flamethrowers very short), so put your flamers in an armored transport and send them directly in front of the bunker. If the defender brings infantry support, make one of your flamers fire a shot at the cluster if he can; it will lit the ground in flames and deal DoT.
Alternately, some players think the bases they have within the defense line are immune to ground attacks, and therefore only build flak batteries in them - send a squad of light tanks through their bunkers and destroy their flak. Their speed and armor enables them to speed through the bunkers and make way for air raids within.


-Bombing enemy fortifications is the most effective way to break through hard defenses, such as tank barricades, pillboxes etc. If you rush through an enemy heavy defensive positions, without bombing it, expect great enemy resistance and even victory, if they call for reinforcements.

Tank barriers are only doodads and cannot be destroyed. The rest is true though; don't rush your army through to attack that city unless they are very fast (light tanks and transports) - yu will find yourself overwhelmed and sandwiched in between the defense line and the enemy forces. Usualy, there is also some hidden bunkers on the path that you've missed and that will tear you apart.

-Always take some submarines and destroyers with your fleet. It is really important to you reach the destination with at least half of your fleet(if you made it an effective fleet), and that's why you need those. The submarines are very effective against naval units, so use them to destroy enemy ships quicker and receive less damage of your ships. The destroyers are very important because they are the only one who can detect submarines. It is crucial if you want your fleet safe.

More like: always bring two cruisers and a destroyer as escort for your battleship.
If you are aiming for an open sea battle, you can even skip the cruisers if you want unless you are expecting carrier resistance, but they are still pretty decent combat ships.

Nice to see so much dedication from you, hugo. :)
 
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@Artilleries: Well then a good example is the SU Series. The SU-100 is very similar to the SU-85, same chassis, same position of the cannon. However, the SU-100 was only developed in 1944. An alternative is the SU-76, however, its chassis are more looked like the M18 Hellcat than the SU-85, although it's chassis were based on the T-70 Tank, and, according to Wikipedia, it was the second more produced armored vehicle, after the T-34 Tank.

Right, I just said those strategies basing on my experience on modern warfare and WW2 strategy games. Oh right, about that piercing feature you said, maybe a critical strike for tactical bombers against tanks which greatly damages them(or instantly destroy them). Also, add an critical damage to any tank weapon: destroy the tank's track, depending on which side is the attacking tank firing(of course, if is not micro-management).
Anyways, I'm thinking on new tips for the strategy guide. Expect them tomorrow, maybe about 1 p.m or later(on GMT-3).
 
I was thinking of the possibility to break the tank tracks to give the tank a debuff that only lows it down greately rather than damaging it, though i haven't really gotten all my duymmies straight yet (they won't cast, only the other effects take in place so far) so i haven't really had the possibility to implement it.

@Artilleries, ok, maybe i will revaluate my opinions on the SU-76, it does have the same features as the Wespe for example. My only concern was that it would be unable to tilt it's cannon in an angle as steep as how the Wespe and the M7 can and therefore look less like an artillery.

By the way, here is the new Japanese Chi-Ha type 95 Medium Tank model!
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Just for the heck of it, i also did a model for the japanese Ha-Go Light Tank using the same texture as the Chi-Ha:

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Profile:
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The UV is a bit of a mess at some places, but it looks good ingame. it also matches the Chi-Ha very nicely. :)
 

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Yes, it is so riddiculous! I mean, look at that body shape.. what were they thinking?
It is so complicated, and a lot of details make no sense, yet it had to take loads of extra time to produce them.

The suck-ishness of japanese tanks is somewhat reflected in the map though, they are the only team to have reduced HP for their light tanks (when i talk about reduced HP, it is usually about 5 or 10), and japanese tanks in general are equal in production speeds to the others, move slightly faster, slightly weaker (in the terms of HP), and the Chi-Ha also has slightly less firing range (260 as opposed to the standard 280), and slightly lower production cost.
Theese are all small differences, but they have quite dramatic effects on the battlefield. What i can say so far is that Japan will be the only country to have tanks with only cons (except the tiny speed difference which hardly noticed), and they will take a bit of a beating from every other tank in the game, but instead Japan has a very strong economy to start with. The idea is also to force the japanese player to focus more on naval combat, just like in real history. ;)
 
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HEY, FINGOLFIN! Stop trying to kill me with these awesome models D:

Jk. Anyways, nice work on the Ha-Go. And yeah, I agree with you and warman45, Japanese tanks were basically cars with cannons lol. Buut, their ships will be the strongest, right?(or some kind of bonus in naval units, since you already posted the naval Axis units)
 
Yes, their ships will have some nice buffs, so will the British air units.

I am also working on the concept for the nuclear ballistic missiles; my idea is that they will fly very slowly across the map, emitting a roaring rocket sound as they go, and when the missile reaches a certain point, there will be a message informing that: "Judging by the missiles trajectory, it appears to be headed towards [Continent or country name]".
The total missile flight time would be about 10-40 seconds depending on the distance to the target, and the missile would be interceptable by jets only and will have an 80% "Evasion" ability. Seeing how a 30 second countdown would be required prior to a nuke launch, all players would propably have built as many jets as they possibly could (30 seconds would be enough for about one jet at each factory, lol), and with some luck, they would be able to take down the missile before it reaches it t's target.
Nukes will leave a wake of radioactivity that lowers the combat effectiveness and slowly reduces the hitpoints of all affected units, once it has detonated.


My second idea is kind of a reconsideration of the earlier proposed SAS Commando units, which would be more of a type of spy.
Spies would move next to a building and interact with it, giving it a small chance to retrieve tactical data about the enemy situation.
Some example scenarios would be:

"Your spy failed to retrieve any important information this time" (40% chance)

"Your spy found a folder of aircraft inventory charts, revealing that the german army holds an estimate of [number] ME209's, [Number] Stukas, and [Number] HE111's."

"Your spy retrieved a tactical map showing the location of a number of german bases *Pings german factories on the minimap*"

"Your spy retrieved a tactical map showing the placement of german anti-tamnk mines *Pings mines on map*"

etc. Tell me what you think about theese suggestions.
 
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Hm that Nuclear Missiles you say, would be available in a certain time, right? Anyways, it's good, they would be very effective in cleaning though fortifications and cities. Of course, only interceptable by jets, since it's impossible intercepting it with a monoplane fighter or AA Batteries. In fact, that suggestion is good!

About the spy stuff, yeah it seems very nice. If there will be a rank system, you could make the spy able to assassinate, which would be effective against High Ranked units. And that thing that tells the number of planes, pings german factories and mines etc. is very interesting. However, there should be a unit that detects spies, like other spies or heroes, if there will be any.

About those strategies and tips I told you, maybe will take me some more time, since you are going to add these stuff.
 
Well, all units have a short aura of true sight that reveals invisible units in heir immediate area.
I am still quite uncertain about the spy idea though, since players likely won't bother to keep a track on EVERY factory they control anyways, and if an enemy player tries to invade it and kills all defenders, spies will have an easy job.

i think the nukes will be a nice cataclysmic event in the end game, imagine the panic when a player gets the notification that the missile is headed his direction, and even when players see the countdown to begin with. It's like "OMG EVACUATE NOWZORS!!!!" :)
 
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Haha right. Cool ;)

Anyways, how's the work on land units? I mean, which models you still think in making and etc etc.

EDIT: Forgot to mention: I got the look-like terrain for Omaha :D. I'm just going to finish some stuff and I'll upload in my album.

EDIT: Yeah... can't upload it :(. There's an error in uploading it. I already created a thread and people already replied it, already tried their suggestions, but still doesn't work!
 
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o i got an awsome idea about nukes!

when you build a nuclear ICBM you can set a "doomsday target" when a nuclear ICBM is launched at any point in you're country (they should only be allowed to target cities and buildings btw) or when you're capitol is being attacked and is below 20%, then you're nuke will automatically be launched towards it's doomsday target (you might also want to have a message saying are you sure you wish to launch the nukes?) and if you hit yes than it fires, this would prevent the annoying and infuriating problem of you're nuke silos being nuked before you can fire due to lag. as we'll it would allow you to use you're nukes as a detterent.
 
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That seems... nice, although looks a little micro-management...

Anyways, here you go Fingolfin:

Mah Strategy Guide w/ Tips!!

-Always fortify cities near enemies' countries, such as cities in Poland and France. Also, it's a good idea to establish border fortifications between countries, especially enemy countries. If you do that, you may be ready for an invasion, don't expect the fortifications stop the enemy though. They will only slow him down, and you may use that time to launch a counter-attack. However, if two or more players invade you, you should ask your allies for help. Even you being one of the strongest nations in the game(like Germany), you can't hold two invasions forever. That's how Germany fell.

-Remember to team-work with your allies. If you are going to invade an enemy country, see if any of your allies can help. Ignore if the enemy player keep saying: "You cowards!" or something like that. This kind of people doesn't know to accept a defeat :)

-Is a good strategy seeing which kind of attack is better against which kind of armor. If you have an enemy invading you, try to see the majority of troops he's using, for example, if he got more tanks, then you should make some AT-Guns to counter them. But if the enemy player is smart, he will counter your guns with Light Tanks, so always keep some units guarding your AT-Guns, especially units with attack effective against Light Armored armor. Also, keep some infantry close, in case the enemy counter-attacks with AT-Infantry.

-Got overrun by an enemy? Ask for help! If even you allies can't stop the enemy, then you should rush to other territory, or counter-attack his country. Since almost the whole enemy army will be attacking you, attack his territory by advancing through alternative routes. But be warned: He may attack your army when he sees them, make a way to escape back to your country, or rush even more to the enemy's territory.

-Not used to Modern Warfare Strategy Games? Well, then if you already played any Medieval Strategy or Melee Game, then consider as this:
-Militia is like the weakest unit you got.
-Soldiers are like footmans, the only differences is that he uses a gun, which makes him ranged(duh :hohum:) and he IS NOT a tanking unit.
-Flamethrowers are like... oh well, they are like siege units, however they are close-ranged, but that doesn't make him useless! Flamethrowers can easily take down bunkers(those towers with very fast attack...).
-Light Tanks are like Scouts, and possibly "Raiders", since they are fast and can destroy enemy Anti Tank-Guns(those guns with long range and high damage)
-Medium Tanks are like normal cavalry. They are tanking units, a little fast and can be effective in groups.
-Heavy Tanks are like DPS units, since they can deliver a great punch against other tanks. But don't just mass them. A group of Light Tanks can destroy a lone Heavy one.
-AT-Guns are like sieging units, however, they can be very effective against Tanks. But, like the catapult or demolisher from blizzard, they are "Slow and vulnerable".
-Troop Carriers are like... well transports to your infantry. But why using it? Because Troop Carriers can transport your infantry through enemy fire with safe. For example, if the enemy has some bunkers, load up your troop carrier with flamethrowers. But remember that bombing these bunkers are far more effective, just make sure that the enemy doesn't got some AA Guns(a.k.a Flak Cannons,those iron turrets that keeps pointing to the sky, since they are supposed to destroy Aircraft)
-Bunkers are like turrets effective against infantry. Always keep some of them protecting towns. Remember to protect with Flak Cannons, aswell!
-Flak Cannons are like turrets made to destroy air units. Keep some of them protecting your towns and fortifications.
-Escort Fighters are flying units which can last very long in flight, making them useful for long-ranged bombardments(air attacks with Strategical Bombers and Tactical Bombers).
-Interceptor Fighters are flying units which were made to destroy other air units. Always keep some in your airfields.
-Tactical Bombers are flying units made to destroy land units. Use them against tanks and armored units!
-Strategical Bombers are flying units made to destroy buildings. Use them if you want to bomb an enemy heavy fortification or city, but remember to destroy his Flak Cannons, otherwise, you will only had spent resources.
-Submarines are stealth naval units made to destroy other naval units. Always keep some of them with your fleets.
-Destroyers are naval units made to counter Submarines. They can spot submarines(which are stealth) and launch torpedoes(missiles made to destroy ships, if you don't know). Always keep some of them with your fleets.
-Cruisers are naval units with medium firepower, but still very effective. Keep some of them with your Battleships.
-Battleships are naval units with huge firepower, making them one of the most effective naval units against enemy fortifications. Use them to bombard sea fortifications and towns close to the Sea.
-Aircraft Carriers are naval units, yes, you guessed!They have the ability to transport Air Units through the Sea. Very effective and a must if you are going to make an invasion through the Sea.


(Oh well. Your are going have to make the last one on F9 or something. Too big for a In-game message ^^)

Well that's all I got for now. Hope you like it!
 
o i got an awsome idea about nukes!

when you build a nuclear ICBM you can set a "doomsday target" when a nuclear ICBM is launched at any point in you're country (they should only be allowed to target cities and buildings btw) or when you're capitol is being attacked and is below 20%, then you're nuke will automatically be launched towards it's doomsday target (you might also want to have a message saying are you sure you wish to launch the nukes?) and if you hit yes than it fires, this would prevent the annoying and infuriating problem of you're nuke silos being nuked before you can fire due to lag. as we'll it would allow you to use you're nukes as a detterent.


You will have to explain that further.. do you mean that you have a preset target which will be launched at automatically, when your own situation is hopeless?
My idea is that nukes should be able to target anything, even ground. Precision targeting with a nuke would be like hunting flies with a bazooka.


And @Hugo: What a post! :)
You did get some things very wrong though, especially this:

-Heavy Tanks are like DPS units, since they can deliver a great punch against other tanks. But don't just mass them. A group of Light Tanks can destroy a lone Heavy one.

This is all completely false. Heavy tank are not DPS, infact, they have some of the slowest cooldowns of all units in the game.
It is hard to put MMO classes onto the units in this map, but i would say that the heavy tanks are, well, "tanks", since they can soak up a lot of basically any type of damage, and especially regular bullet damage. On the other had, they are also NOT weak against light tanks, quite the contrary. Light tanks are virtually helpless agains heavy tanks, regardless of their number - you need more than 6 light tanks to easily take out a heavy tank, and then it is with most of them lost!

-AT-Guns are like sieging units, however, they can be very effective against Tanks. But, like the catapult or demolisher from blizzard, they are "Slow and vulnerable".

This is infact also very false.
AT-Guns are cheap and relatively fast units used by infantry squadrons to take out tanks. Since they use AP-ammo, they are worthless as siege units, and have a very specific role - to be a quick and cheap defense against heavy tanks.
Armor piercing damage does increasingly high damage the more armored a target is, which is why the AT-Gun gets taken down by a light tank fairly easy.
Also, range differences does very little in this game, with exceptions for infantry and flamers against bunkers, and tiger tanks against light tanks.

-Medium Tanks are like normal cavalry. They are tanking units, a little fast and can be effective in groups.
This is quite correct. Medium tanks are your regular all-purpouse tanks with decent damage to both infantry and armor. hey will be the most common tanks on the battlefield.

-Got overrun by an enemy? Ask for help! If even you allies can't stop the enemy, then you should rush to other territory, or counter-attack his country. Since almost the whole enemy army will be attacking you, attack his territory by advancing through alternative routes. But be warned: He may attack your army when he sees them, make a way to escape back to your country, or rush even more to the enemy's territory.

This is usually correct. Only thing is, the game is set so that the different factions are isolated into theatres where they fight only one or two enemies.
For example, Japan will only be fighting China and the minor eastern countries at first (supposedly neutral hostile, or provided with a basic AI), then USA will enter the picture.
Italy will only be fighting the desert rats at first (British African forces), while defending the fairly easy-kept pass at the alpes. USSR will at first only fight the minor axis player in finland, untill operation barbarossa etc.
Your tip does apply to the end game, on the other hand, since allying will be completely free by then and the lines will have been quite redrawn.

The rest of the tips are pretty nice, you especially got the light tank concept very correctly, aswell as the ship classes

This one was also good:
-Is a good strategy seeing which kind of attack is better against which kind of armor. If you have an enemy invading you, try to see the majority of troops he's using, for example, if he got more tanks, then you should make some AT-Guns to counter them. But if the enemy player is smart, he will counter your guns with Light Tanks, so always keep some units guarding your AT-Guns, especially units with attack effective against Light Armored armor. Also, keep some infantry close, in case the enemy counter-attacks with AT-Infantry.

Except a few things:
-AT-Guns ARE effective against light tanks, although weak against infantry.
-AT-Infantries are no longer in the game.


And then i have some of my own tips from the experiences i have had from beta testing:

-Pay attention to which units you send in first! Infantries are fast and eager to rush in, but if the enemy has a frontline of light tanks, your chaps will be toast. In this case, send in the heavy and medium tanks first, and bring in the infantry as soon as the light tanks are dealt with.
If, on the other hand, the front consists of AT-Guns, it would be a good idea to let the infantries take the aggro while your medium and heavy tanks storm in afterhand. A good rule is to keep weak units such as the AT-Guns at back, and just keep them as an additional damage dealer while your tanks take the beating. Do NOT tank with an AT-Gun to save your infantry, then you've got it the wrong way around.


-Correct positioning is CRUCIAL to achieve victory against any enemy force. DON'T keep your infantry clustered or they will be shredded by the light tanks, and use your AT-Guns to flank the enemy tanks to deal extra critical damage against their lesser armored parts.
 
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Right Fingolfin... I just guessed, since I don't play the Beta Versions anyways. But I'm glad you liked some of them.

EDIT: Finally I uploaded a picture of Omaha! Of course, is still look-like, but you can see it there to give any suggestion.
 
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looking good :D

Just one question, which nations will be playable? :eek:

Currently:
Soviet Union
Great Britain (African)
Great Britain (European)
Italy
Germany
Minor Axis
Minor Allies
Imperial Japan
USA (Atlantic)
USA (Pacific)
China

..and one player slot left, which is currently undecided. :p


@Hugo: try making that text in your signature to a link to your project thread or gallery or whatever.. Can't really see where you are publishing your stuff atm, but i will look.
 
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Well I've posted them on my album. But soon, I'll create a new Thread in the Map-Development Forum, just need some time to get cool screenshots :)
 
Update: Landkreuzer WIP footage recovered!

*First images of the lost landkreuzer model, one of the final tier siege units in the game

The modeling of the super-heavies was a progress kept in great secrecy - very few people knew of their existance by the time they were ultimately lost in the reformat. Much like the real Landkreuzer, the project fell into mystery.

By coincidence i yesterday found the only three pirctures i had of the mesh, hidden on another computer. I am now in the progress of recreating it, but meanwhile you can enjoy this exclusive WIP footage. ;)
 

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Wait, wait. WHATAF**K. *caham* Sorry. Anyways, pretty awesome work :O. But, which kind of unit is most effective against that... thing.
 
Most effective counter is by dive bombers. they will have a special bonus damage against tiger tanks and super heavies.
Regular heavy tanks also work fine, but keep in mind that those monsters will be firing from quite a large distance, so you have to find it first. ;)
Like most artillery though, it needs a spotter, since it has very limmited sight range. It also has awfully slow movement speed, and cannot travel everywhere on the map.
The american equivalent is smaller and quicker to produce, but generally weaker and has shorter range (but faster attack speed).
Generally, the american version is more versatile and actually useful, while the monster is better at harrassing from a great distance.
 
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Maybe Naval Weapons can be effective aswell, although the player using the monster could be smart enough to keep it outside of the range of battleships.

EDIT: So... uh... what's gonna be the american equivalent?
 
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Americans will have the T-28.

Anyways, i have a new system that you people should vote for or against..


Tank fueling system

Ok, i have this new concept based on a "IsUnitMoving" function that i recently found; basically, it will mean that all vehicles gain a fuel bar, represented by the mana bar (just like for airplanes). A trigger will periodically check if the unit is moving, and if it is, it cause the fuel level to slowly (and that means SLOWLY!) drop.

*Fuel is restored by engineers, who can purchase a fuel can with a set number of "charges" (think of it as "sips"), which he can use to resupply tanks.
Allied towns will also slowly regenerate the fuel level of nearby tanks.

*If a tank runs out of fuel, it will have it's movement speed set to 0.
It can still fire, but not move.
The tank will also get an ability with the option to abbandon it, destroying the vessel, but giving the player control over three tank crewmen, who are slightly stronger than regular infantry.


So.. what do you think?
Would it be a nice addition, or will it just be an annoying micro time-consumer?

Give me your opinions.

EDIT: By tanks, i generally mean "vehicles". This would apply to all mechanized units.
 
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I think if you add a fuel system then infantry would need a food system
or it would just feel weird.

that is just my opinion though

the power to starve your enemy to death ;P
 
lol, that would be more like The Sims: Eastern Front expansion, or something. ;)
I remember playing a game called "Soldiers: Heroes of WW2" once, and it had a fuel system much like this one. I like the way of adding those kind of concerns that people actually had on the historical battlefield, like salvaging tanks and tending wounded soldiers (the latter will not be in this game though), we'll just see if the whole fuel idea contributes to gameplay (since cities are hardly far between).
 
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About the T-28: Nice. Never heard about him, but looks really awesome :D.

About Fuel System: Honestly, I found it very interesting and realistic. Maybe even crucial to win. I have even had a little strategy that uses this system: Imagine that you discovered a large armor division(a good example would be that the French player discovers a large formation of Panzers heading to Paris). Since the tanks use gas, the player controlling the invaded country could ambush this armored division, to slow them down and make them spend gas. Of course, I might be thinking too much on real life(because in real life the tanks would probably scatter and avoid being hit by enemy shells, or retreating). The invaded player could also consider in tricking the invaded player, for example, forcing the player to change his tanks' route. Imagine like this: The invaded player would send tactical bombers to threat the invading player, by killing some of them or even making blockades with armor columns, or who knows, bombarding the invading player's tanks by sea, with battleships. But that already relates nothing between the Fuel System and the strategy to slow down the enemy's army. (Hell, I think I have created another strategy :O). Now, back to the Fuel System, a simpler way to refuel would make Fuel Deposits or Gas Stations throughout the battlefield. For example, a Gas Station inn the highway, or fuel deposits in enemy bases. Maybe we could also consider a build able construction to the engineer, like Fuel Deposit of Fuel Pump or... I don't know, something that stores fuel. Hell, a gasoline truck that is available to all countries, or items for Half-tracks or even extra fuel pots that tanks could be able to take in battlefield, but increasing the chances to be destroyed(of course, if kept outside the armor), or a buff that if the unit transporting the fuel gets destroyed, a bigger explosion would happen.

Anyways,
-Are naval units included to have this Fuel System stuff?
-Here's a suggestion to the Battle of Berlin event: The players would receive buffs if: Seelow Heights has been captured by the Allies; Some cities are no longer under control of Germany(those could be Paris, Stalingrad, Warsaw, Viena and some others, I don't know exactly right now)and at least one control point of Breslau must belong to the Allies(like in Stalingrad, would have two). The player controlling Germany would have their soldier production time reduced, but increased time to produce any kind of mechanical unit. The Allied would have their morale increased(extra stats) or maybe decreasing the production time to any unit.
-I think there are some information missing on the main post, like playable countries.
-Just a little thing when the Pearl Harbor event happens: A little part of Franklin Delano Roosevelt's speech. I like the paragraph where he says: "Yesterday, December 7th, 1941-a date which will live in infamy-. The United States of America was suddenly and deliberately attacked by naval and air forces of the Empire of Japan"
Here you go some links that might be useful:
Entire Speech(text): http://teachingamericanhistory.org/library/index.asp?document=146
The paragraph I've mentioned(sound): http://en.wikipedia.org/wiki/File:Roosevelt_Infamy.ogg
Entire Speech(sound): http://en.wikipedia.org/wiki/File:Roosevelt_Pearl_Harbor.ogg

That's all for now.
 
Ok, let's just start at the bottom: the speech is a great idea! I will definately use it.
About the german debuff thing; i will propably have some global debuffs related to historical things, like the soviet army being brutally debuffed from the beginning of the game until the red army has mobilized (i might even make the mobilization into an upgrade on the research facility, so that the soviet player decides when he needs to mobilize, since i'd make it quite expensive).

In the later game though, it might be sensitive to add theese kind of buffs. You see, it is not certain wether the german player will be based in germany at all at that time, perhaps he has most of his operational bases in africa?
I could say though, that the historical events will only trigger if the circumstances are correct. For instance, the battle of kursk will depend on the current frontlines at that time, and i might also create some made-up historical events that will occur at other situations with made-up tactical arguments.

-Naval units are not included, no. Also, my plan was that fuel should be decently hard to get to, so cities will not regenerate it. On the other hand, i could see oil refineries being fuel regenerators, and i'm also quite keen on the idea of using gas can items that can be put into the inventory of troop carriers and used by engineers.

-You are correct bout the missing information, i will fix that soon.

I will respond to more on that post tomorrow. :)
 
I was thinking about perhaps using it as the soviet equivalent, but for various reasons, i chose the Obyekt 279 instead, despite it being horribly misplaced in the timeline:

*The T-35 has a very long and slim shape, which creates problems in the circular pathing that warcraft uses

*The barrel is, as mentioned, not very siege-looking

*The Obyekt is visually much more similar to the other super-heavies in the map.


I still kinda wish i could have the T-35, it is a very unique machine and could have some interresting features (even though the real ones sucked IRL, lol). Sadly, there are just too many limitations in the warcraft engine for it to work out. Also, i don't want to confuse the player by having three different tanks with the same naming convention (the T followed by two didgits), and also making the super heay have a designation that naturally would come before even the light tank (since it's T-26)!!

Anyways, thanks for the suggestion. I will be posting more screenshots soon, especially of the new soviet soldier model, and the omaha beach theatre.
 
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Yeah. Soviets kind of mess up with the names. I mean, the T-35 came much earlier than the T-34. Other example is the T-90 of nowadays, but there is a WW2 Soviet tank named T-100 :O.

Anyways, got some good news. My computer is fixed up, however, I'm not sure if I'll get all the dates back... Which means, I'll have to do the WW2 Campaigns: Battle of Omaha all over again :(. Besides the fact that I had many projects that I was working which I didn't uploaded. And I spent so much time on them :(.
 
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Well, what matters is that I'm not gonna have to use the old and lagged notebook of my mom's(yay!). So uh, lets see...

-So, the japanese will have just those two tanks?
-That weapon in the ZiS-5, will be fireable?
-No pictures of the other japanese tank in the main post?! ;)

Nothing further.
 
*The japanese will borrow all other vehicles from the russians.

*Yes, it is a flak cannon. The truck is a mobile flak carrier. Each team has two variations of their halftrack/truck: transport, and flak.

*read no. 1.


NOW FOR SOME PHOTOS!!!

This image is to display three things: How moscow looks in the game, how the new russian soldier model looks, and how the factory build interface looks. :)

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Soviet soldiers charging the finnish front! :O

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Atmospheric shot of Omaha Beach.

Enjoy!
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*Yes, but you did another tank for the Japanese, the Ha-Go...

*Cool.

*...

Pictures: HOLY SH*T!!1! ... Sorry. I really loved them all. But... the soldier's size compared to the tanks is a little bit... strange. But maybe you jsut did to give some good vision to users when they see the pictures ;)
 
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