New Multiplayer map, The War Of Feff

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DocMogs
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New Multiplayer map, The War Of Feff

Post by DocMogs »

Hi all,

I've made a map of the village i grew up in, i thought it would be fun to turn it into dust on BA. The village is a long narrow map with a close, house heavy center near the train station with a beach and fields on either edge. Allied forces take one narrow end and Axis take the other. Allies get their best tanks and the Axis get their usual assortment of moving fortresses. Allied generally have better infantry and artillery but from what I've experienced its pretty balanced.

There are 8 vps on the map, 3 owned by each and 2 contested ones in the center of the map. Acquire them all to win or the most at the end of the game wins.

2400 points to spend and 28 turns

to download use this link

https://dl.dropboxusercontent.com/u/517 ... MP_MAP.LST

here are some screen shots

Image
Image
Image
Image

If anyone cares to check it out, let me know what you think with suggestions etc.

Have a fun game
Last edited by DocMogs on Wed May 01, 2013 5:31 pm, edited 1 time in total.
pipfromslitherine
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Re: New Multiplayer map, The War Of Feff

Post by pipfromslitherine »

Wow. That looks like a huge map :) I think it's gonna take even the Uber-PBEMers a while to work out all the angles ;)

Cheers

Pip
DocMogs
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Re: New Multiplayer map, The War Of Feff

Post by DocMogs »

Yeah, its pretty big but you get 2400 points to play with.

I've played on it about 6 times and the center top VP is the pivot point, there are area's to drop At guns and both sides have pretty good covered advance for infantry.

The bottom center VP sees a decent share of fighting to but the streets and houses provide the best cover for advance of halftracks and infantry so it tends to be the area of heavy contention.

The beach is also an interesting avenue for attack but its mainly an armor shoot out there with less cover for infantry to risk.

The Traintracks are kind of interesting, there are very few places for vehicles to come off and on but infantry can cross easily.


One thing i haven't been able to figure out

How do you label VPs/Locations?
pipfromslitherine
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Re: New Multiplayer map, The War Of Feff

Post by pipfromslitherine »

Add some ShowTextMarker calls in your pre-battle setup.

Cheers

Pip
jcb989
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Re: New Multiplayer map, The War Of Feff

Post by jcb989 »

Here is some example script for that:

FUNCTION PreBattleSetup()
{

ShowTextMarker(1, 16, 30, "IDS_LOC_ROAD1", 8, "FFFFFF", 1);
ShowTextMarker(1, 30, 71, "IDS_LOC_ROAD2", 8, "FFFFFF", 1);
ShowTextMarker(1, 29, 17, "IDS_LOC_ROAD3", 8, "FFFFFF", 1);
ShowTextMarker(1, 30, 45, "IDS_LOC_HONSFELD", 8, "FFFFFF", 1);
ShowTextMarker(1, 31, 36, "IDS_LOC_BATTALION_HQ", 8, "FFFFFF", 1);
ShowTextMarker(1, 37, 17, "IDS_LOC_FUEL1", 8, "FFFFFF", 1);
ShowTextMarker(1, 19, 17, "IDS_LOC_FUEL2", 8, "FFFFFF", 1);

}
DocMogs
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Re: New Multiplayer map, The War Of Feff

Post by DocMogs »

so this is the entire map BSF file that is named Scenario.BSF

Code: Select all

include "FUNCTIONS.BSF"

// called at the start of every turn.
// You would tend to use this for events

FUNCTION StartTurn(side)

{

	if (GetTurn() == -1 )
	{
		// Setup VPs, damaged tiled, ...
		PreBattleSetup() ;
	}


FUNCTION PreBattleSetup()

	{
		//Here we place the flags and the text in the vp
		//x1,x2,x3 are the coordinates
		//you must add to the text1 file these lines:
		//IDS_LOC_German_Base, "GERMAN BASE",
		//IDS_LOC_US_Base, "US BASE",
		//changing the names and the content at will
		ShowTextMarker(1, 50, 23, "IDS_LOC_ARCH_BEACH", 8, "FFFFFF", 1) ;
		ShowTextMarker(2, 18, 19, "IDS_LOC_BROADLAY_FARM", 8, "FFFFFF", 1) ;
		ShowTextMarker(3, 45, 50, "IDS_LOC_THE_SQUARE", 8, "FFFFFF", 1) ;
		ShowTextMarker(4, 19, 44, "IDS_LOC_PORT_HILL", 8, "FFFFFF", 1) ;
		ShowTextMarker(5, 41, 34, "IDS_LOC_ALLIED_FORWARD_HQ", 8, "FFFFFF", 1) ;
		ShowTextMarker(6, 28, 56, "IDS_LOC_AXIS_FORWARD_HQ", 8, "FFFFFF", 1) ;
		ShowTextMarker(7, 47, 78, "IDS_LOC_TOMMY_DODDS_BEACH", 8, "FFFFFF", 1) ;
		ShowTextMarker(8, 21, 77, "IDS_LOC_TRECOR_FARM", 8, "FFFFFF", 1) ;
	}


}
and this is what's written in the TEXT1 file

IDS_LOC_ARCH_BEACH, "ARCH BEACH",
IDS_LOC_BROADLAY_FARM, "BROADLAY FARM",
IDS_LOC_THE_SQUARE, "THE SQUARE",
IDS_LOC_PORT_HILL, "PORT HILL",

IDS_LOC_ALLIED_FORWARD_HQ, "BRITISH FORWARD BASE",
IDS_LOC_AXIS_FORWARD_HQ, "GERMAN FORWARD BASE",
IDS_LOC_TOMMY_DODDS_BEACH, "TOMMY DODDS BEACH",
IDS_LOC_TRECOR_FARM, "TRECOR FARM",

it still doesn't work.

Sorry for being dumb but i'm just not seeing what's missing
pipfromslitherine
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Re: New Multiplayer map, The War Of Feff

Post by pipfromslitherine »

Hmmm - I think you might need to change the colour strings to FFFFFFFF otherwise the alpha channel is zero and you have transparent text?

Cheers

Pip
DocMogs
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Re: New Multiplayer map, The War Of Feff

Post by DocMogs »

unfortunately that doesn't work either.
pipfromslitherine
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Re: New Multiplayer map, The War Of Feff

Post by pipfromslitherine »

Try changing the turn you do it on? Add logging to make sure the function is being called correctly.

I will dig into it a little more.

Cheers

Pip
Amaris
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Re: New Multiplayer map, The War Of Feff

Post by Amaris »

Um I think I found what's wrong: a '}' is misplaced and the FUNCTION PreBattleSetup() was in the FUNCTION StartTurn.

So try with:

Code: Select all

include "FUNCTIONS.BSF"

// called at the start of every turn.
// You would tend to use this for events

FUNCTION StartTurn(side)

{

   if (GetTurn() == -1 )
   {
      // Setup VPs, damaged tiled, ...
      PreBattleSetup() ;
   }
}

FUNCTION PreBattleSetup()

   {
      //Here we place the flags and the text in the vp
      //x1,x2,x3 are the coordinates
      //you must add to the text1 file these lines:
      //IDS_LOC_German_Base, "GERMAN BASE",
      //IDS_LOC_US_Base, "US BASE",
      //changing the names and the content at will
      ShowTextMarker(1, 50, 23, "IDS_LOC_ARCH_BEACH", 8, "FFFFFF", 1) ;
      ShowTextMarker(2, 18, 19, "IDS_LOC_BROADLAY_FARM", 8, "FFFFFF", 1) ;
      ShowTextMarker(3, 45, 50, "IDS_LOC_THE_SQUARE", 8, "FFFFFF", 1) ;
      ShowTextMarker(4, 19, 44, "IDS_LOC_PORT_HILL", 8, "FFFFFF", 1) ;
      ShowTextMarker(5, 41, 34, "IDS_LOC_ALLIED_FORWARD_HQ", 8, "FFFFFF", 1) ;
      ShowTextMarker(6, 28, 56, "IDS_LOC_AXIS_FORWARD_HQ", 8, "FFFFFF", 1) ;
      ShowTextMarker(7, 47, 78, "IDS_LOC_TOMMY_DODDS_BEACH", 8, "FFFFFF", 1) ;
      ShowTextMarker(8, 21, 77, "IDS_LOC_TRECOR_FARM", 8, "FFFFFF", 1) ;
   }
“Take care, my friend; watch your six, and do one more roll… just for me.”
pipfromslitherine
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Re: New Multiplayer map, The War Of Feff

Post by pipfromslitherine »

Hey - good catch! Hmmm - I'm not sure why the parse isn't catching that doozy!

Cheers

Pip
jcb989
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Re: New Multiplayer map, The War Of Feff

Post by jcb989 »

Here's more feedback for DocMog, if you edit this particular could while a game is in-progress, the text will not appear. You have to restart the next game to see the text. That may be obvious to you given the intent of something called "Prebattlesetup" but due to when that function is called, you have to restart for it to take effect, just thought I would mention it because I sometimes edit and play a turn, edit again and play another turn, to try to save some time in development.
DocMogs
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Re: New Multiplayer map, The War Of Feff

Post by DocMogs »

I appreciate the feedback guys but i'm still struggling with this

I start a new game each time I alter something. Copying Amaris' suggestion didn't work. When i bring up the debug window (f6) i don't actually see any log in the window so perhaps there is something deeper going on?

this is the latest BSF file

Code: Select all

include "FUNCTIONS.BSF"


FUNCTION StartTurn(side)
{
if( GetTurn() == -1)
{
PreBattleSetup() ;
}
}
FUNCTION PreBattleSetup()

   {
      //Here we place the flags and the text in the vp
      //x1,x2,x3 are the coordinates
      //you must add to the text1 file these lines:
      //IDS_LOC_German_Base, "GERMAN BASE",
      //IDS_LOC_US_Base, "US BASE",
      //changing the names and the content at will
      ShowTextMarker(1, 50, 23, "IDS_LOC_ARCH_BEACH", 10, "FFFFFF", 1) ;
      ShowTextMarker(2, 18, 19, "IDS_LOC_BROADLAY_FARM", 10, "FFFFFF", 1) ;
      ShowTextMarker(3, 45, 50, "IDS_LOC_THE_SQUARE", 12, "FFFFFF", 1) ;
      ShowTextMarker(4, 19, 44, "IDS_LOC_PORT_HILL", 12, "FFFFFF", 1) ;
      ShowTextMarker(5, 41, 34, "IDS_LOC_ALLIED_FORWARD_HQ", 10, "FFFFFF", 1) ;
      ShowTextMarker(6, 28, 56, "IDS_LOC_AXIS_FORWARD_HQ", 10, "FFFFFF", 1) ;
      ShowTextMarker(7, 47, 78, "IDS_LOC_TOMMY_DODDS_BEACH", 10, "FFFFFF", 1) ;
      ShowTextMarker(8, 21, 77, "IDS_LOC_TRECOR_FARM", 10, "FFFFFF", 1) ;
   }
this is the TEXT1 file
IDS_CAMPAIGN_NAME, "Village War by DOCMOGS",
IDS_CAMPAIGN_TEXT, "A large multiplayer map based on a welsh coastal village that combines close in street fighting with fields, beach and forest action. When two tribes go to war......",

IDS_SCENARIO_THE_FEFF_WAR, "The Feff War",
IDS_SCENARIO_DESC_THE_FEFF_WAR, "A 64x48 map with a large selection of infantry and armor. Allies get their best tanks to compete with the german armor. Control all the VPs to win or the most by the end of time.",


IDS_TT_MERGE,"Merge wounded units",
IDS_UNIT_SWAP,"Swapping places",
IDS_TT_SWAP,"Swap positions with friendly unit",
IDS_INVALID_TILE,"Cannot swap into that terrain type",


IDS_LOC_ARCH_BEACH, "ARCH BEACH",
IDS_LOC_BROADLAY_FARM, "BROADLAY FARM",
IDS_LOC_THE_SQUARE, "THE SQUARE",
IDS_LOC_PORT_HILL, "PORT HILL",

IDS_LOC_ALLIED_FORWARD_HQ, "BRITISH FORWARD BASE",
IDS_LOC_AXIS_FORWARD_HQ, "GERMAN FORWARD BASE",
IDS_LOC_TOMMY_DODDS_BEACH, "TOMMY DODDS BEACH",
IDS_LOC_TRECOR_FARM, "TRECOR FARM",
If you can see something obvious, please let me know.

The test marker is right on the flag tile, should it be not directly on the flag? Is there some reason why the BSF file would not be read?
pipfromslitherine
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Re: New Multiplayer map, The War Of Feff

Post by pipfromslitherine »

After grabbing the campaign, the cause is clear. The bsf file has an extra .bsf on it, so rather than being BIGVILLAGE3.BSF it is BIGVILLAGE3.BSF.BSF which means that the game cannot find it to load. I C+P your code into another test mission of mine and it works fine :)

Cheers

Pip
DocMogs
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Re: New Multiplayer map, The War Of Feff

Post by DocMogs »

awesome, thank you very much, i'll try it now
DocMogs
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Re: New Multiplayer map, The War Of Feff

Post by DocMogs »

Awesome, it now works. Thanks, and sorry for being crap.

I've updated the file

https://dl.dropboxusercontent.com/u/517 ... MP_MAP.LST

this will be war_of_feff 1.2
Marksid
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Re: New Multiplayer map, The War Of Feff

Post by Marksid »

Ive got to say a big thanks to docmogs for building this map, I grew up in 'the feff' as well and can vouch for the geographical accuracy of this small welsh village. Great work dude!
DocMogs
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Re: New Multiplayer map, The War Of Feff

Post by DocMogs »

I keep getting messages about the link to this scenario so i've double checked it works.

The current download is called The_WAR_OF_FEFF_1.2. This is what it will be called when you paste the .LST link below into the "download campaigns from the internet" on the "user content downloads" of the campaigns section of the Battle Academy program.

LST link =

Code: Select all

 https://dl.dropboxusercontent.com/u/51794013/BA/DOCMOGS_MP_MAP.LST


the map itself is called THE_FEFF_WAR.BAM. It used to be called BIGVILLAGE3.BAM, if you still have that file it is obsolete and you need to re-download the file. To do this go to Multiplayer -> Challenges -> new challenge

then go and highlight "the feff war" under "Village war by DocMogs" and select "delete this campaign from your computer"

This will remove any old versions and then you can go and re download the current one in the campaigns section.
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Re: New Multiplayer map, The War Of Feff

Post by Commanderpatton »

This map is great.
DocMogs
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Re: New Multiplayer map, The War Of Feff

Post by DocMogs »

Thanks dude, glad you like it. Any suggestions for improvement let me know
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