Blitzkrieg Mapping Guide Ocelo

March 24, 2018 | Author: Marco Trujillo | Category: Trench Warfare, Zip (File Format), Ellipsis, Computer File, Unrest


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Blitzkrieg Mapping GuideBy Ocelo et. al I would like to dedicate this work to the mappers of Blitzkrieg. First and foremost, I’d like to include Dmitry M., whose superb map making and unit placement has taught me many lessons. Secondly, I would like to commemorate my friend Leon, a Blitzkrieg mapper, scripter, and modder himself, a great coauthor, and a great friend. You will be sorely missed. Finally, I hope that this will be a small token which enhance the survival and popularity of this great game for years to come. Certain aspects of it, including modification friendliness, historical accuracy, and relative simplicity still, for me, make it a WWII RTS game second to none. Works Used: Firstly, this tutorial contains the work of my fellow ‘Blitzkriegers’: Aleksej fon Grozni, Leon, and [BKP]. I would also like to thank Aleksej fon Grozni and Viriato 13 for localization. Finally, I owe my skills to both the many who broke the trails before me, as well as the many after them who have inspired creativity and ideas in me and other mappers. 2 Table of Contents: Lesson 1: Toolbars…………………………………………………………………..Page 5 Lesson 2: Terrain……………………………………………………………………..Page 12 Lesson 3: Units, Objects, Fences, and Bridges…………………………………………………………………….Page 22 Lesson 4: Trenches, Roads, and Rivers………………………………………………………………………Page 35 Lesson 5: Script Areas, Air Support, and Damage…………………………………………………………………..Page 45 Lesson 6: Reinforcement Groups and Start Commands………….……………………………………………………Page 47 Lesson 7: Random Maps……………………………………………………………………….Page 54 Part 8: Notes……………….………………………………………………………Page 64 3 please be polite and give proper credit. and generally. if you do copy and paste into other places. All the best. However.com 4 . ocelo4@gmail. I see no point in it.Copyright: I do not normally copyright my works. Ocelo. as they at times contain some content from other authors. build fences. and create random fields (Lesson 2.Script Areas. first.Set entrenchments (more sophisticated than the ones available in-game).Objects. Units Fences Bridges) C. Roads. and set script areas (Lesson 5. and rivers (Lesson 4. We will have separate lessons for each (indicated in parenthesis) A.add damage to buildings or units.Lesson 1. and Damage) E.Terrain) B. let’s get acquainted with the sections of the left toolbar. and lay bridges (Lesson 3. and Rivers) D.Toolbars and Minimap OK.set objects and units. Air support.Trenches.add reinforcement groups and set their IDs in the script (Lesson 6Reinforcement Groups and Start Commands) 5 . lay roads. adjust heights.lay terrain tiles. 5. I will stress a point of the Map Editor Application: BZM files are not word files. This format allows you to edit certain features. including Notepad and SciTE editor (the latter is m ost popular am ong BK m appers and modders). BZM format yields smaller map sizes. such as set destroyed units. or an editor belonging to a gam e which is based on the Blitzkrieg engine and uses the sam e m ap editor (which is. as well as other unexplored tools.save current map in XML format. Then you can drag around the different tool boxes on your toolbar and set it up as you see fit.open existing map 3. not always included in stand-alone games based on Blitzkrieg). Just go to the "tools" tab and select all the options there. everything is much more complicated here.save current map in BZM format. Here. but they can also be compressed to a m uch greater degree using ZIP or RAR archives.create a new map 2. Thus: 6 . 1. and is the universal form at in which maps are distributed in the BK community worldwide. Note: all tool boxes can be dragged around and positioned as you want.save current map in current format (Default is BZM) 4. I like to see as much of my maps as possible. they can only be edited with a Blitzkrieg map editor. and I don't fancy wide toolbars. The biggest advantage of the XML format is that you can then edit the files using the Blitzkrieg XML Map Tools (see links to it and other tools in the Part 8: Notes section). XML format can be edited with several programs. Personally.Top and Bottom Toolbars: Your toolbar may not be set up like this. though it is not recomm ended to mess with m ap XML files unless you know what you're doing. that's fine. XML form at files are generally much larger than maps in BZM format. especially since most of the buttons there are just shortcuts anyway.Part 2. btw. As far as I know. Camouflage is very often just as important as entrenching! . especially in the city. which is useful for creating defensive positions. and Damage 9.Script Areas. and give the player a harder time. of course. and on the map itself (this only applies to what you are seeing in the map editor). and you’re not stupid in the case that you do m ake a mistake. you can select which units you want to see the ranges displayed for.Units creation info Used for setting up player sides and air support info. 8. Everyone who maps BK does this occasionally.set startup camera positions Here you can set where the player's cam era will be on the map when the mission starts. Center your screen on the position and then click the button to see the position at mission startup (you will see a camera appear on the map [not visible in-gam e]). or using the SELECTION category to check the weapon range of a selected unit(s). you can select which player's cam era will start where (used in MP m aps).) 7. ==> See Lesson 5. 6.There is no undo function in Blitzkrieg Map Editor! This may at times turn out to be a pain. Hiding it behind sim ple objects or bushes and having the infantry in the buildings coordinate the fire would. Air support.toggle on/off displaying ranges This toolbar allows you to toggle on/off displaying units' ranges.set script file name 7 . but that’s the way it is. both on the minimap. In the drop-down box to the right. This is mainly useful for checking the long-range artillery ranges of each side. In the drop-down box to the right. be even better. Positioning an Antitank (AT) gun on a narrow street and entrenching it in a direction so that it covers the entire approach down the street will significantly increase the unit's life. check map for errors This map fixes errors. 11c . objects and units will stay where they are until you m ove them. 12. which are most commonly found when deleting a building or unit capable of transporting infantry and leaving the infantry squad which was inside it. This can also give you a hard tim e in selecting and working with them . Just type the nam e of the script (without the file extension). which are either double objects (two identical objects in identical positions). or 8 . Having this off really helps out in fine placing objects (ie: making a cliff). In this case. 11. of course. so you should do this each tim e after you have edited the heights unless. or. 10. and especially buildings to diversify your m ap.fit objects to grid This function toggles on/off fitting objects to the game's grid. More specifically. you need to specify its name in the map file for the game to be able to find and open it. areas of light green are impassable to some units (ie: impassable to wheeled units. or in the Data\maps folder of the mod the map is in.display units' passability This handy tool will show you where units can go. as it makes editing heights much more time consuming.update map This is useful after you have edited the heights on a m ap and do not have the button to the right on. Having this function ON m akes building fences and fitting together fences and similar objects in general m uch easier. more importantly. or fixes links. The button to the right of this one has the terrain update autom atically as you edit the heights. you have turned the button to the right on. though. improvising objects.Once you have a script m ade for the map. You'll rarely use this tool. and the gam e will look for it in the "maps" folder in either the game's m ain Data folder. Personally. I recomm end against using this feature. as the game does this automatically whenever you save the map. 2. conversely.Reinforcement Groups and Start Commands 18-Display start commands ==> see Lesson 6.Reinforcement Groups and Start Commands 19-Run blitzkrieg map You should take several preparatory m easures for this: 1.Make sure the map is saved in the "maps" folder of your game's "data" folder. Useful for selecting roads which m ay be on top of each other on the visible map. MAKING SURE NO RIVERS ARE STICKING OFF THE MAP ON LARGE MAPS WITH MANY RIVERS. Make this a habit for ALL texts. 15-toggle on/off seeing units on map in map editor 16-toggle on/off seeing objects on map in map editor 17-set start commands ==> see Lesson 6. AVOID THIS USING THIS FUNCTION. etc. but I have a tendency to put them into special folders.show grid on map I guess this tool may be handy in fine-fitting objects together.show stuff going beyond map borders Shows any roads or rivers (and also some terrain objects) which may be sticking off the end of the map. 9 . ATTENTION: LARGE MAPS WITH LOTS OF RIVERS (ie: map of a pacific Island) STICKING OFF THEM TEND TO ALWAYS CRASH THE GAM E AT STARTUP. while areas of dark green signify places where NO units can pass. setting them equal distances apart. in BK which the player will not see. m aps are created there. but I have never really used this tool to great significance. usually on my desktop when I’m working with them . 13. By default. or. 14.Make sure the name of the map you are running has no whitespace characters (use "_" instead of " "). names.passable only to infantry). Part 3. the SCRIPT coordinates are positions on the map referenced in the script of the mission.Minimap This bar usually com es attached to the left toolbar. that the mod was loaded the last time you exited the game. 10 . but not for m y RT installation. Useful to double check which unit/object you have selected. To the right. and is also an easy way of seeing the unit/object's script ID. Thus.3. 20-map coordinates These coordinate values are used for specifying all locations in the Map Editor. the following inform ation on the object/unit will be displayed: "NAME. SCRIPT ID. However. Otherwise. without having to mess up the ordering on the left toolbar which you use so often. However. 21-selected unit/object info When selecting an object or unit. 4. :P This is the case for my regular BK installation. I have found that after long and late hours of map m aking. selecting units and objects for placing is much easier when you can see their thumbnails. I m oved it over so now I can easily make it square (or rectangular. Using this can also warn you of a potential crash (see next lesson for more info).Make sure that. [POSITION COORDINATES]". if the map is for a mod. depending on the map dim ensions).There is a possibility that this still will not work. don’t let this discourage you from trying. the game will crash upon loading. allowing you to keep the player from seeing any unwanted features instantly.97. Click on this button to create a minimap. you can set any new features you like. Map Artist’s Note: if you want to hide certain features of the map from being seen in the minimap (ie: gaps in rivers [will be addressed later]. the map which will appear will show what terrain tiles you have where (as seen above) or. and won’t make new ones. as it shows buildings. roads. rivers. if you are editing heights. so creating a map such as the one used in-game for minim aps is helpful. just include the created files in the “maps” folder of your final product (make sure you don’t change the map file nam e after this). and flora.). Blitzkrieg will see the files already m ade for the map. 99.Generally. make a minimap PRIOR to placing them (again. 11 .If the minimap image files are already present in the same folder as where the map file is currently in. etc. this is a bit different for rivers and will be addressed later). a black m ap will appear with white areas signifying elevated terrain and dark ones signifying depressed areas. buildings (especially large ones). the map of the editor doesn’t say m uch. new roads. Then. and making the whole shebang much more realistic. making the minimap easier to use. you can pull up this minimap by clicking on this button. 98.By default. Tiles => Intro: This sub-sub toolbar is pretty self-explanatory. You select your brush size in the dropdown box as shown. 12 . line the edges of stony paths with terrain objects such as “DirtRavine01” or “DirthLightGrass04” to obtain smooth edges. and then select which tile you want to apply. Keep in mind that not all tiles are passable to all units.Lesson 2. To the left of that dropdown box which you use to select your brush size. there is a button resem bling a paint bucket. and som e are passable to none. (rem ember to use the "AI" button to check for passability of your terrain and make sure it’s what you want).Terrain Part 1. Selecting a tile type and clicking on this button will fill the entire map with that one tile type (you will be warned before this is done). Map Artist’s Note: in summ er maps. 13 .Manual Heights ð Intro: when you need to make custom heights (as will usually be the case). this is the thing to use. from a large mountain to a small crater hole. Part 2.Map Artist’s Note: use the handy tiles which don’t allow wheeled vehicles to traverse them to keep such units off m uddy fields in the “spring” season (which can also be used for m aking Fall-seasoned maps). This will correctly resemble the tactical issues of muddy ground in an advance. ALSO: to level heights in a particular area (ie: you want to set fences there without headaches). deep depressions with crater terrain objects at their center to sim ulate realistic craters.select brush size using movable pin 2. choose the height brush to fit the size of the area you are leveling. where precision is of lesser importance). 14 .set all heights to zero (ie: erase them) 6. Map Artist's note: use a combination of small.sub-sub toolbar to select tab for editing heights. into which vehicles would tip over.Update terrain (sam e function as the button in top toolbar from lesson 1) 8. Then.1.select the speed at which you want to elevate/depress the terrain (faster is recommended for large jobs. press the left mouse add right m ouse buttons SIMOLTANEOUSLY to average out the terrain level in that area. You could even make them impassable to vehicles using a "Marsh" tile. 3. You choose what you want to put your efforts and focus in. of course! This tool I'm not as fam iliar with.the map. BK is at tim es about the units. so you must decide which one you will opt for. Here are the functions: 15 . add a couple of villages. as opposed to a certain specified area. after a few tries.Automatic Heights => Intro: OK. and you're done! Now you can go ahead and lay out the units. and its a bit shaky. However. I have found that the two eventually conflict with each other. btw). with luck. you might be able to get the map you'd like. or the units and their m aneuverability. dizzying mountains? You use the random heights generator.Part 3. OK enough rattling off. as is the case with the fields generator. as you're editing the entire map. not the environment. How on earth are you going to replicate all those endless.after all. so say you are making a map for Afghanistan for Spetsnaz's Able Archer mod (info on BKHQ. Then you could throw som e fields on the map. Make an interesting mission and people will respect it just as much as they would respect an intricate map. An exam ple: 16 .3a. --Hills: mostly smooth hills and depressions.you select this first. there are three types of random height generation patterns. For example: --Rocks: differences in elevation are m ore common. and are sharper. :P 3b. this is a good point to look at Granularity.--Dunes: Now this one would probably be the m ost productive. and also explore those dunes more.5.OK. Not quite the m ountain ranges of Afghanistan. but to a much lesser extent on the m ap itself. which is where things count in the end. Now have a look at a granularity of 0. On the previous three demonstrations.I'd call them the plains of Afghanistan more likely. which was quite visible on the minimap. I used a granularity of 0. you see those m ountains now! 17 . as it is the one where you can get elevation changes which are significant enough for the player to notice on his map rather than being just big enough to pester you as you make the map. Yep.25. and. I daresay. see that BK Map editor is not as calm and pacifying as it looks (granularity 0.And now just to demonstrate a much lower granularity.01): 18 . 13[x-variable].) SUMMER 00. but rather one of its limitations. and laying a field norm al to your season where you want the field from the other season to be. "Heights". in VIS tiles. generally. First. and looking at the third variable in the parenthesis on the lower toolbar. Believe me.click on this to generate your random heights. I'm not sure what all the boxes mean/effect. Next. and you also get sharper elevation changes. select a field in the "Available fields" box (you m ay have to widen the instrum ent panel to see the num bers). 2. 3c&3d. or dunes you have. Now you see various stuff. Blitzkrieg IS 3d! 5. only the terrain tiles will get messed up. there are 3 tabs there called "Tiles". Then. but keep that in mind. Here's what they mean: (You can actually use any field on any m ap.Now for the final part.it will not produce heights above or depressions below the limit you impose on it.These are essentially the limits you place on the heights generator. ============================================ Part 4. We're interested in the tab called "Fields".So. click on the "Terrain" tab. rocks. This is not a fault nor problem with Blitzkrieg.black gaps appear at the top of the screen on the maps.plains with bushes 19 . 42. but check all of them .08[z-variable])". So. and drag all the objects from the other one onto it.just in case :) . you have "VIS: (76. delete all the objects on the ‘normal’ field. and "Fields". Don’t let this prevent you from making a nice big hill. *One last note on heights: keep in mind that areas with high elevation don't run very smoothly in the game (as in the editor). the less hills.Random Fields Generator This is a real boost for creating BK m aps. Click on it. You can also see the VIS tiles (=elevation of map) of a certain spot on the map by placing the cursor over the spot. the more of them you have. the higher the granularity.25[yvariable]. on the left tab. Avoid this by laying the terrain som ewhere else. The lower the granularity. random log cabins. with no ravines 07.garden surrounded by spare bushes and trees 04. less dense than 02 06.bare ground with border of spare bushes.(fall?) forest. sm all ravines 08.wheat plain.SWAM P.spring plain. with a few bushes 01. but with fir trees 09.sam e as 05.axis 10.less dense forest.light forest with no fir trees 20 . with light brush border.varying terrain with sm all dunes 03.rippled sand.sam e as no.SWAM PS 02.07. X-axis 05.forest with fir trees 03. all terrain objects on Y.dry ground with dry terrain WINTER 00. but with no sheds.01. many without leaves. no terrain objects 01. few bushes (and w/out leaves) 02.03.forest without leaves and some snow 06. Y-axis 04. Y-axis 04.fir forest. and all terrain objects aligned with the x.sam e as no.wind-blown terrain with thick brush 01.axis 05.deciduous FOREST. but more varying terrain 03. but with som e FIR trees AFRICA 00. but aligned with the x. with a few ravines 03.snow-covered field surrounded by brush with trees+watery terrain 02.sam e as 05. at times.sam e as 09. a Russian shed.axis SPRING 00.oasis 02.planting ground. with few trees.planting ground. simple. Note that you m ay have to enlarge your field to get the entire result. double-click anywhere to have the field created. once you've selected the field you want. You can access these in the Map Editor by placing the file “Fieldsets. Once you have your shape.JUNGLE. What does this give you? Denser forests. double-click for the polygon to complete itself. Your field is done! Experim ent and tweak with it to fully understand how it works. As you click the mouse in various places. 01-swamp with palms on borders 02-light jungle forest 03-thick jungle forest 04-border of palms with space in the middle-. you will NOT be able to alter the field. These will be the outer limits of your field (you m ay at times want these to be slightly beyond the actual borders you want). This may take a few seconds.These fields are made by CorpBob.pak” (included with the tutorial) into the Blitzkrieg Data folder. prim arily. you will see numerous segm ents created. move your cursor to the map. Once you are satisfied with the polygon and the field. Hope the player has the Tank Passability mod! 21 . it’s a life saver. with randomly placed terrain. Now you have a professional field. you'll only be able to manually clear it by deleting the objects in it. On the whole. Note that after the next step. Map Artist's Note: you can m ake another field on top of the one you made to double the amount of objects in it. though. Now you can m ove the vertices if you want to by dragging them around. and flora objects placed in your field.for lakes??? Now. setting units and objects is an easy task.Units. Objects.] 22 . usually m uch m ore challenging matter. we will cover the things in between the two. Positioning them such that they present a tactical challenge to the player is another.Lesson 3. and Bridges Part 1: Units and Objects => Intro: Basically. Fences. Here. [Map “In Berlin” from the Great patriotic War Campaign. and especially w hen you're trying to find your units in the map editor afterw ards! Finally. and the "Garbage" objects together.xml or objects.Basic filters.This is the objects sub-sub tab.tga file) for the custom units you put in a mod. and could be just a faulty modobjects. and Watch Towers) not available in the common filters above them . In this case. some cisterns.1. Just drag the line around and 23 . or adjust the angle at which new units will be placed. Always try to have a thumbnail (icon. A note to modders: where you place custom objects. In the bad scenario. the "All" selection will be needed. buildings. 5. I m ade one once when I was m aking som e destroyed cities near Berlin to conveniently include debris. Click on one or a combination to see the units or objects which are included there.xml entry. Firstly. beware of anything which has a "No Icon" thumbnail.This dropdown box has a wide selection of objects and units. so we will not look into it beyond this. and contains som e objects (such as pillboxes [which have their own filter]. 4. This tool is just a matter of convenience.Here you can adjust the angle of the unit you have placed and selected. due to the issue just mentioned above.xml files clean! This is another reason w hy I prefer thumbnails over a list. I lost this filter when my map editor crashed. However. If so. Even if it’s just a British flag. 2. Bridges" subtab. This is the first thing you usually see w hen you click on the "Objects. and so they are available right in front of you. These filters you will use most often.These allow you to create a custom filter. Keep your modobjects. this means that it is not an original gam e unit. as the entry leads to a folder which doesn’t exist. Keep that in mind when com piling a m od. craters. Fences. trying to place this unit on the map will crash your editor. you will lose everything on your map which you haven't saved. and units of your mod will affect which filter the mapper will have to use to select them. 3. you will notice how it moves and the angle value changes. You can also do it manually to each unit under the unit properties, but I never bothered with this feature, which is more for inform ational purposes. 6- Here you select which player the units you place will belong to. Usually, 0 is the player, 1 is the com puter (enem y), and 2 is neutral, although sophisticated mappers can add sides and allot units to them- ie: set troops which will fight on the players side, but the player can't control them. 7- you choose how you want the units to be represented: with a thum bnail or in a list. As I said, Thumbnails are more recognizable and can warn you of a faulty modobjects.xml or objects.xml entry which would crash your editor. Just to reiterate on the unit properties of selected unit/object shown in the bottom toolbar: 8- Unit/Object nam e 9- Unit/object's Script ID num ber 10-X/Y position of unit/object on m ap. Also note I have the ranges turned on, and in the "SELECTION" mode. Long-range artillery and AA guns also have their ranges shown on the minimap. Unit and Object Properties Window Now let’s explore the unit and object properties window. This can be brought up by either double clicking on a unit, object, or trench, or alternatively, you can bring it up by hitting the Spacebar to bring up the properties of the Unit(s) and/or Object(s) YOU HAVE SELECTED. 24 1- Units line: this usually tells you if any of the selected units are linked, meaning whether they're hitched to another unit. Double click on the field which notes that a unit is linked (ie: “1 units linked”) to detatch an artillery unit from a truck, unhitch a railway car, remove infantry from a truck or house, and to remove a squad from a trench (in this case, be sure to open the properties box for the section of the trench containing the squad in the editor (the sam e sections you see when building a trench)- double click just under the squad). 2- This shows you, as noted previously, at what angle the unit(s) is/are positioned at. The units I have selected are set at differing angles, so in this case the box just reads "..." 3- Script ID. You'll probably bring up this property m ost often just to set the Unit or Object Script ID. This is used in order for the script to understand which units or objects on the m ap you are talking about. In this case, all the units appear together as a reinforcement group- no. 400 (you can set any num ber you want, as long as it’s a number). “-1” appears in this slot if the unit/object always appears at startup. A unit/object with just an assigned script ID will do the sam e. You will need to add a reinforcement group of the sam e num ber to prevent this (if needed). More on this in Lesson 6- Reinforcement Groups and Start Commands. 4- Scenario Unit True/False. This is used to label units as core units. Obviously, for BK, this just applies to armor and artillery, although you can set this for many things. Note that the T-34/85 unit at the bottom right corner of the picture is highlighted in 25 blue. This means that it IS a scenario unit (TRUE). You can set this using the dropdown box. NOTE: Units/objects labeled as TRUE DO NOT APPEAR ON MAP unless they are called for, in which instance, the m ap must be part of a chapter (which in turn may be part of a cam paign), in which the exact unit is specified. If you have more core unit "slots on the map" (ie: how m any units are highlighted) than core units, the game will only use as many as there are core units in the player's possession. These are assigned randomly. Conversely, you can use this to limit the core units used. 5- Specify unit/object player side. After setting a unit/object, you can still change what side it is on using this dropdown box. Not available for all objects, as are most of the other lines in the property box. NOTE: IN-GAME, MINES WILL ALWAYS APPEAR ON THE SIDE ON WHICH YOU ORIGINALLY PLACED THEM ON THE MAP. CHANGING THIS PROPERTY FOR THEM DOES NOT WORK IN-GAM E! 6- Health. Here you can specify how much health the selected unit or object has. As this can also be done using the damage tool at a much faster pace, I only used this for setting the health of infantry, as their health bars aren't always seen in the Map Editor. 7- select form ation type. Used for squads; self-explanatory. Now here is where turning off the “Align Objects to Grid” tool com es in necessary: [next page] Making good maps requires good, creative object placement. Just recently I was plagued by having to make 4 Russian villages on the map, plagued with the small amount or Russian village buildings in the game. So I improvised, as always. Here's how: 26 The key is in close-fitting the objects.çWAS BECAMEè Every object in Blitzkrieg can be used in at least 3 different ways. and this is brought by creative use of the objects made available to you. you probably like diversity. If you enjoy making m aps. Like the village houses which allow themselves to be blended together. 27 . you can make this: 28 .In 5 minutes. Combination of ravines and height editing: 29 . Make a ship to support the player’s troops with heavy artillery (Bunkers from HeimatfronT mod). Stalingrad (from the Great patriotic War Campaign): 30 . Hangars are a problem in BK (some good ones can be found in the HeimatfronT mod). Sewer ditches down lower too make a good obstacle course.if you want.A peaceful beach from the same campaign. but at least the dirt roads make good runways. An Airfield from the Great Patriotic War Campaign: 31 . Note effective use of varying water opacities (See Lesson 4Trenches. and Rivers). Roads. and underlying sand tiles. He would position an 88mm AA gun so that even in easy difficulty. but also at extrem ely efficient unit and object placem ent. you'd lose some KV-1s storm ing a village. and debris to replicate the aftermath of a bom bing raid.Above: Using terrain objects. I learned many ideas from other maps. craters. I found Dmitry M. 32 . it’s easier for you to just play many maps and see how different authors arrange their units differently. As far as units are concerned. Learn from them.one of the original BK mappers to be a great m aster at both detailed maps. . even the small ones.Part 2: Fences This is pretty straightforward. Just credit bkfan41 when you distribute it. It m akes certain fences passable to infantry units.PAK” and stick it in your game’s data folder. I only bother with this if I'm m aking wired fences. 33 . The one catch is that the direction in which you m ake (drag. and then directly over it. I don’t see any possible way that this file would alter anything.unless you or the player has already m odified the fences. You can also distribute this with your maps. lay the fence called "E_FieldFence".zip”. really) the fence DOES MATTER. Map Artist's Note: When m aking barbed wire fences. or add it to your m od. allowing you to use the fences much more liberally. To use this function. and determ ines which side of the fence will be facing the player. rename the file to “Fences. none of the fences are passable to infantry. without worrying about the player’s infantry. first lay out the "WireFence" fence as you like. Included with this tutorial is a file called “Fences. NOTE: In regular BK. Here they are: 1. The tracks on the RR bridge are just im ages. Bridges cannot be dam aged or destroyed in the m ap editor. are not straightforward at all. Remember: NOTHING can pass under ANY bridge in Blitzkrieg. like a core unit. however. and out the other side. 2. but instead hit the Enter key. try getting a heavy rocket launcher (better two) like the BM-31-12 or the Nebelwerfer 42 to make an artillery bombardment on the bridge using start commands ("ART_BOMBARDMENT" command).Part 3: Bridges Making these is pretty straightforward. sim ply hover your mouse over it WITH THE "BRIDGES" SUB-SUB TAB OPEN. and do not have the same property. however. To delete a constructed bridge. Some key aspects of them. under the river. Trains can go only on tracks. and hit the Delete key. along the bridge. All the way. An often m istake by new mappers: RAILROAD BRIDGES MUST HAVE RAIL UNDER THEM! One Piece. 4. You can. Below: Screen of RR roads and bridges from the Great Patriotic War Campaign. It will be then highlighted in blue. To m ake WOODEN BRIDGES 'buildable'. hover your mouse over the constructed WOODEN bridge as if you were going to delete it. 5. 34 . 3. Only known way so far is by scripting or in-game action. landing infantry inside trenches (as with buildings) is a challenge. Roads. and then click on the m ap where you want the trench to begin. Select the "Entrenchments" sub-sub tab. so try to find a senior m apper if you have a need for that. click ONCE. If you want just a straight trench. Roads. and press Delete. with the exception of the visual appeal. Deleting trenches is the same as deleting bridges. the little lines on one of the sides of the appearing red line signify the direction in which the trench (and. Next. I have no experience with landing them as reinforcem ents. continuous and curvy ones. however. just double click when you get the desired length. but there are a few tricky spots. However. lay a 3x3 tile of dark ground under trenches to give the player a bit of a break. open the "Entrenchments. and then move the mouse in the direction where you want the trench to go now. You can try to compensate for this with dark terrain underneath. try landing the infantry and the trench simultaneously.Lesson 4. You can. Rem ember. Also. the soldiers in it) will face. I have seen no difference between single. and warn him in tim e of the enemy positions.Trenches. and want a curve in your trench. Besides the possibility of bundling them as reinforcements. only you now have the "Entrenchments" sub-sub tab open. You can assign script IDs to trenches by double clicking on them. and master entrenching. as one reinforcem ent. Rivers" subtab on the left toolbar. straight strands of trenches and long. and you will just have to play around with this to learn the necessary mouse m ovem ents to m ake small details in them . If you want to continue. Map Artist’s Note: watch out for differences in elevation. So. and Rivers Part 1: Trenching ð Intro: Making basic trenches is pretty straightforward. Unless. . m ove the mouse in the direction where you want the trench to go. which I don't believe can be com pleted. of course. consequently. as this will mess up your trenches and gaps will appear in them . Similarly. the troops in them are veteran and know better.) 35 . nice to have it. First. 100 people.Part 2: Roads Here. 100 tastes This is how I make a "normal" road. I am going to borrow a very nice tutorial on road m aking.. I saw m any roads on m aps that are bigger than airfield runway. Making normal road (road size) Now. I personally don't like it but.that's a two way road.. and opacities made by Aleksej fon Grozni and posted on the now defunct Blitzkrieg Portal Forums several years ago. 1. :) 36 . use. I place the road: Then I place two trucks one near other. Now. doesn't matter. place a road. place them like I did. Select "Single point" in the menu on your left. I learned this after MANY hours of getting angry (only because I had no idea how to do it) First. 37 . right mouse button click and hold on yellow dots. You'll have this: Road opacity should be 100% . Fading road Ok. left or right. Now click and set it up. Take a look of red dots for road placement.2. above the road types. I m arked them . 3. Left click on any red dot of asphalt road and pull it toward dirt road and Voilla. first let's make it on a trench. Now. Making different uses for roads Now..Now. you have two roads linked real nice. select "All points" on your menu to the left.. Place a trench and paint around it with "Dark ground” texture like I did: 38 . you have also some different purposes for roads. above the road types. different type next to it and place it but this time we will place dot number 5 on the opposite side. m ove your mouse (while still holding right button) down. Now it's up to your creativity. by pressing and holding right mouse button on the yellow circle and m oving mouse toward you. Make it fade just like you did on dirt road. You have one part of the road fading away. Nice Next is to place another road. use "Road_path" type of road (m ake sure Opacity is 80% or higher) and place dots like I did below. Some examples of road fitting to the ground Screenshots to show you how you can fit road to the ground: 39 . 4. It's up to your creativity to edit it and make it look better.Now. Som eone will like it. some not. set up "All points" and left click and hold on any yellow points. Now set the road and let's finalize it. Move mouse toward you and you will see road is widening. You will get this: Now. You have entrenchment with nice ground around it. ------------- OK. so I’ll add a little m ore to Aleksej’s Tutorial: here is what I got at my attempt in making some tram lines in the city of Belgorod for the Great Patriotic War Campaign: 40 . continuous piece.) You can then m ake train-usable segm ents off of the road. lay the road underneath. so I will take the liberty to say that it has to be 6. Common width should be 6. In the end. I’m writing the tutorial. Lastly. like so: 41 .As Aleksej said. It says so in the official BK Map Editor manual. the sam e single piece. 2. som e notes on Railroads: 1. The train uses the bridge.it’s your map. people will appreciate the creativity. Railroads should be one. or to wherever it is supposed to end. but follows the railroad. experiment and see what you like. . As said earlier. I there is a railroad bridge on the way. not narrower like a gutter. :P Not wider like a runway. Hehe. from one end of the map to the other end. set-up. and then set the points going away from the original. That one 42 . or to m ove the whole road. and the one before it to be around 30%. a paved road. While we’re here. one with banks and water flowing rather slowly to the side (“Lake”). only that is in %. and fade or change the width of sections of the road. and one like the previous one. This will also be the width of a new road that you make. The nicest road fade when you have road tracks coming onto. as seen above. It is noteworthy that there are three types of “rivers”.Have the first two points of the new railroad align with the center of the old one. (fading is not needed for railroads) 2.All Points road adjustment. say. Part 3: Rivers Rivers share almost everything with roads. 3&4. move parts of a road around.Tools: 1. including with. Use this to extend roads. just with no banks (“Water”). is to have the last point of the track road on the paved road to be 0% opacity. and opacity. Use this for changing the opacity or width of the entire road. Sam e for opacity.ones with flowing water and sandbanks (DefaultRiver”). You can adjust the number if needed.Single Point road adjustment.shows the width of the last road on which you edited the width. Don’t overuse this feature. close to the shore (make sure it’s not a beach) to imitate water weeds. . As you can see.) Map Artist’s Note: at an opacity of 64% and at larger widths (about 16). 43 . See below: To the left and to the right of the sandy river section are the two rivers with banks. These three rivers have different uses. ponds. Credit for that one goes to Dm itry M. as it is in the sandy section. decreasing its opacity to around 60% makes the sand below visible. look and learn. but so is the water. I set the center and upper half of the river to have the DarkGround tile underneath it so it doesn’t look as transparent overall.is transparent near the sides. and can be made to be transparent overall. lilies. whatever. As I said. you can use the terrain object called “Flower07” found under the “TerrainObjects” common filter. Use patches of ~7 or m ore of the objects and set their lower halves in the water.above. and his Finland 1944 minimod. Playing with rivers is fun: Map Artist’s Note: for swamps. and rivers. the Africa rivers m ake a good African coastline with their sandy bottoms. The one in the middle is called just “water” in the m ap editor. with the bright tiles underneath it. the river is frozen over.Map Artist’s Note: in winter scenarios with rivers. 44 . Next. Finally. but one can see the water flowing beneath. and “W_RavineLittle06” for that). decrease the opacity to 20-30% (~22% preferred). and lay down the Iceberg tile below it. and save the map. It takes a while. but has a thin crust of ice. but this is a Map Artist’s note.where the fresh ice hasn’t been blow over with snow yet (I used terrain objects “W_DirtDark04”. run a fresh river of similar size over all the rivers which contain the frozen sections. If the water is supposed to be frozen. In parts. including the frozen passages. so it’s still impassable. of course! When you have everything done and perfect on your m ap. set patches of ice (terrain objects “W_DirtDark04” and “W_Snow01” shown on the river to the right) to simulate ice floes (opacity for that river is about 70%. “W_RavineLittle10”. so one last challenge: how do you get around the fact that the gaps in the river will appear on the large minim ap (especially if there are a lot of them)? You make a fooling minimap. you can even have the river fade out to yield an impression that areas of it are completely frozen over and are safe to use (I credit LaPlata’s Esternach map for that idea. Thus. create the minimap. The game won’t make new minimaps if they are already available. . simply delete the new river(s) you created. just so it’s not too blue).) OK. Include the created files in the “Maps” folder of your final product. 45 . you will find that you have a choice between two tools: “Dam age Tool” and “Script Area Tool”. destroyed environment. 100% and 0. copy all the files with the first character “2” (ie: 2_h. navigate to the sam e unit folder in Textures. it this case. and extract the unit’s folder from there.dds) to another folder.dds). Extract it by renaming the file to Data. we’ll look at it.2: Destroyed Units Now say you want to have destroyed units.PAK once you’re done. Each tim e you right-click on the unit using this tool. the lower limit is 0%. I can make a building to look damaged. 20% will be added to its health. but it still retains 50% of its health. If you want a regular BK unit. When making wrecked houses. but since it’s meant to enhance maps. each time you click on a building or unit.zip. There. For houses. so take the unit folder of the unit you want to have destroyed. Then. A combination of 50% and 100% destroyed houses make a nice. Thus.Script Areas. Obviously. I use 50% damage.pak in the same way. Part 1: Damage This tool is pretty straightforward. as FILES WITH . so just save the map before you plan on adding some serious dam age. There are 2 m ethods. Now. Clicking on the damaged hose once more will destroy the house.ZIP EXTENSIONS IN THE GAME’S OR MOD’S DATA DIRECTORY WILL CAUSE BOTH THE GAME AND THE EDITOR TO CRASH WHILE LOADING BLITZKRIEG OR MOD. don’t forget to rename it back into PAK.pak file. long sequences m ay cause the editor to crash. 20% will be deducted from its health. which is still of som e tactical value in Blitzkrieg. and Damage OK.9999% health are the limits to which you can raise/lower the health of units. take its map from the Data. and put them back into the unit folder. This matter takes us a bit outside of the Map Editor. Let’s look at their uses and features. Now. Now merge the folders. Air support. One caution: using this in very fast. rem em ber to rename the file to . I use set 20% in the available box. and delete all the files with the first character in their nam e being 1 (ie: 1_h. Method 1: OK. so it is still feasible to position infantry inside it.Lesson 5. Part 1. swap all the 2s for 1s in their names. under the “Map Tools” subtab. It is especially useful when replicating some battered forces of the player (ie: as remnants of a previous battle). 3. Search for the unit nam es in the XML file.xml entry for the new unit (ask a modder on how to do this). artillery. Save the m ap in XML form at – ‘Save in XML’ option on the File m enu or from the toolbar. Shutdown the Map Editor application. Alternatively you can do this when you edit the XML file later. If you didn’t do so in the editor you should set the Player value to 2 as well. 2.Finally. It m ay be easier to do this before you add units of the same type which are not going to be destroyed unless you make a note of the coordinates. Open up the map saved in XML format using any XML editor. for example ‘Opel_Maultier_Cargo’. 4. IMPORTANT: Artillery units (anti-tank guns. Best results (in term s of speed as map files can be quite large) are gained by using Notepad. Once you are satisfied that all the units required have been ‘destroyed’ you can save it again in BZM form at from the toolbar or by using the ‘Save in BZM’ option on the File m enu. Find the HP value for the unit (which will be before the units <name> tag) and change the HP value to read -100. for example. 6. Destroyed Units Tutorial This article explains how to add destroyed units onto maps to simulate the aftermath of previous combat. The unit name in the XML file is the sam e as that displayed in the status bar area of the Map Editor. I thank Viriato13’s BKPE site for safekeeping it. Method 2: This tutorial is taken from Blitzkrieg portal. rocket launchers) etc can be ‘destroyed’ but they will be manned if you re-supply near them during gam eplay and because they are neutral they will not be usable. Be sure to set them as neutral on the map. 5. Unfortunately this isn’t possible using the Map Editor application. Once all units have been edited save the XML file and then load it in the Map Editor. A work around is to save the m ap in XML form at and then manually edit each unit: 1. It is written by [BKP]. Double-click each unit and change the Player value to 2 to set them as neutral. 46 . create a new modobjects. Add the units that you want to ‘destroy’ on to your map. by setting the units hit points to -100. What you have is a unit which has a destroyed texture for both its normal and destroyed states. This function is also found under “Map” in the uppermost toolbar. and also which planes will be available. in what quantity. m ark out units. to help you keep track of things. Don’t use whitespace characters (spaces. such as which ones will arrive when. As a reminder. Part 3: Air Support [Units Creation Info] ð Intro: in a nutshell. In fact. here you will determine which country each side is fighting for. You can (and I actually recomm end this) use script areas which you don’t plan on using in the script to organize your map. it’s best to use capital letters to separate words. so hopefully this is self-explanatory. just a few tips: 1. in other words) if you will be using the script area in a script. I will teach you to thoroughly understand this menu and its functions in-depth. The system works m uch like Windows Explorer. and where they will appear. in the Axis Cam paign of the North Afrika mod. However. with the pluses and minuses.Part 2: Script Areas This too is very easy and self explanatory.separate out areas. Setting the menu so that some aircraft will appear in-game is pretty easy and self-explanatory. Screen is taken of Tobruk. or which ones belong to which reinforcem ent group. such as “GermanReinforcement5Trigger”. and to the best of my abilities. here. Both numbers and letters are acceptable. the icon to open this is the airplane (I for a long tim e saw it as a spindle top) looking sketch in the top toolbar. how often. 2. and the expansions/collapses. 47 . and engineers used by that side. This will affect the artillerym en. you can select which country the side is fighting for. 4.Dropdown tab containing info on the type and quantity of aircraft available to that side.Dropdown archive containing info for the certain player.Here is[are] the menu(s): 1.In the dropdown box. 3. 48 . Click on the + to expand its contents. 2. MG gunners.Dropdown archive containing the side’s aviation info. such as a Pe-2 on larger missions with m ore enemy troops and. Firstly. foremost. In any case. so this is the reason why it is perhaps the best recon plane. getting the planes destroyed (ie: allowing the AI to send fighters out after player’s paratroopers have landed in a certain area [in which case the am ount of players units in an area could trigger a check]. and perhaps to drag away enemy AA fire. as the AI (m eaning the enemy) will not call for ground attack planes to support its troops. Interchanging Airplane Types: This is a good point to talk about interchanging aircraft types and the feasibility of doing so. recon planes (if they have an on-land LOS. AA guns. This is useful to know. as mentioned. as it won’t work for som e planes. fighter planes AND ground attack planes can function as fighters. but I will tell you what I know. or landing enemy AA guns as reinforcements in the planes’ returning path). Whether squads of men jum ping out of a 1920s era two-seater agricultural biplane (Po-2) is realistic is up to you to decide. any aircraft can be used as a paradrop plane. however. although. this is obvious if you try them in-gam e. only the American P-38 Recon Plane is suitable for this role and has actually appeared in BK as a dedicated recon plane. so make sure you have a way of limiting this via scripting. and there are no such planes in regular BK). So if you want those Jerries to strafe and dive-bomb the player instead of just making bom bing runs. Now. this will not be feasible for the fighters with no on-land LOS. I daresay that to avoid experimenting with what you 49 . give them to the enemy as bombers.These are the different archives containing info on each of the available air support types. I do not know the behavior of each aircraft unit in every position. it was built. and it’s up to you to experiment what you like. though. consequently. Actually. It m ay even be advisable to give the player a better recon aircraft. In truth. unlike bom ber aircraft. Fighters can be used as paradropers. Interchanging ground attack planes for bombers is a shady area. you should be cautious of allotting paradropers to the player. You should also first check whether the actual range of the LOS and turn radius of the aircraft are suitable for this purpose. as they will most likely be able to have them land an endless source of snipers or infantry in the location of their choice. Any plane can be a scout. but will work. I know for the Junkers 87 Stuka and the Hs-129B. as a long-range escort fighter plane.5. With that in mind. although som e of the latter will be quite mediocre in com bat due to their slow speed. bombers will not work as ground attack planes. lol). if there ARE enemies in the area. Lastly. you would have to be an experienced modeler of these units yourself. These properties are reflected in the game. invisible. OK. Even then. with the exception of recon and paradropping tasks. 50 . With this in mind.want to do regarding these airplanes. However. until their time in the air runs out. you select which aircraft will fulfill this task in-game.In this dropdown box. Map Artist’s Note: If there are no enem y units in the area. Remember that most GAP planes of the time were originally either modified fighters or bombers. and weak bombs (if any) for bombers. back to the menus: 6. they will just fly straight across the map and just hang out there. you will find that this varies from unit to unit in the aircraft fulfilling this specialized role. in which a plane just flies off across the map never to be seen again (or so the player thinks. The limitations are slow speed and low maneuverability for fighters. this is perfect for ending those getaway missions. bombers will just circle around as if they’re recon planes. 12. It doesn’t matter if you actually put one on the m ap or not. that planes were and are expensive stuff (probably the most expensive m ass-produced com bat equipm ent. the Count must be at least 1. Thus. 10. if this applies to the map. Here. Aircraft count stands for how m any planes of that type there are in total at the airbase. the plane count then becom es the limiting factor which reflects on how many planes will appear.select which squad will be dropped from the paratrooper plane(s). 9. This is the am ount of time which the player (or AI) will have to wait between calls for air support. Note: If you want the aircraft type to be available.7. However. 11. Experiment with this to get a feel for the timing. only apply this thinking to the plane count. 8. Similarly. now think of it as if there’s an airbase. you select how m any of those aircraft will appear each time that air support type is called.Relax Tim e. if the formation size is smaller than the plane count. though. according to what is allotted in the picture above (formation size=2.Paratroop Squads Count. NOTE: if you set the plane formation to be larger than the plane count. it can be called again. This applies to all aircraft types.Form ation Size. Don’t do this to avoid possible confusion if you’re just learning. whichever applies to the mission) than there are ground units available to both sides. And if both of those airplanes are shot down. the rest of the aircraft types disappear one-by-one as the formation returns to its appear point.Double click on this to open up the Appear Points menu. Note: as they don’t fly in a strict formation like paradropers and bombers (for which all the planes of a formation disappear off the map simultaneously). This is the num ber of specified squads which will be dropped from each paradrop plane. Conversely. there will just be the last airplane left to call. 51 . cause there’s still one of those airplanes sitting on the airfield. some gray area appears in the airfield schem e above. if the relax time expires before the formation of 2 aircraft return. Just imagine there is one. and then alter as necessary. If the formation is larger than the plane count due to planes lost during the mission. set this value to 0 to disable the aircraft type. the player will be able to call for the plane type again.Aircraft Count. Keep in mind. Thus. for as soon as a plane disappears. So. then the formation size also becom es the plane count. no m ore planes will appear than are allotted to the formation. OK. in fact). count=3). there should be less planes available (or less often. Doing this or not purely depends on the mission scenario. of course). you can click on this to edit it (as opposed to deleting it. in which case the game will randomly decide where the next aircraft call will appear. Select a point by left-clicking on it. You can put more than one. try to set the aircraft appear points off the map (though not too far out) to delay the time before the aircraft appear on the map after they are called by at least a little bit. or at least so that they don’t spawn on the m ap (unless you want this.13.Click this to add an appear point(s). 15. 14. and then click this to delete it. whatever you prefer). 52 .Delete appear point. Map Artist’s Note: if possible (if neither coordinates go negative when you point your cursor to somewhere beyond the borders of a m ap on the edge of the m ap which will contain the appear point).After selecting an appear point. the num ber is sim ply not used. As Aleksej said. and 32 would be supporting AI units arriving at the same time (ie: an artillery battery or resupply trucks). but which the player doesn’t have to destroy. 21. 31 will be the infantry supporting those tanks. Click the close button (x). I prefer using numbers less than 1000 for my Player 0 and above 1000 for the AI. I also norm ally work in hundreds and 50’s. So. 1-9 being any units which do not arrive as reinforcements but are rather on the map when the map starts and can be referenced in the script. If one of those groups isn’t needed. and I give any other AI units arriving at the same time as those IDs like 12. Map Artist’s Note: in missions where the player has to defend against combined tank and infantry assaults. As he used to say. I (Ocelo) prefer giving the AI reinforcements 10-100.100 people.Lesson 6. So in this case the armor will be 100 and the accompanying troops will be 150.that way. and leaving 100-1000 for the player. the player doesn’t have to hunt down individual soldiers to complete the objective or requirement). 100 tastes. 30 will be the units the player needs to destroy (ie: tanks).” Setting Script IDs to Units: Double click on scriptID and change it to the num ber you want. “No need to reinvent the wheel. 32. 82. the infantry which will attack together with these units an ID number 1 greater than the ID of those tanks (ie: 11. 51. etc.Reinforcement Groups and Start Commands ð Intro: I’ll borrow and m odify/add here from a tutorial made by my friend Leon (RIP) and others. I give the units which need to be destroyed (ie: the tanks and armed APCs tanks) an ID as a multiple of 10 (ie: 20). 53 . if a third enemy wave of reinforcements arrives. the whole lot will show up. Enter the group num ber in the box and click OK Click on the Group that has now been created. Save m ap and call reinforcem ents via the script. The little tick m arks that you can place in the little square actually just toggles the see/no see of the units in the editor. That way you can land the whole reinforcement at once. and 2003. you can create Reinforcement Group 200 which contains Groups with ScriptID 2001. or just part of it. Click New Group. 2002. 54 . If you LandReinforcement 200. In other words. Then you can Add Groups with ScriptID--More than one group with more than one ScriptID. Press OK and the group has been created. if you Part 2: Start Commands ð Intro: Using the Start commands is easy and similar for most.Click on Reinforcement Groups in the Workspace Bar. Important quote by LouisXIV on the m atter: “Please note that you can add a Reinforcement Group number that doesn't have an a actual unit or units assigned to it. Fill in the same number that the units have been given. The word AddGroupWithScriptID will now become available at the bottom of the workspace bar. After placing a unit on the m ap as I have done here you select the unit and then the unit and then the Unit tab on the Top bar. Parameter-? I really don’t know and have seen no references to it as yet. (You can alternatively use the buttons in the top toolbar) A new box appears. Units: How many units have been selected to do this command. 55 . Close the box. Now click on the m ap where you want the Tiger to move to: The co-ordinates are added in and the Tiger is ready to go. OK we have double clicked on the Command (which indicates STOP in the previous picture) and then scrolled up or down to MOVE_TO and clicked on it. Position X and Position Y: coordinates of where the command is located (this is not set yet). As such: What does it all m ean? Command is the one we are going to change. I’ll take over from here to expand on start command sequences more thoroughly. Why: I have a thing for maps: they are the most important part of the game.2: Start Command Sequences OK. so as to keep everything in one piece.Part 2. I feel at hom e here. rather than having bits of instructions to units in the LUA file and only having a sea of ScriptIDs as a whiff of all that. This is also a 56 . and I like to do as m uch as I can on the BZM files. once you have specified the first command to the unit.much more visual method of doing this. some provide lethal AA defenses against the Sturm oviks (Wirbelwind). I’ll reveal the one advantage of using in-script comm ands: they can make a unit move/whatever at a certain point in the mission.Add a command to the sequence (will be placed at the end) 2. rather than being limited to when it appears on the m ap. you see a “masterpiece of start commands”: an entire German convoy arrives to supplem ent the German defenses on Seelow Heights (Great Patriotic War). 3. 57 . Which is what I have selected: an Opel with three functions: Deploy a Nebelwerfer42. Here it is: In the background. Menu Tools: 1. and then replace any killed artillery crew at an artillery battery. and is more foolproof. Having said that. some deploy artillery.Edit a command in the sequence: as you cannot change the order of the commands (which can be a real pain). unload the infantry inside at the front lines. you will need to add all the other commands from a special list. use this to recycle unwanted comm ands (you can change everything about a selected comm and with this feature).Rem ove a selected comm and from the sequence. So now. Each has its own purpose: some attack (ie: JadgTiger). Comm and: DEPLOY_ARTILLERY Units: Trucks capable of towing a unit What the comm and does: Moves the truck towing the piece of arty to the specified position and then unhitches the arty. perhaps. The comm ands NOT listed here did not work when I tried them. crashes the game when attempted. Comm and: ART_BOMBARDMENT Units: Mortars. you choose. Cannot be stopped besides. Comm and: ATTACK_UNIT Notes: does not work. crashes the game when attempted. unless the unit is expected to have a short life expectancy (lol). Notes: be sure the artillery piece will be deployed facing the correct direction. Comm and: CLEARMINE Units: Engineers What the comm and does: Tells the engineer truck where to remove mines. Comm and: AMBUSH Units: Squads. Notes: Especially for minefields.Part 2. Use “ROTATE_TO”. scripting. Comm and: ATTACK_OBJECT Notes: does not work.it does work 58 . tanks. guns What the comm and does: Places the selected units in the "ambush" mode. Notes: very useful for certain types of defenses. crashes the game when attempted.3: Useful Start Commands Index ð Intro: Here I have a list of the start commands I have used. Can be sequenced (ie: fire in various locations) only for rocket launchers which do not expend all their ammo in one salvo (ie: nebelwerfers). mobile artillery What the comm and does: Bom bards the co-ordinates XY Notes: same as the in-game comm and “Suppressive Fire”. use a generous am ount of these. Comm and: DISBAND_FORMATION Units: Squads What the comm and does: Disbands the squads . have the truck move a bit in the opposite direction. and make sure there is nothing which can im pede the clearing of ALL m ines. artillery. Comm and: BUILD_BRIDGE Notes: does not work. or both to do this. Comm and: REPAIR Units: Engineer vehicle What the comm and does: Repairs the units in the close vicinity of the specified location Comm and: RESUPPLY Units: Supply trucks What the comm and does: Offloads amm unition to units and squads at specified location. Mortars. Comm and: PLACE_ANTITANK Units: Engineer truck What the comm and does: Selected engineer truck builds an antitank obstacle at selected location Comm and: PLACE_MINE Units: Engineer truck What the comm and does: selected engineer truck places 2 AP mines at selected location Comm and: RANGE_AREA Units: Artillery.Notes: units from squad do not follow start commands after this. does not work for rocket artillery and artillery without the in-game “Zero In” ability. mobile artillery What the comm and does: zero in on specified location Notes: cannot be sequenced. MGs What the comm and does: Tells the units to entrench themselves at their last position Notes: don’t need to change coordinate (can use (0.0) regardless of position). mortars. including m ortars and MGs. Comm and: FORM_FORMATION Units: Squads What the comm and does: tells the squad to reassemble – doesn’t work as squads do not follow start commands after disbanding (the gam e thinks the unit is gone). Comm and: MOVE_TO Units: All units that can move. Comm and: ENTRENCH_SELF Units: Artillery. tanks. 59 . Notes: must use this for trucks and all other units (ie: artillery) which cannot perform attack moves. What the comm and does: Tells the unit to m ove to specified location without attacking any enemy units. friendly artillery. except perhaps to delay artillery from firing on enem y units in their LOS. I am not sure as to the use of this. Comm and: USE_SPYGLASS Units: Snipers. Comm and: UNLOAD Units: All units carrying infantry What the comm and does: Unload the infantry at specified location Notes: if location is not where the unit carrying the infantry is at that point.0) regardless of position). squads with officers What the comm and does: The unit with the binoculars uses them in the direction of the XY co-ords. Notes: after a few seconds. the gun is installed again. officers. Comm and: ROTATE_TO Units: all units able to m ove. including squads What the comm and does: Tells the unit/squad to rotate so its front is facing the XY cords Comm and: STAND_GROUND Units: all units able to m ove What the comm and does: units do not m ove from specified(?) location. Notes: works on all squads. Notes: useful to hold units in place which would normally move out to attack enemies they can see. 60 .Mobile fighting units and squads What the comm and does: Advances in aggressive m ode attacking anything on the way to specified location. Comm and: UNINSTALL Units: m ost artillery What the comm and does: artillery units are “packed” (ie: Karl Mortar is not in firing position). as well as neutral artillery which can be manned.Comm and: RESUPPLY_HUMANS Units: Supply trucks What the comm and does: Resupplies HUMANS at specified location. unit will first move to the location before unloading the infantry. Comm and: SWARM_TO Units: . Comm and: STOP Units: All units What the comm and does: Stop what they are doing at that stage Notes: don’t need to change coordinate (can use (0. Moreover. adding new positions). which is fun to play and not too difficult. especially for a MOD. However. select File => “Create Random Map”: Now.Lesson 7: Random Maps ð Using regular BK random maps. you will get a menu like this: 61 . considering the amount of random mission the average BK player has played. this tool works well. I believe it’s a great start for those who are looking to learn scripting. foolproof method of m aking random maps. making one of these maps and m oving the features around (ie: rivers. let’s explore this type of safe. Part 1: Regular Blitzkrieg Random Maps As you open the Map Editor. UNLESS you have a unique idea in mind. I would recommend AGAINST using these. villages. and I believe many others would agree with me. RR stations. I personally STRONGLY RECOMMEND. of course! So first. However. using the Random Script Generator from [BKP]. 4.1. this will determine how advanced the units are. greatly increasing their size. I daresay that the last time I played this modification. and give him some tactical freedom for a true Blitzkrieg. 3. Moreover. I think the game realigns the missions to face different ways.setting: select which objects will go on the map. However. Very few people I know have m astered this aspect of it (though not all that many have been interested). 62 . tactical know missions. descriptive nam es of the templates. This essentially determines what the mission will be like (recall in BK there were escort missions. If you plan on altering it with the Blitzkrieg XML Map Tools by [BKP]. air. replaces) every random map. but these m aps are truly wonderful bases for future missions.choose whether you want the in-game minimap to be created at the same time. som ething crashed the Soviet cam paign at the beginning of the Leningrad chapter. However. 2. but not without a grain of salt. This is why the original BK random maps are so diverse. they fit quite well for modification. 6. the achievem ents of the author are truly rem arkable. and provide a wide range of mission possibilities. I hope the creator of the random missions campaigns won’t kill me for saying this.let the AI keep a grip on him in artillery.choose this to save the map in BZM format. and doesn’t sacrifice any quality in the maps themselves. and I’m not sure if the Market Garden chapter works in the Allied cam paign. the variation of the objectives. Now. 5. and he has my high respect in any event. When picking around at m any m aps to find the one you want. or armor suprem acy. There are a lot m ore gray areas with this part of the gam e than perhaps any other.This determines what kind of units will go on the map. don’t check this box to have the m ap saved in XML format. and also what side will be which (the first side nam e in the path will be the player’s side). which quite thoroughly rem akes (or rather. etc. Based on the chapter (consequently-its date). you won’t crowd the player on these large maps.select which direction the “cam era” will be from . Essentially.). Undoubtedly the m ost remarkable achievements have been m ade with the Solvgang Random Maps alteration. You can increase the width of this menu to see the full. this will save you a step. Finally.select the tem plate around which the mission will be based. their large size m eans that [hopefully].and tim e. and little-used Panzerwaffen Mod. I strongly encourage new mappers to base their first missions off them.the newly published. Again. I furthermore suggest making them for some mod.php?t=56871 63 . as I haven’t been able to play these random maps much and suspect a similar story for a number of Blitzkrieg players. For another similar tutorial with a m ore hands-on approach. To make them more unique. wonderful. for exam ple (and especially). see this topic by LouisXIV: http://www.Again.com/cdvboard/english/showthread.cdv-forum . I am sorry if I have treaded on the toes of the creator of the wonderful random missions mod. php?id=22 Part 2: Applications. or scripting issues. as well as where to ask for support. as well as some great community created content on this site. you can find assistance and info on the GZM mod and other projects. and is an active site. It holds m uch content from Blitzkrieg Portal.cdv-forum. and tools. and Tutorials Below is a link to this section on the Blitzkrieg en Espanol site. Tools. [Descriptions of tools/tutorials contain English translations as well.net/tag/tools/ Link to Tutorials section: http://blitzkrieg-es. this section was written to help new Blitzkrieg mappers familiarize with the applications of Blitzkrieg available.] Link to Tools section: http://blitzkrieg-es.net/tag/tutoriales/ Here is a link to a couple of very helpful tutorials by Aleksej fon Grozni on PanzerBlitz: Link: http://www.Blitzkrieg Mod Forum: though a largely empty place. Part 1: Sites There are several sites with active BK communities. You can ask for help.net/ Souyz Union Forum: though prim arily a Russian speaking site. along with several other members. you can do so here.panzer-blitz. If you wish to contact m e.ru/viewforum. Link to English Subforum: http://union. maps.php?f=8 Blitzkrieg Portal en Espanol: Although prim arily a Spanish-speaking site.com/home CDV forums. you can find new as well as old articles. Link: http://www. m odding. I check the site daily. and if you have any mapping. Link: http://blitzkrieg-es. as well as publish you works here: Panzer-Blitz: a great m edium -sized (and growing) English site run by Aleksej fon Grozni Link: http://www.Part 8: Notes ð Intro: Though not a formal lesson. post them here.com/cdvboard/english/forumdisplay.com/developing-tools 64 .panzer-blitz. as well as comment on them in both Spanish and English.4bb. collaborate with others. It is the best collection of Blitzkrieg tools readily available online that I know of. particularly for Britain. try these out: The Great Patriotic War Campaign: http://www. Blitzkrieg section (or email m e). Link to info on the soon-to-be-released GZM 7.ru/viewtopic.panzer-blitz. and is often more fun.1 mod (I can upload the 1.php?id=359 Part 4: Campaigns If you’re just looking for a thorough campaign.com/cdvboard/english/showthread.0 Mod: http://union.panzer-blitz.php?t=60188 Iron Frost: Western Front m od for Mission Kursk: http://www. and user friendliness: HeimatfronT mod Download: Link: http://www.panzer-blitz.com /m ods/58-full-m ods/135-csla-11-m od Solvgang Random Map M od: I can upload this mod upon request by email or at the CDV forum s.com /blitzkrieg-m aps/51-blitzkrieg-custom-campaigns/176achtung-panzer-custom-campaign Motherland Calls Campaign: http://www.panzer-blitz. Panzerwaffen Mod (a new m od.com/mods/58-full-mods/168-heim atfront-m od-102 There is a roll-up version of this m od available.panzer-blitz. demand for new maps is quite big): Link: http://blitzkrieg-es.a mod by myself and others. Here are links to som e of the main m ods I personally recomm end m odding in.4bb. great skins and objects. due to the mods’ popularities.com /blitzkrieg-m aps/51-blitzkrieg-custom-campaigns/136great-patriotic-war-custom-cam paign Achtung Panzer! Campaign: http://www.2 version upon request on CDV forum): http://www. mapping in m ods is very welcome.cdvforum. BK section. Info here: http://www. containing a large majority of all the released maps for the mod which I can upload upon request at the CDV forum.com /m ods/58-full-m ods/150-iron-frost-western-front A m ore m odern mod: CSLA 1.panzer-blitz. content. It needs som e more m aps.com /m ods/59-m ap-mods/180-m otherland-calls-customcam paign 65 .net/panzerwaffen-m od-english/ North Afrika Mod.Part 3: Blitzkrieg Mods As I said. need some files (ie: mods). happiness.net/hf-moscow-to-berlin/ Part 5: Last Note If you need assistance with m aking mods or maps. and success in Blitzkrieg Mapping and collaborating with its diverse. wish to collaborate on a project. 2009 66 .Moscow to Berlin: a Soviet campaign for the HeimatfronT mod (Click on the main 12MB file): http://blitzkrieg-es. things/problem s related to those. friendly communities. you may contact m e at: ocelo4@gmail. September 6.com My best wishes of luck. Ocelo.
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