Re: 10 Mile Map 1 and 2 - Released
Posted: Tue Nov 12, 2013 6:11 pm
Davinci, thanks a ton for this map! This is a beautiful map.
It is just mind-boggling how much this map changes the dynamics of play, and yes I think it improves the dynamics, i.e., makes them more realistic. When I first loaded it up I happened to be in one of the areas (think north) that is relatively flat and I was like "Ah shucks . . . he just made one big pancake?"
But then as I moseyed around and as I've played it a couple different times I realized, "Wow! He did a great job on this map!" The terrain is some of the most realistic I've seen in any game maps, the way it fades into rolling hills, forests, level areas, broad sloping areas, etc.
I think this map, or maps of this size have a lot of potential for a sort of "campaign" system in Single player.
If there is a way to make this size map tenable for MP play then IMHO, this size map really would be fantastic for MP play. Few questions:
1. What region or physiographic province was your inspiration for this map?
2. Did you work from a realworld map at all?
3. Is there something unique about how this map impacts exhaustion levels? Or is it just the long distances? Haven't really paid close attention to how exhausted troops get on other maps, but I was surprised when after moving only 1/4 to 1/3 of the width of this map, every single regiment and battery was totally exhausted.
This last point really influences how a battle can/should be fought and pretty much makes a 2 hour time limit untenable unless you spawn a "line of sight" sandbox (which would seem to be a bit contrary to the basic point of the map anyway).
I did one with the Glendale Jackson What If OOB no time limit, Hunt them down, one objective. Having noticed in previous quick plays that the map is really exhausting, I did not advance on the objective, I just moved my three corps forward a bit to good defensive terrain and waited for the rebs to come hunt me down.
I didn't even have all of my brigades and batteries perfectly set up how I wanted when the first rebs come down one of the roads. It was Whitings Division, but strangely there were no others behind it. They came right down a road to the south of a forest that had roads on three sides. I had wrapped the north and west side of this forest with Heintzelman's corp with arty and infantry interspersed right at forest edge. I had Sumner's corp east of them and covering north and Porter's corp southeast of Heintzelman and facing west. So basically no matter which way the rebs came I had a strong position.
Whiting's Div got enveloped and after about two hours (largely on sped up time setting) I had won a Major Victory without even engaging most of the Rebs.
My observations based on this:
A. Even just moving 1/5th the width of the map and getting setup in these defensive positions most all my regiments were exhausted, and it seemed to take them a long time to get rested up.
B. The rate of casualties seemed lower than in previous sandboxes I've played. After about 30 minutes of shooting there were only about 250 vs 500 casualties.
I would imagine the low casualty rates are accounted for by the fact that both the rebs and yanks were exhausted? Not sure if a map has any influence on exhaustion (apart from the sheer size) or casualty rates, but thought I'd ask.
It is just mind-boggling how much this map changes the dynamics of play, and yes I think it improves the dynamics, i.e., makes them more realistic. When I first loaded it up I happened to be in one of the areas (think north) that is relatively flat and I was like "Ah shucks . . . he just made one big pancake?"
But then as I moseyed around and as I've played it a couple different times I realized, "Wow! He did a great job on this map!" The terrain is some of the most realistic I've seen in any game maps, the way it fades into rolling hills, forests, level areas, broad sloping areas, etc.
I think this map, or maps of this size have a lot of potential for a sort of "campaign" system in Single player.
If there is a way to make this size map tenable for MP play then IMHO, this size map really would be fantastic for MP play. Few questions:
1. What region or physiographic province was your inspiration for this map?
2. Did you work from a realworld map at all?
3. Is there something unique about how this map impacts exhaustion levels? Or is it just the long distances? Haven't really paid close attention to how exhausted troops get on other maps, but I was surprised when after moving only 1/4 to 1/3 of the width of this map, every single regiment and battery was totally exhausted.
This last point really influences how a battle can/should be fought and pretty much makes a 2 hour time limit untenable unless you spawn a "line of sight" sandbox (which would seem to be a bit contrary to the basic point of the map anyway).
I did one with the Glendale Jackson What If OOB no time limit, Hunt them down, one objective. Having noticed in previous quick plays that the map is really exhausting, I did not advance on the objective, I just moved my three corps forward a bit to good defensive terrain and waited for the rebs to come hunt me down.
I didn't even have all of my brigades and batteries perfectly set up how I wanted when the first rebs come down one of the roads. It was Whitings Division, but strangely there were no others behind it. They came right down a road to the south of a forest that had roads on three sides. I had wrapped the north and west side of this forest with Heintzelman's corp with arty and infantry interspersed right at forest edge. I had Sumner's corp east of them and covering north and Porter's corp southeast of Heintzelman and facing west. So basically no matter which way the rebs came I had a strong position.
Whiting's Div got enveloped and after about two hours (largely on sped up time setting) I had won a Major Victory without even engaging most of the Rebs.
My observations based on this:
A. Even just moving 1/5th the width of the map and getting setup in these defensive positions most all my regiments were exhausted, and it seemed to take them a long time to get rested up.
B. The rate of casualties seemed lower than in previous sandboxes I've played. After about 30 minutes of shooting there were only about 250 vs 500 casualties.
I would imagine the low casualty rates are accounted for by the fact that both the rebs and yanks were exhausted? Not sure if a map has any influence on exhaustion (apart from the sheer size) or casualty rates, but thought I'd ask.