Sunday, January 14, 2007

Maps & Map Creation

All of the tasks involved with creating scenarios require a lot of attention to detail, whether researching a scenario, creating historically accurate forces, or putting together the scenario itself.

Perhaps one of the most rewarding tasks is working on the game maps. The Airborne Assault engine utilizes extremely detailed maps. In many hex-based games, the maps are very good quality, but they don't have as much detail. A 1 km hex will have a list of attributes that generalize the terrain within that area. In Airborne Assault, the same 1 km x 1 km space will have up to 100 different types of terrain - all based on real maps from the period of the game.

Below is a 1943 U.S. Military Map showing the town of Marvie in the Ardennes. The town is just southeast of Bastogne and it was the location of significant fighting during the Battle of the Bulge as German forces sought to break through the defenses of the Bastogne perimeter and capture the city.


Looking at the map, one can see some significant tactical concerns for both the defender and the attacker. The small hamlet of Marvie lies in a draw and has a small stream which runs through it and another on its southern edge. There isn't much cover close-in - the woods are almost 1 km away in every direction.

An improved road runs east-west just to the north and east of Marvie - this will be one of the vital routes for the attacker. And it will mean that an attacking armored column will have to traverse a 2-3 km stretch that lies within 600 m of enemy guns. Within the town there is one minor road and 3 small roads.

To the south and the northeast, the terrain is higher than the hamlet. But with in the square km, there are six or seven changes in elevation. This will obviously be a strategic location within the game, just as it was within the actual battle.

Next we'll look at how the map will be portrayed in Airborne Assault: Battles from the Bulge.

Wednesday, December 20, 2006

Data Design Team Diary

A while back, I joined one of the Airborne Assault data design teams. More specifically, I joined the West Front data design team. That means I'm working on the upcoming Battles From the Bulge (BFTB) title, producing scenarios, editing force lists, researching battles, and sometimes working on maps. None of which is happening very quickly, because I'm a full time something else in the world of work, and a father of two young'uns at home.

But, I'm in all the way and hoping to learn something about developing a game. And, if you read this blog at all (I know updates haven't been happening in some time) you'll be able to learn a little too. I'm going to journal my experiences on the team and share some information about the development of the game.

None of the information is going to be a big scoop for anyone, so don't get your hopes up about me leaking game features and any other juicy tidbits. It's going to be a little more work-a-day scenario design stuff - not screaming tabloid headlines about new features. But I hope you'll get a look at what goes into the game and how the quality of the work makes the in-game experience worthwhile and enjoyable.

Thursday, July 20, 2006

It's a Mod Mod Mod Mod World

You can now get your map on with a handful of excellent terrain mods available at the COTA downloads page.

Tuesday, June 27, 2006

1st COTA Mod

0800: Breakfast is served!
Introducing a new terrain file by captskillet - the first player-made modification to COTA. He cooked it up using the existing terrain files from the game, in combination with previous terrain files modified by Data Design Team honcho Bil H.

Before:







After:







Mmmm. Nice rich brown colors - like an good cup of coffee. You can get this mod by shooting captskillet a PM on the Matrix forums. Read the post here.

Friday, June 16, 2006

co-TA! co-TA! co-TA! co-TA! co-TA!

It's out and it's awesome. Conquest of the Aegean (COTA) is available for download.

The improvements to the game engine are very cool indeed. My favorite is the new supply system, which adds a great deal of suspense to the game. Sometimes it works in your favor - you'll get artillery ammo a little more often. Other times, you'll struggle to keep your supply lines open - you can no longer take them for granted.

Another great feature is mixed-mode movement. Many units that have previously enjoyed the benefit of easy movement through many types of terrain will now feel the pain of poor and non-existent roads. In the image below, I'm thrusting Italian troops into the Pindus mountains to hopefully breakthrough and capture Greece before she can muster her entire army. But the mountains are killing my one chance of lightning breaktrhough. The armor unit, highlighted in a white box, is in terrain that let's it move at 2% of its normal speed. Ugh!