WWIICBF Scene Making Guide & New Scene/Maps

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WilliamBerne

Master Knight
Thank you for devoting part of your life to the perfection of this mod, you are helping people to harvest fun!
If you have made new scenes/maps, please upload it, and post the address here!  :grin:

Made by Swadian Man at Arms:
Beach Assault

Made by Antifiriz
Resistance Camp

nemeruis
Mountain Camp

Comrade Temuzu
WWII Trench V1

I won’t repeat the basic knowledge of scene editing here. If you are beginner, you should learn things from The Forge - Mod Development.

Scene Props
I have systematically made lots of scene props for this mod, although most of them were not being used by current maps. Under the scene editing mode, you can easily pick up the scene prop you want by simply typing in the front characters of them, cause I also systematically named them. Scene prop list is at the very end of this thread.

Although I’ve already made so many scene props, it doesn’t mean you can’t use any thing from native, nor I won’t make anything new. If you do need something very important, item, structure, or even outer terrain, you can tell me, I will try to spare some time to make them.

Entry Points
Currently I focus on 2 modes: Battle and Last Man Standing.
The entry point rules of battle mode is the same as native. 0 for team 0, 32 for team 1.
Rules for Last Man Standing mode is this:
Human players: 0~20
AI defenders: 21~31
AI attackers: 32~63
32~47 for main attack, 48~55 for left side attack, 56~63 for right side attack
Normally there will be no AI defender to help the players. If you want to add them and lower the difficulty of the scene with AI defenders, put this scene prop in the map, anywhere is ok: flag_team_0_for_ai_troops. The script will decide which is the right flag according to the factions.

Invisible barriers
People will drown in deep water, human player knew that, but AI agent doesn't. They will rush into water even there is no AI mesh. So all deep water must be surrounded by AI barriers.
Keep in mind that there are pioneers in this mod, they can build big ladders. Thus most part of the scene must be properly set, you shouldn't assume that no one will be there. The places you don't want player to reach must be protected by invisible barriers. That thing may not work sometime, so you have to test it yourself.

Now I will copy a very long list of scene props which are made by me to frighten everyone away.
Scene prop list:
#air field hangars
hangar_middle_brown_a
hangar_middle_brown_b
hangar_middle_green_a
hangar_middle_green_b
hangar_big_green
hangar_big_brown

#planes:
#flying planes, don’t use them
bomber_jp_g3m_flying_yellow
bomber_jp_g3m_flying_brown
bomber_jp_g3m_flying_green
bomber_jp_g3m_flying_silver
transporter_jp_ki34_flying
fighter_jp_ki27_flying_brown
fighter_jp_ki27_flying_silver

#landed plains, suit for scene making
bomber_jp_g3m_landed_yellow
bomber_jp_g3m_landed_brown
bomber_jp_g3m_landed_green
bomber_jp_g3m_landed_silver
transporter_jp_ki34_landed
fighter_jp_ki27_landed_brown
fighter_jp_ki27_landed_silver
fighter_jp_a5m_brown_landed

#trench defences
#camoflage
camoflage_net
camoflage_net_big
trench_sandbag_wall
trench_wood_wall_1side
trench_wood_wall_2side
trench_wood_wall_short
wicker_basket  # basket filled with durt
plank_stake
plank_wide
#trench sections
trench_plank_120v  # V form corner, 120 degree
trench_plank_90v  # V form corner, 90 degree
trench_plank_D  # D form section
trench_plank_T_f  # T form crossroad, leads to right, left and front
trench_plank_T_b  # T form crossroad, leads to right, left and back
trench_plank_T_end  # T form crossroad, leads to right, left and back to ground surface
trench_plank_4m  # short straight passage
trench_plank_8m  # long straight passage
trench_plank_left_end  # left leads to ground surface
trench_plank_right_end  # right leads to ground surface
trench_plank_O  # big O form round circle
trench_plank_redan # bulge towards front
trench_plank_X  # 4 way crossroad


#From here to barrier_a, every scene prop is destructible.
#camps, engineering items
#ladders
ladder_8m
ladder_5m
#signs, don’t use
mines_sign
construction_sign_middle
ladder_sign
#road barriers
barrier_wood_a
barrier_wood_a1
barrier_wood_b
barrier_wood_b1
barrier_wires_2m
barrier_wires_3m
# many timber barriers, a, b, c, d means 4 kinds of wood
stake_wood_a
stake_wood_b
stake_wood_c
stake_wood_d
timber_4m_a
timber_4m_b
timber_4m_c
timber_4m_d
timber_6m_a
timber_6m_b
timber_6m_c
timber_6m_d
camp_tower_a
camp_tower_b
camp_tower_snowy_a
camp_tower_snowy_b
barrier_timber_4m_a
barrier_timber_4m_b
barrier_timber_4m_c
barrier_timber_4m_d
barrier_timber_4m_a1
barrier_timber_4m_b1
barrier_timber_4m_c1
barrier_timber_4m_d1
barrier_timber_4m_a2
barrier_timber_4m_b2
barrier_timber_4m_c2
barrier_timber_4m_d2
barrier_log_n_dirt_a
barrier_log_n_dirt_b
barrier_log_n_dirt_c
barrier_log_n_dirt_d

#timber barriers end, TENT starts
tent_big
tent_big_a
tent_big_b
tent_big_double
tent_big_hospital
tent_cloth_single
tent_cloth_double
tent_cloth_double_long
tent_thatch_single
thatch_stack
thatch_stack_big

#Sandbags begin
sandbag_single
sandbag_house
sandbag_house_a
sandbag_wall_3layer
sandbag_wall_3layer_arc
sandbag_wall_3layer_half
sandbag_wall_3layer_long
sandbag_wall_3layer_short
sandbag_wall_4layer_8bags
sandbag_wall_4layer_u_form
sandbag_wall_4layer
sandbag_wall_4layer_arc
sandbag_wall_4layer_half
sandbag_wall_4layer_long
sandbag_wall_4layer_short
sandbag_wall_5layer_u_form
sandbag_wall_5laye
sandbag_wall_5layer_arc
sandbag_wall_5layer_half
sandbag_wall_5layer_long
sandbag_wall_5layer_short
sandbag_wall_4mx2m

#camp items end.
gate_red_right
gate_red_left

#destructible scene props end

#city, town, street scene props begin
barrier_a  #these 4 are concrete road barriers
barrier_b
barrier_c
barrier_d
barrier_steel 
barrier_iron_a
barrier_iron
box_ammo_a
box_ammo_b
box_big_a
box_big_b
box_middle_a
box_middle_b
box_post_iron
fireplug
fence_wood
garbage_can_a
garbage_can_b
lamp_modern_a
lamp_modern_b
lamp_west_a
lamp_west_b
metal_plate_a
metal_plate_b
metal_plate_c
metal_plate_d
oil_can
pallet
parterre_a
parterre_b
parterre_big
schrank_1
schrank_2
stair_a
stair_b
stick_wood
wall_short_a
wall_short_b
wall_short_c
wall_short_d
wall_short_a1
wall_short_b1
wall_short_c1
wall_short_d1
wall_short_e
well_a
well_b
wire_net
wire_net_stick
box_equipment_a
box_equipment_a1
box_equipment_b
metal_light
column_a
column_b
pavilion_high
pavilion_white
pavilion_wooden
tower_big
tower_small
telegraph_wire
telegraph_pole_long_a
telegraph_pole_short_a
wall_stone_short_a
wall_stone_short_b
cart_single_wheel
#city, town, street things end

#BUNKERS
bunker_big_round_3floor
bunker_big_round_3floor_a
bunker_big_round_4floor
bunker_big_round_4floor_a
bunker_concrete_stairs
bunker_middle_2floor_a
bunker_middle_2floor_b
bunker_middle_c
bunker_middle_c1
bunker_middle_octagon
bunker_middle_octagon_a
bunker_middle_round_b
bunker_middle_round_b1
bunker_middle_round_d
bunker_middle_round_d1
bunker_middle_round_e
bunker_middle_round_e1
bunker_small_hexagon
bunker_small_hexagon_a
bunker_small_round
bunker_small_round_a
bunker_small_round_b
brick_gray
brick_red

#all kinds of brocken walls, suit for different kinds of building textures
broken_wall_a_red_brick
broken_wall_b_red_brick
broken_wall_c_red_brick
broken_wall_d_red_brick
broken_wall_e_red_brick
broken_wall_f_red_brick
broken_wall_g_red_brick
broken_wall_h_red_brick
broken_wall_i_red_brick
broken_wall_j_red_brick
broken_wall_k_red_brick
broken_wall_l_red_brick
broken_wall_corner_red_brick
broken_wall_piece_a_red_brick
broken_wall_piece_b_red_brick
broken_wall_piece_c_red_brick
broken_wall_a_gray_brick
broken_wall_b_gray_brick
broken_wall_c_gray_brick
broken_wall_d_gray_brick
broken_wall_e_gray_brick
broken_wall_f_gray_brick
broken_wall_g_gray_brick
broken_wall_h_gray_brick
broken_wall_i_gray_brick
broken_wall_j_gray_brick
broken_wall_k_gray_brick
broken_wall_l_gray_brick
broken_wall_corner_gray_brick
broken_wall_piece_a_gray_brick
broken_wall_piece_b_gray_brick
broken_wall_piece_c_gray_brick
broken_wall_a_stone
broken_wall_b_stone
broken_wall_c_stone
broken_wall_d_stone
broken_wall_e_stone
broken_wall_f_stone
broken_wall_g_stone
broken_wall_h_stone
broken_wall_i_stone
broken_wall_j_stone
broken_wall_k_stone
broken_wall_l_stone
broken_wall_corner_stone
broken_wall_piece_a_stone
broken_wall_piece_b_stone
broken_wall_piece_c_stone
broken_wall_a_bunker
broken_wall_b_bunker
broken_wall_c_bunker
broken_wall_d_bunker
broken_wall_e_bunker
broken_wall_f_bunker
broken_wall_g_bunker
broken_wall_h_bunker
broken_wall_i_bunker
broken_wall_j_bunker
broken_wall_k_bunker
broken_wall_l_bunker
broken_wall_corner_bunker
broken_wall_piece_a_bunker
broken_wall_piece_b_bunker
broken_wall_piece_c_bunker
broken_wall_a_stucco_y
broken_wall_b_stucco_y
broken_wall_c_stucco_y
broken_wall_d_stucco_y
broken_wall_e_stucco_y
broken_wall_f_stucco_y
broken_wall_g_stucco_y
broken_wall_h_stucco_y
broken_wall_i_stucco_y
broken_wall_j_stucco_y
broken_wall_k_stucco_y
broken_wall_l_stucco_y
broken_wall_corner_stucco_y
broken_wall_piece_a_stucco_y
broken_wall_piece_b_stucco_y
broken_wall_piece_c_stucco_y
broken_wall_a_stucco_w
broken_wall_b_stucco_w
broken_wall_c_stucco_w
broken_wall_d_stucco_w
broken_wall_e_stucco_w
broken_wall_f_stucco_w
broken_wall_g_stucco_w
broken_wall_h_stucco_w
broken_wall_i_stucco_w
broken_wall_j_stucco_w
broken_wall_k_stucco_w
broken_wall_l_stucco_w
broken_wall_corner_stucco_w
broken_wall_piece_a_stucco_w
broken_wall_piece_b_stucco_w
broken_wall_piece_c_stucco_w
#burned woods
burned_window_a
burned_window_b
burned_window_c
burned_door_a
burned_door_b
burned_door_c

# Chinese village houses
chimney_stucco_w
chimney_stucco_y
chimney_stone
chimney_iron
house_1floor_stone_b
house_1floor_stone_b_half
house_1floor_stone_g
house_1floor_stone_g_big
house_1floor_stone_g_half
house_1floor_stone_y
house_1floor_stone_y_a
house_1floor_stone_y_half
house_1floor_straw
house_1floor_straw_big
house_1floor_straw_half
house_1floor_stucco_w
house_1floor_stucco_w_a
house_1floor_stucco_w_half
house_1floor_stucco_y
house_1floor_stucco_y_a
house_1floor_stucco_y_b
house_extension_stucco_w
village_cn_gate_a
village_cn_gate_b
village_cn_gate_c
village_cn_gate_d

# Chinese town houses
house_2floor_a
house_2floor_b
house_2floor_b1
house_2floor_b2
house_2floor_c
house_2floor_with_balcony_a
house_2floor_with_balcony_b
house_2floor_with_balcony_c
house_3floor_a
house_3floor_b

# different chinese town house stories, you can make your own combinations.
house_roof_top_blue_tiles_a
house_roof_top_blue_tiles_b
house_roof_top_blue_tiles_c
house_roof_2f_blue_tiles_a
house_roof_2f_blue_tiles_b
house_1st_story_a
house_1st_story_b
house_1st_story_c
house_1st_story_d
house_2nd_story_a
house_2nd_story_b
house_2nd_story_c
house_2nd_story_d

#Siheyuan, 1 kind of north china town houses
# different siheyuan houses, you can make your own combinations.
plank_redwood
house_siheyuan_2floors_a
house_siheyuan_big_a
house_siheyuan_big_b
house_siheyuan_middle_a
house_siheyuan_middle_b
house_siheyuan_small_a
house_siheyuan_small_b
house_siheyuan_gate_a
house_siheyuan_gate_b
house_siheyuan_gate_c
house_siheyuan_gate_d
house_siheyuan_gate_e
house_siheyuan_corridor_straight
house_siheyuan_corridor_short
house_siheyuan_corridor_90d
wall_siheyuan_long
wall_siheyuan_short
wall_siheyuan_archway
door_red_paint
door_red_paint_wide
stairs_siheyuan

#Siheyuan courtyard sets, if you are too lazy to make your own combination
house_siheyuan_a
house_siheyuan_b
house_siheyuan_c
house_siheyuan_d
house_siheyuan_e

#bridge and road related
lugou_bridge
lugou_bridge_pier
lugou_bridge_end_a
lugou_bridge_stele
lugou_bridge_handrail
bridge_pier_stone_a
bridge_pier_stone_b
bridge_steel_a
bridge_steel_b
bridge_approach
road_wide
road_wide_120d

#castle and city walls
wall_chinese_small_gatehouse
wall_chinese_middle_gatehouse
wall_chinese_90d_corner_a
wall_chinese_90d_corner_b
wall_chinese_180d_corner
wall_chinese_straight
wall_chinese_straight_short
wall_chinese_t_corner
wall_chinese_stairs_long
wall_chinese_stairs_short
gate_red_closed

#only use these 3 flags
flag_team_0_for_supply # for team 0 to restore their ammo
flag_team_1_for_supply # for team 0 to restore their ammo
flag_team_0_for_ai_troops # only use in LMS mode, if you put this in the map, anywhere, there will be AI defenders spawn from entry point 21~31.


#don’t use these! Game scripts will do the trick.
flag_8ra_for_supply
flag_n4a_for_supply
flag_neaja_for_supply
flag_npla_for_supply
flag_npca_for_supply
flag_puppet_hebei_for_supply
flag_mancho_for_supply
flag_jpa_for_supply
flag_8ra_for_ai_troops
flag_n4a_for_ai_troops
flag_neaja_for_ai_troops
flag_npla_for_ai_troops
flag_npca_for_ai_troops
flag_puppet_hebei_for_ai_troops
flag_mancho_for_ai_troops
flag_jpa_for_ai_troops
 
It's very pity that you were not using port assault to create this beach map, it causes 2 problem:

1, the terrain code of multi_scene_12 is certainly now the same as multi_scene_7, the game alter the terrain of scene 12 based on multi_scene_12's terrain code, not multi_scene_7's. Thus the whole terrain is wrong now.
This is easy to fix, simply copy&paste the code will solve the problem.

2, the sea designed by your SceneObj doesn't face the outer_terrain_beach's water. This is a little hard to be fixed. I can fix it easily, but the players have to wait for the next patch.
 
Errrmm... Does it really have to uploaded to mb repository?
Anyways, here
(for LMS and Battle)
 
Not really, but how can other players get the map if they don't download it from forum?
I mean your WTF server is always protected by password.
 
Whoops. K, will be uploaded to repository soon :grin:
And, I'm not the owner of the WTF server, I'm from WTF clan but i dont know the admin pass, you can contact with Caliph about this reason. :smile:
 
You misunderstood me. Anywhere is OK, as long as there is a download address.

As for the WTF server, I think they must have their own good reason to set a password, I don't want to tell them what to do.

 
WilliamBerne said:
It's very pity that you were not using port assault to create this beach map, it causes 2 problem:

1, the terrain code of multi_scene_12 is certainly now the same as multi_scene_7, the game alter the terrain of scene 12 based on multi_scene_12's terrain code, not multi_scene_7's. Thus the whole terrain is wrong now.
This is easy to fix, simply copy&paste the code will solve the problem.

2, the sea designed by your SceneObj doesn't face the outer_terrain_beach's water. This is a little hard to be fixed. I can fix it easily, but the players have to wait for the next patch.

I have updated the link again so it will still replace Field by The River. Please redownload...
 
Did anyone tested the map again ? I want to make sure everything is ok.

Well...There is a thing I want to understand. Do I have to include the scene.txt in or not ?

Edit: Please tell me so I can sleep without troubles. :oops:
 
I tested it, you did good.  :grin:

2 things:

1, the map may not be fully used by players:
beach-1.jpg

Now team 1 spawn at A, team 2 spawn at B. The distance between them is too short, a coehorn shooter could easily aim the other team at the very beginning, the battlefield will be very small cause no body have time running around the whole map.
If you set them spawn at C and D, the whole map will be fully discovered, the landing team won't be bombed so badly at the beginning. After all this is a battle map, unless you want to use it as a siege map? Then the defender needs a stronger camp to guard their flag.

2, you used many timber sections to build 1 timber bunker, that's good looking. But if the lower timber section was blow up and disappeared, the higher timbers will still stay in the air.

PS: and 1 small thing, real soldiers won't use fire or create kitchen smoke in their camp. :smile:
 
You'll imp lent the new maps in the new version right?
So we can choose them in the admin panel and vote for them?
 
Update: Download Link.

Changes.

  • More palms to stop the shells (placed on "magic" positions).
  • More wires and blocks on the first line. Now the attacker has to jump or find another way on the left and right side.
  • Added more cover and wires on the second line for a better defence.
  • One more camp.

About grenades. I have tested the map alone, equipped with 24 coehorn shells and guess what happened ? A big part of them got into the palms.
 
The-Map-With-No-Name = %75 done (LMS)
Bird-eye View:
2cxspif.jpg
HQ:
i4hch4.jpg
Airfield:
255ju4n.jpg
The forest with a surprise in it :smile:
2h2nxox.jpg
 
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