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Pilot's Lounge Members meetup

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  #1  
Old 03-19-2012, 08:46 AM
BlackSix BlackSix is offline
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Location: Moscow, Russian Federation
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I'm curious. Does that mean you'll be responsible primarily for the single missions, online mission templates etc for the new release? What is your view on what a makes a good mission? How far into the details do you go when researching and building?
Yes, I'll have to do missions in sequel.

A good mission is this: a detailed study of the historical time period required, a detailed mapping of the front line and the deployment of troops, the living world around the player (he must see events not related to his job), testing and selection of the balance.

It is easy to show by examples, but my campaign were published in Russia only.
http://games.1c.ru/il2_roads_of_war/
http://games.1c.ru/warroads2/
http://games.1c.ru/chuzoe_nebo/
You could only see my work "VVS'46" in IL-2:1946, but this is a hypothetical scenario of the war. Bad example, but there you can see details of airfields and ground war to the requirements of 2006.

In MG I work in the fall of 2003, but I did the mission on other people's scripts for the AEP and PF. For versions 4.05 and 4.06, I only supervised over creation of campaigns. It was a strange situation, I do not know why Oleg Maddox has chosen this way

I try to search the most detailed information and recheck everything. It's a long story...

Last edited by BlackSix; 03-19-2012 at 08:51 AM.
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  #2  
Old 03-19-2012, 09:01 AM
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SlipBall SlipBall is offline
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Location: down Island, NY
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Originally Posted by BlackSix View Post
Yes, I'll have to do missions in sequel.

A good mission is this: a detailed study of the historical time period required, a detailed mapping of the front line and the deployment of troops, the living world around the player (he must see events not related to his job), testing and selection of the balance.

It is easy to show by examples, but my campaign were published in Russia only.
http://games.1c.ru/il2_roads_of_war/
http://games.1c.ru/warroads2/
http://games.1c.ru/chuzoe_nebo/
You could only see my work "VVS'46" in IL-2:1946, but this is a hypothetical scenario of the war. Bad example, but there you can see details of airfields and ground war to the requirements of 2006.

In MG I work in the fall of 2003, but I did the mission on other people's scripts for the AEP and PF. For versions 4.05 and 4.06, I only supervised over creation of campaigns. It was a strange situation, I do not know why Oleg Maddox has chosen this way

I try to search the most detailed information and recheck everything. It's a long story...

You have both a difficult and I imagine a rewarding job to do, keep up your good work.
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  #3  
Old 03-19-2012, 09:14 AM
csThor csThor is offline
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Originally Posted by BlackSix View Post
Yes, I'll have to do missions in sequel.

A good mission is this: a detailed study of the historical time period required, a detailed mapping of the front line and the deployment of troops, the living world around the player (he must see events not related to his job), testing and selection of the balance.

It is easy to show by examples, but my campaign were published in Russia only.
http://games.1c.ru/il2_roads_of_war/
http://games.1c.ru/warroads2/
http://games.1c.ru/chuzoe_nebo/
You could only see my work "VVS'46" in IL-2:1946, but this is a hypothetical scenario of the war. Bad example, but there you can see details of airfields and ground war to the requirements of 2006.

In MG I work in the fall of 2003, but I did the mission on other people's scripts for the AEP and PF. For versions 4.05 and 4.06, I only supervised over creation of campaigns. It was a strange situation, I do not know why Oleg Maddox has chosen this way

I try to search the most detailed information and recheck everything. It's a long story...
Looks like you're similar to me - only that I lose patience and drive quickly if things don't go the way I want them to go (which is why I never made a campaign). I'm having very high standards for missions - seeing a wrong aircraft type in a unit is enough to make my tonails curl. I'm similarly pedantic when it comes to ground composition and layout ...

What I had hoped for in the new engine is the ability to string longer colums together, say twenty to thirty vehicles of various types, be able to set their travelling speed as to coordinate this column with others (so that you can have a tank company intermingled with a motorized artillery battery and a battalion of motorized or mechanized infantry etc). I like lively environments, small scale engagements for some nameless village or strongpoint, moving supply columns in the back, artillery fire etc. All of that was a real pain in the rear to coordinate in 1946 so I had hoped the new engine would bring advances for the mission builder but those hopes have not been fulfilled (yet?).
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