That sounds interesting, as it is now planes can be shot down only when attacked from bases right around them, maby a machingun-nest shooting at first line No man land and aircraftkoontz1973 wrote:Great idea but I will take it one step further.jeraado wrote: - The airforce was mainly used in trench warfare for artillery spotting. Not sure if it is possible to code, but rather than attacking tanks, you could use the airforces to either allow artillery to bombard other artillery, or to prevent opposition artillery from bombarding (if someone held all airforce terts/aerial supremacy)
Step one - add cannon to both sides. Cannot fire on anything but can attack same sides plane.
Normal territ starting neutral (say 2 for now)
Step two - from the plane, give it the ability to bombard all of the enemy's front lines.
Killer neutral set at 1 or 2.
This gives the appearance of a more natural war setting of having the planes spotting for the gunners. The killer neutral allows for being shot down.
Having the canon on both sides might negate having the tanks but have a play around.
Trench warfare 1917 [Quenched]
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Re: Trench warfare 1914-1917 V2 [02 10 11] pg.1
Last edited by Flapcake on Mon Oct 03, 2011 11:56 am, edited 1 time in total.
Re: Trench warfare 1914-1917 V2 [02 10 11] pg.1
I can understand if you take some liberties for gameplay purposes. However from a historical standpoint, WW1 bombers generally didn't carry a large enough payload to be effective against tanks. WW1 bombing was generally focussed on supply lines, while tanks were generally stopped by anti-tank infantry (rifles or grenades) and (far more commonly) simply reliability and terrain.Flapcake wrote:Hi Jeraadojeraado wrote:I hope you'll forgive my many suggestions (this is my first time giving map feedback), but I think this could be a really interesting map and this prompted lots of thoughts.
May I suggest:
- As already suggested, add the imperial Austro-hungarian flag
- Removing the symmetry between the Allied and German trenches. Since both sides had different strategies in trench formation, it would be interesting to see on a map, and may provide some different strategic challenges. Since players will probably receive terts on both sides of the map it shouldn't give anyone an unfair advantage, and you could balance the bonuses without making them identical
- Artillery and mortars were pretty much the key to trench warfare. You could add these in to bombard perhaps no-mans-land and the front lines.
- You could also add machine guns to target specific terts
- As it stands, it looks like making a break over no-mans-land is really the only way to go between the lines. You could add a flanking movement which could bypass the bombardments to provide another option for travelling between the lines
- The airforce was mainly used in trench warfare for artillery spotting. Not sure if it is possible to code, but rather than attacking tanks, you could use the airforces to either allow artillery to bombard other artillery, or to prevent opposition artillery from bombarding (if someone held all airforce terts/aerial supremacy)
- Have you considered adding troop decay somewhere? To me a trench warfare map just screams out for that, either representing the disease and conditions on the front-lines or the destruction in no-man's-land
Also, and I apologise for this in advance, have you considered realigning the map so that the combatants are to the left and right, rather than top and bottom? This would better signify the geographic location of trench warfare along the franco-german lines.
I know a lot of my suggestions seem to focus on other features rather than the actual trenches, but I think that if you want to capture the feel of trench warfare in this map, it's really all about creating plenty of opportunities for destruction (bombardment), but ultimately the need for a brave but very costly break across no-mans-land to finish off the enemy. One last thought - when it comes to decorating the map remember that often the focus of these battles were around small landmarks, such as hills or buildings. They may have wound up heavily shelled, but it wouldn't be unreasonable for you to have some creative license in order to make it look as interesting a possible.
I think my main idea was a specifik battle, like The Battle of the Marne 1914 (Englang+France vs. germany) maby I change the title![]()
the map are in the remodeled stage and who knows where it ends, about the atack direction, I like the way it is now bedst, it gives a more atack forward and defence in a cornor feeling, rater than from side to side (ping pong)![]()
The airforce was also used to drop bombs by hand on tanks and at atack over no man land, they had machinguns for air battle.
Lets se where this baby goes, Im always happy for info and suggstions for insperation.

Re: Trench warfare 1914-1917 V2 [02 10 11] pg.1
I agree with this. Artillery was always the main factor in trench warfare. Tanks and planes were insignificant. Tanks only became useful at the end of the war, and when they did they pretty quickly made the trenches obsolete.jeraado wrote:- Artillery and mortars were pretty much the key to trench warfare. You could add these in to bombard perhaps no-mans-land and the front lines.
The trenches would just as easily be aligned in an east-west axis as a north-south one. The front line in France as a whole was aligned more towards an east-west axis.jeraado wrote:Also, and I apologise for this in advance, have you considered realigning the map so that the combatants are to the left and right, rather than top and bottom? This would better signify the geographic location of trench warfare along the franco-german lines.


Re: Trench warfare 1914-1917 V2 [02 10 11] pg.1
Thanks for good advise and ideas, many of them are being considered and some implanted. atm Im working on a different look where the figthing take place down in the trenches and not the land inside them
- firsal901
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Re: Trench warfare 1914-1917 V2 [02 10 11] pg.1
1. I thought of a WWI map, kinda like this.
2. I can think of a few additions, your choice though
1st addition: HQ - every player starts at a HQ, like in feudal. Hold an HQ, or die
2nd - MG nest - bombards no mans land.
Any thoughts????.
2. I can think of a few additions, your choice though
1st addition: HQ - every player starts at a HQ, like in feudal. Hold an HQ, or die
2nd - MG nest - bombards no mans land.
Any thoughts????.
Re: Trench warfare 1914-1917 V3 [05 10 11] pg.2
New update 05 10 11.
Trenches are now figthing areas, bonus structure sligtly changed, fox holes added. German side will be same design trenches but diffrend placed for visuel non boring look.
more to come, stay tuned
Trenches are now figthing areas, bonus structure sligtly changed, fox holes added. German side will be same design trenches but diffrend placed for visuel non boring look.
more to come, stay tuned
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Re: Trench warfare 1914-1917 V2 [02 10 11] pg.1
I like the idea of an east-west orientation.tokle wrote:[The trenches would just as easily be aligned in an east-west axis as a north-south one. The front line in France as a whole was aligned more towards an east-west axis.jeraado wrote:Also, and I apologise for this in advance, have you considered realigning the map so that the combatants are to the left and right, rather than top and bottom? This would better signify the geographic location of trench warfare along the franco-german lines.
--Andy
Re: Trench warfare 1914-1917 V2 [02 10 11] pg.1
AndyDufresne wrote:
I like the idea of an east-west orientation.
--Andy
It will only signify the geografiphic location if you see it on a giant map with greate overviev, this map is a small slice, it could be over 2-300 meters, therefor it dosten matter in wich direction you look, I dont like from side to side, it reminds me of pingpong, I like better the feeling of defence back/atack foward betterjeraado wrote:Also, and I apologise for this in advance, have you considered realigning the map so that the combatants are to the left and right, rather than top and bottom? This would better signify the geographic location of trench warfare along the franco-german lines.
Re: Trench warfare 1914-1917 V4 [06 10 11] pg.3
Done the German side + loads of ohter stuff
Re: Trench warfare 1914-1917 V4 [06 10 11] pg.3
This is looking better Flapcake! Where are the artillery guns on the German side? This is stickied for now. Get them German artillery guns in there and we'll see about getting this moved on!
Re: Trench warfare 1914-1917 V4 [06 10 11] pg.3
They Are on its way but the train was delaydisaiah40 wrote:This is looking better Flapcake! Where are the artillery guns on the German side? This is stickied for now. Get them German artillery guns in there and we'll see about getting this moved on!
Re: Trench warfare1917 V5 [08 10 11] pg.3
Changes:
The Germans guns have arrived
Dead soldiers in No man land
legend hare a small selection of a poem from ww1
The Germans guns have arrived
Dead soldiers in No man land
legend hare a small selection of a poem from ww1
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Re: Trench warfare1917 V5 [08 10 11] pg.3
Personally, I don't think you should get a bonus for no mans land. Historically trench warfare was a bitch and millions got shot down between the trenches.
As a matter of opinion I think killer neutrals should be the order or the day in no mans land. If you leave any troops there at the end of your turn, expect to loose them. Just like in reality.
As a matter of opinion I think killer neutrals should be the order or the day in no mans land. If you leave any troops there at the end of your turn, expect to loose them. Just like in reality.
What do you know about map making, bitch?
Top Score:2403natty_dread wrote:I was wrong
Re: Trench warfare1917 V5 [08 10 11] pg.3
Hi Gimilgimil wrote:Personally, I don't think you should get a bonus for no mans land. Historically trench warfare was a bitch and millions got shot down between the trenches.
As a matter of opinion I think killer neutrals should be the order or the day in no mans land. If you leave any troops there at the end of your turn, expect to loose them. Just like in reality.
Thanks for your comment.
I realy like your point of view, and its exactly what I try to find in the No man land, its a horrible undesired place, where you dont want to be, you need to get pass it as quickly as possible, so yes perhabs the bonus should change to neutral 1 after end turn no matter how many troop you have on it.
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Re: Trench warfare1917 V5 [08 10 11] pg.3
Yes, if you are going to no mans land you should have enough resources to get across!Flapcake wrote:Hi Gimilgimil wrote:Personally, I don't think you should get a bonus for no mans land. Historically trench warfare was a bitch and millions got shot down between the trenches.
As a matter of opinion I think killer neutrals should be the order or the day in no mans land. If you leave any troops there at the end of your turn, expect to loose them. Just like in reality.
Thanks for your comment.
I realy like your point of view, and its exactly what I try to find in the No man land, its a horrible undesired place, where you dont want to be, you need to get pass it as quickly as possible, so yes perhabs the bonus should change to neutral 1 after end turn no matter how many troop you have on it.
What do you know about map making, bitch?
Top Score:2403natty_dread wrote:I was wrong
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Re: Trench warfare1917 V5 [08 10 11] pg.3
gimil wrote:Personally, I don't think you should get a bonus for no mans land. Historically trench warfare was a bitch and millions got shot down between the trenches.
As a matter of opinion I think killer neutrals should be the order or the day in no mans land. If you leave any troops there at the end of your turn, expect to loose them. Just like in reality.
Agreed
Re: Trench warfare1917 V6 [09 10 11] pg.3
No man´s land bonus structure changed to "All troops converts to 1 Neutral after end turn.
Sheelholes in No man´s land are safe, Sheelholes 1-3-4-6 can hit the nearest Foxhole"
Theme stuff added.
Sheelholes in No man´s land are safe, Sheelholes 1-3-4-6 can hit the nearest Foxhole"
Theme stuff added.
Re: Trench warfare1917 V6 [09 10 11] pg.3
This is starting to shape up nicely so you can have this!


Re: Trench warfare1917 V6 [09 10 11] pg.3
Thank you Isaiahisaiah40 wrote:This is starting to shape up nicely so you can have this!
Re: Trench warfare1917 V6 [09 10 11] pg.3
What on earth do you mean by "converts to 1 neutral" in the legend? Does the one-way attack bombard, is the mentioned territory a killer neutral, what?
Re: Trench warfare1917 V6 [09 10 11] pg.3
Thank you for your straightforward manner, you've understood it correctly, but maybe you have an alternative suggestion for what else it can be called?TaCktiX wrote:What on earth do you mean by "converts to 1 neutral" in the legend? Does the one-way attack bombard, is the mentioned territory a killer neutral, what?
Re: Trench warfare1917 V7 [14 10 11] pg.3
Added: shadow/dirt at front of trenches in No man land, bomb craters.
Re: Trench warfare1917 V6 [09 10 11] pg.3
I think the standard wording has been "reverts (or resets) to 1 neutral". "Converts" sounds like something religious is going on.Flapcake wrote:Thank you for your straightforward manner, you've understood it correctly, but maybe you have an alternative suggestion for what else it can be called?TaCktiX wrote:What on earth do you mean by "converts to 1 neutral" in the legend? Does the one-way attack bombard, is the mentioned territory a killer neutral, what?
Re: Trench warfare1917 V6 [09 10 11] pg.3
I agree that "Converts" sounds some religioustokle wrote:I think the standard wording has been "reverts (or resets) to 1 neutral". "Converts" sounds like something religious is going on.Flapcake wrote:Thank you for your straightforward manner, you've understood it correctly, but maybe you have an alternative suggestion for what else it can be called?TaCktiX wrote:What on earth do you mean by "converts to 1 neutral" in the legend? Does the one-way attack bombard, is the mentioned territory a killer neutral, what?
Im open for all suggestions for replacing it
Re: Trench warfare1917 V7 [14 10 11] pg.4
Update: Changes, Legen text now says "resets & reverts"






