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In another thread Panzer VI wrote:

"RE: Plug a Hole! New H2H Approved Scenario!

Is it hard to make H2H scenarios and how long does it take? I've always thought about trying but was too scared to make my own scenarios because it might suck really bad
."


This is a good question and I thought it could use it's own thread.

Scenario design in general is not hard. It is mostly time consuming.

If you start with an idea for a battle based an historical event but, do not want to create a "historical" battle, you can do limited research to get units on the map that "could have been there".

Then you make the map, which could consume the most time.
After that the order of battle can be fleshed out, based on the earlier research you did, along with the excellent OOB's that Matrix provides. Remember that you will need HQ units and you can always delete units from the OOB.
Then you move on to the creation of the .scn file. Here you put your units on the map, or as reinforcements, add victory hexes, and "see" what the start of the overall battle looks like.

Then play each side versus the AI. Tweak and tweak the scenario as needed. Then upload it to the H2H area for testing.

I've had designs in the works for months. Most take a few weeks of continuous work.
And, if you are worried about the scenario "sucking", don't. Each player has different tastes when it comes to scenarios.
Most of mine "suck", especially the earlier ones.
You learn from trying, doing, and listening to the player feedback.

If you have the time, try it out. It's better to try and grow, than sit back and never know?

Good luck.

cheers

RR
Ed gives a good overview of the scenario development process. Let me add a few comments from my own H2H scenario creation experience.

My goal in creating H2H scenarios is for them to be "fun." I want players to enjoy the time they spend playing my scenarios. So I try to model my scenarios after what I find to be enjoyable in other JTCS scenarios that I have played.

Big Grin Mike's "Bits & Tips" in Scenario Design Big Grin

* Battles need to be mobile with a good mix of AFVs, infantry, and artillery. Meeting engagements are my favorite battles to recreate.

* Forces need to be balanced. I know that "balance" is a relative term, in regards to OOBs, terrain and objectives. But I believe that the scenario designer should strive towards reaching some balance so both sides have a good chance of winning.

* Understand your units' capabilities (combat, movement, defense, etc.) and then select battalion-sized forces from the appropriate OOBs (historical date). Also, select forces that you find "fun" to utilize. For example, if you like Panthers (and who doesn't? :smoke: ), then look for battles in which these units participated and build your scenario around that historical engagement.

* Semi-historical or fictional battles. This allows me to assemble "approximate" forces that may have participated in the battle, again keeping a close eye on "balance."

* Use stock maps. There are literally hundreds of excellent maps you can find in the EF2, WF, and RS folders that may be used for scenario creation. In fact, both of my H2H scenarios - "A Deadly Meet" and "Plug a Hole! use stock maps with some modifications to them. Using existing maps can save weeks of scenario development time!

* Try to test out your new scenario creations with a few trusted players to iron out some of the more obvious "kinks" and "blemishes" before submitting it to the H2H Productions area. This will help minimize the "Dang, why didn't I see that obvious error?" syndrome when you have already uploaded your "baby" into the H2H area and 8 test players point out that "obvious error" during their play testing rounds! :rolleyes:

* Only make incremential changes when playing testing your scenario design. For example, if players feel the victory conditions are not "realistic" or "balanced," then make a few changes in the victory condition levels and then play test it again. Don't make whole sale changes, or you may mistakenly change another perimeter in your scenario that may throw something else out of wack. Eek

* Also, try to not take constructive criticism personally. Yes, it is your "baby" - blemishes and all, but in the end the play tester feedback is invaluable to improving your scenario design. My "A Deadly Meet" went through at least 4 rounds of play testing and each round players found ways to improve on the design before it was declared "H2H Worthy."

* Finally, have fun with scenario design! Eek Scenario designing has its own rewards. Getting to see other folks play and enjoy your creation is very satisfying.
Thank you gents for your excellent replies, i only play PzC so it is difficult for me to contribute anything useful........;)
Someone designing a scenario should enjoy the process.
Very much.
It has to be it's own reward...because in the end that's all it can be.

You'll derive satisfaction later when it's a polished product that has earned the respect and admiration of your peers...but there will be many lonely nights getting to that point. If you don't react well to constructive criticism, you won't even get this far.

I don't want to discourage anyone...but if you look at the body of work out there...your first question should be...how would I do it...and is any of that special enough to generate interest? Your tangling with a lot of established work and your efforts will be held up in their light...some of which is awesome indeed...

To encourage you...let me say the battles, conflicts, broughaha's, skirmishes and cat fights out there that have not been done justice to are practically endless. Go get 'em...

I salute those driven, tortured souls who make the journey...and lament the lonely wives and unfed kids...(:O)