Hello, guys! Today we will tell you in detail about the whole scenario creation process. To illustrate it we will use footage taken during the creation of the 5th scenario of the US campaign in the upcoming Strategic Mind: Fight for Freedom — Western Allied invasion of Germany.
The following article is brought to you by Alex Marchenko, Lead Level Designer at Starni Games.
Stage 1: Creating a PSD file
Every level development starts with the Narrative Designers making research about a chosen operation. After studying different maps of the region (war plans, geographic maps, river maps etc.), they are making a PSD file with all hexes, where terrain types are marked with different colors.
- Terrain design in a PSD file.
After designing the terrain, the Narrative Designers put different symbols on separate layers indicating: roads, infrastructure, units, objectives and other tips for the Level Designers team.
- PSD file with all the marks. Well, almost all.
Additionally, Narrative Designers create a larger version of the map that includes territories outside the combat zone — hex grid, but which are still visible. We do not want our maps to be cut off abruptly at the edge, so we put considerable extra effort to create additional terrain around the operational area to allow a gradual fade of the visible area into the fog.
- Full level. Play Zone (operational area) is marked by the red rectangle.
Stage 2: Importing a PSD file to Unreal Engine. Heightmap creation and import
Now Level Designers make an empty level in Unreal Engine, using a sample with pre-set world settings.
- An empty level in UE4.
Next, the Level Designers use an automated script written by our Programmers to import the hex grid and all technical parameters of hexes, such as terrain types, roads and infrastructure locations into Unreal Engine 4.
- A level with imported data: terrain types, roads, railroads, rivers, deployment hexes, etc.
Using Photoshop, Level Designers make a Heightmap of the level. The Heightmap is a special file that indicates the landscape heights at different areas of the map.
- This is how the Heightmap file looks in Photoshop.
The Heightmap is then imported into UE4 as well, using the engine's features.
- The map after the heightmap file import.
Stage 3: Adding the terrain color and texture
Next step is coloring the landscape according to different terrain types. First, the Level Designers create masks for all kinds of terrain in Photoshop.
- Terrain masks for the level.
Next, we import masks into the engine, using UE4 features. As you may know, we have different visual types of maps, such as “Europe”, “Africa”, “Winter”, “Steppe”, and “Pacific”. We have also added “Jungles” setup in SM: Fight for Freedom for the operation in Burma.
- This is how the level looks in the editor after adding terrain colouring and textures.
Stage 4: Creating water surfaces
The next step is to create big rivers and lakes on the level, using UE4 tools such as splines and planes (not the fighter planes ;) ). After that, we have to smooth the river banks and paint it in the “sand” and “ground” terrain for better looks.
- The level with the proper river.
Stage 5: Laying roads, railroads and small rivers — a hell on earth
It is now time for the hardest part of level creation — laying roads, railroads and small rivers. Why is it so hard? Well, the UE4 splines are “a pain in the ... arm”, as our Level Designers would say. The task here is to lay splines on the landscape so that none will float in the air or fall through the terrain. There are useful tools to help you achieve that, but it still requires a considerable amount of manual work. Also rivers should always go downhill, so hills and mountains on their way are a regular problem. Nevertheless, a job is a job, so here is the level after road and river management:
- The level has roads, railroads and small rivers, but no cities, bridges etc.
Well, the hardest part of the work is now finished.
Stage 6: Adding buildings and infrastructure
Next step is to put buildings on the level: bridges over big and small rivers, houses in the city hexes, and infrastructure: supply points/hubs, airfields, ports, and railway stations.
- The roads no longer look weird — we have bridges and houses.
Stage 7: Planting trees, flowers, stones and adding birds. Adding more visual polish
Now it is time to give the nature some respect – we plant trees and flowers, throw stones, and raise birds.
- At this point, the work on the visual components is pretty much done.
It is high time to give some additional personalization to the level by putting different environmental features, such as destructible assets: wooden fences, statues, electric poles etc. We also add animated objects, using UE4 blueprints, such as: spinning windmills, spotlights, lighthouses etc.
We also add some of the iconic buildings and geographical features like Stonehenge, Kremlin, the Great Barrier Reef etc.
Last cosmetic part would be painting the river bottom with rocks and sea shallow water with seashells, adding clouds in the sky and putting a fog box around the map so that players cannot see “the edge of the world”.
Stage 8: Placing units and their equipment
Now we have to place the enemy units on map, including fortifications, such as forts and minefields, giving them suitable equipment and vehicles. Then we will place the player-controlled non-core units.
- Units that are still without models are marked as question marks.
Stage 9: Writing mission scripts
The last part would be writing scripts and finally testing it over and over again, until perfect balance is achieved.
- This is how the operation script files look like. It is the Saar offensive script.
At first we just test the scripts and fix obvious balance issues for a single scenario. At this stage the use of cheat codes is allowed to speed up the testing.
- The first tests of the operation.
As you can see, the player units have 99 strength. Also there is no localisation for mission names and no pictures for the units at the bottom of the screen. Some units don't even have a model and only have a placeholder “question mark” model instead.
Stage 10: Campaign playthrough — a more thorough testing of all operations
At this stage several people on the team have to do a full campaign playthrough, testing all scenarios in a consecutive manner and without any unfair advantages — they play exactly as the players would, to gauge the difficulty and adjust all the rough edges. Of course having played Strategic Mind games a lot, they have a very good understanding of the game, so we have to take that into account when setting the turn limits and balancing enemy units.
- The UK campaign first full playthrough completed. Some of the awards pictures are still in development.
Closing words
The process of map creation from the “Basic idea is created” to the “Game ready” stage usually takes about 2 weeks. Enormous maps such as the Battle of Moscow in SM: Blitzkrieg may take up to 4 weeks. Each map requires the work of at least 4 different specialists: narrative designer creating texts and concept, level designer creating visuals, technical level designer writing scripts and QA specialist looking for bugs.
P. S.
Bonus screenshot: that’s how we test maps before our artists finished working on all the unit models.
- Just imagine how difficult it is to wage war while all your troops are just a bunch of marks with different stats, lying around across the battlefield.
Share your thoughts in the comments below!
If you want to support our efforts - wishlist and follow our upcoming title:
This is a Developer’s gameplay series by Starni Games. In these episodes the Lead game designer of the Strategic Mind series Oleksandr plays our games with the commentary, explaining the game mechanics and telling you more about the game development process. Watch all the episodes on YouTube.
Don't forget that you can save 40% on Strategic Mind: The Pacific while it's 2021 Lunar New Year Sale on Steam. The offer ends on February 15:
The Lunar New Year Sale 2021 is now live and we have a great opportunity to pick up good games we missed during the Steam Winter Sale. Thanks to the Chinese traditions and Steam for this.
Treat yourself with another new year present - purchase the games you have eyed for quite some time and spend your weekend doing what you really enjoy - playing interesting games. We have made sure you have lots of content to play through, so you would not get bored: carry our operations, build your own strategy, command your troops, earn awards and promotions, and learn new HQ skills. The enemy does not sleep, even on holidays! So, make haste and save up to 80% on all our games till February 15, when The Lunar New Year Sale 2021 ends:
At the time when hundreds and thousands of war machines are in production every day, iron and steel can be more precious than gold. Then, the wooden de Havilland Mosquito comes in, and manages to outdo them.
Made of the non-strategic spruce and balsa, Mosquito multi-role aircrafts were highly praised by the British pilots and their German adversaries alike. They were good for reconnaissance flights, precision bombings, or interception, and their losses were the lowest among the RAF bombers - a testament to their speed and maneuverability.
Armed with four 20mm cannons and as many M1919 Brownings, Mosquito could combat aerial targets as well as ground ones.
Mosquito IV
Mosquito IV was primarily a night bomber with a maximum speed of about 600 kph.
Mosquito VI
Mosquito VI was the most mass-produced model of the war, a versatile aircraft with an improved engine and even higher speed as a result.
Mosquito IX
Mosquito IX was a later model, even faster than its predecessors, and capable of carrying externally-fit 4000 lb “block-buster” bombs.
In the game
The Mosquitos play the role of long-range bombers, with Mosquito VI being fighter-bomber — a bomber with high air combat capabilities, able to fend off the enemy fighters much better. They have 60 Fuel against the usual 40, allowing long-range raids against the enemy positions and rear supply areas.
👉 Support us by adding Strategic Mind: Fight for Freedom to your wishlist:
🔴 Watch the Developer's Gameplay #4: The Battle of the Coral Sea | Strategic Mind: The Pacific
Hello, guys!
This is the fourth gameplay by our team and it features the Battle of the Coral Sea scenario from the Strategic Mind: The Pacific. This time we delve into the first game of the Strategic Mind series to see where it all began and discuss it with you. Playing the first titles of the series once again certainly brings a nostalgic feeling.
Do not forget to give us your feedback about the game in the comments on YouTube 😉. Leave your questions about gameplay or mechanics — we will record some short tutorials about the game mechanics that are especially tricky to understand.
About Developer’s gameplay series
This is a Developer’s gameplay series by Starni Games. In these episodes the Lead game designer of the Strategic Mind series Oleksandr plays our games with the commentary, explaining the game mechanics and telling you more about the game development process.
Previously, we have asked the community to suggest which historical tracks should be recorded by Daraba Studio for the project. These tracks are funded by the Strategic Mind Franchise Soundtrack sales, in other words by the players' community. So, we think that you should have the opportunity to participate in suggesting and selecting the right tracks. You have supplied us with a great many good suggestions.
Initially, we have planned to have 2 historical tracks for each campaign. However, we decided to increase that to 3 tracks per campaign. All tracks will be instrumental versions without voice. So here are our picks:
The festival results so far have been a pleasant surprise for us. We got a much better result in terms of wishlists than the Spectre of Communism did during the autumn festival. Here are some numbers:
First day Wshlist additions:
Developer's stream views:
If you have not visited the festival yet, there is still one last day to jump in, play the Demos and watch the Dev streams. Our Demo and broadcast are still up as well.
Developer's gameplay episode 4 is on its way
Tomorrow we will upload the next episode of Developer's gameplay to our YouTube channel. In this episode Oleksandr will temporarily leave SM: Spectre of Communism and move to where it all began - he will be playing Strategic Mind: The Pacific. If you are curious to see the devs playing the first game in the series - stay tuned.
Lunar Sale is just around the corner and with it nice discounts for all of our games. So, you could combine both individual titles discounts and a bundle discount to get a real bargain. We hope that you put this intel to good use. Keep an eye on our news updates and we will provide all the detailed information.
Support our project by adding Strategic Mind: Fight for Freedom to your wishlist:
On Wednesday (3 Feb) the Steam Games Festival has begun. The developers offer free demos and live streams of their upcoming games. You could play and watch lots of great games coming up in the next 6 months. Our team also joined the festival with an updated demo and a live stream.
The broadcast premiered on Wednesday, with a new type of content. This time our Lead Game Designer did not play the game but instead helped our guest Anna, who has not played the game before. Watch the stream to see whether his advice helped Anna to master our quite complex game. It was the first time we did a stream like that, so we are eager to know your opinion about it: ❓ What was good, and what should be improved in the next broadcasts? Also, let us know your thoughts about the Steam Games Festival, have you managed to play some other great games?
Today, 6th Feb at 18.00 CET our live stream will be once again featured on the festival page. Join in, in case you have missed out on it during the working week. If you have other plans, we will make sure to set the rebroadcast on, so you will still have some time to watch it later:
Hello, guys! While Steam Games Festival goes full Steam head, we keep our watchful eye on the Night Phoenix's full Strategic Mind: Spectre of Communism playthrough at the Challenging difficulty.
Today, we offer you to watch the 5th operation in Spectre of Communism - the First Battle of Kiev. The city is called Kyiv now (Ukrainian variant), since it's free Ukraine, and it is where our office is located. Yet, in 1944 it was part of the USSR and was called Kiev, which is a Russian variant of the name.
This time Zhukov will have to make a last stand unless the highest authorities change their mind at the very last second and authorize a retreat:
1. Mission 5 | First Battle of Kiev (1/5)
2. Mission 5 | First Battle of Kiev (2/5)
3. Mission 5 | First Battle of Kiev (3/5)
4. Mission 5 | First Battle of Kiev (4/5)
4. Mission 5 | First Battle of Kiev (5/5)
P. S. Our upcoming project Strategic Mind: Fight for Freedom got 681 wishlists on the first day of Steam Games Festival. This is an amazing result for us. Thank you so much, guys, for the support! It was hard to keep going after the unsuccessful Strategic Mind: Spectre of Communism launch, but we are pulling through. So, such feedback helps us keep going with the Strategic Mind series and making sure you keep getting new content, features, and improvements. It helps us keep believing that we are on the right track and we create something of value to others. We are ready and eager to keep working hard and deliver you the best wargame we can at SM: Fight for Freedom full release.
Where German engineering was known for its quality, the British had to make do with ingenuity. Few vehicles demonstrate it better than Deacon and Archer.
At the start of WWII, most of the British artillery was towed - with the advent of mobile warfare it became a disadvantage that had to be quickly resolved.
Deacon
Deacon was the result of the simple solution: mounting a QF 6-pounder on the standard AEC Matador chassis. It only saw action in North Africa, where it was both well-suited for the landscape and sufficient in tackling inferior Italian armor.
Archer
Archer was a massive 17-pounder gun mounted on a Valentine infantry tank… except facing backwards.
Valentine had poor reverse speed, and for a tank killer the ability to quickly relocate was more important than implacable advance - thus, a backwards-facing gun on a low-silhouette vehicle allowed Archer to move quickly, stay in cover, and destroy most contemporary vehicles with one shot of its powerful 17-pounder.
In the game
Those of you who have played our previous titles are sure to know that the mobility of an anti-tank gun is paramount to its effectiveness. Slow and clumsy towed guns are nearly useless in offensive action, and could be of use only in defense. Thus, having mobile anti-tank units allows the British troops to improve their offensive capabilities.
👉Support us by adding Strategic Mind: Fight for Freedom to your wishlist: