lilmat1
11-01-09, 20:23
Hey there folks, finally releasing this to beta.
Releasing an .sgb for the moment.
With BuckyBoy's help, you can now get an .sga version as well.
This map is more of a mod so I have released it in .sgb
EDIT:Updated 27/04/2009
EDIT: Added actions markers(smoke, flames, sound). Added Beach Artillery
Scripted flyovers(more changes later).
Removed Motorpool and Armory from Allies and Axis.
Limited Allies to Infantry Doctrine. Off Map Combat Group is now 2x M8 Greyhounds.
More needs to be done with the Axis Doctrines.
Cpt. McKay squad cannot be built(keep him alive) Added Smoke Barrage and large Artillery
Barrage to him(some work needed).
Will add some light PE Vehicles to Axis.
As the title says...
This takes place on Omaha Beach at Exit D1, western most part of Omaha.
1 to 4 players
Play --Annilation
Position--Fixed
To be played with US and Axis coh vanilla sides.
May be able to add the axis elite if wanted.
Extract to the main coh folder
.sgb release. All files are in the Taking Omaha folder. If playing solo, I believe you will need to
move the map files to your mp folder inside the WW2 folder. and have the modual file in the main directory.
Check out Lethal Dosage's guide for dummies(like me) for the different ways of installing maps amd mods.
My version of Omaha is situated at exit D1. I have tried to make this map fairly historically accurate.
Though I have changed parts for gameplay. I have tried to make the beach and beach obsticles up
to the shingles as accurate as I could.
When playing as allies, the biggest changes you will see is the higgins boats. The 4 boats for each
allies player is now where you make your units. These will be the forward boats with the ammo cases
inside, for visuals. To activate the boats, look in the suppy yard. The spawning of the different units
from the boats is not perfect . Will work better if you use the spawn flags. The boats have alot of hitpoints.
All the boats are made from the different buildings but having the blueprint changed to the higgins boats,
as well as the names.
As such, the boats are not classed as critical buildings. So I have also increased the HPs of the normal
barracks and suppy yard to adjust for this.
---I will try to add some more scar if possible---
I am no good with codding objectives, will try to add beach artillery.
There is not too many changes to the units for each side---
Allies---
Engineers squad - 6 members with m1 rifles, 2 flamethrowers(increased range) and explosives that
can be placed anythere. They can only make a normal barracks, suppy yard and healing station.
Rifleman squads - two types, one normal, one bazzoka squad.
Officer squad - 1 Officer, 3 rangers all with increased HPs with a modified air ability.
The strafing run icon has two planes,
1 performing a bombing run and the other a strafing run shortly after. Also has a modified artillery ability.
Keep the officer safe, you cannot make this squad if killed.
Some of the units now have medical kits added.
Also added healing aura to the barracks.
Axis---
Officer squad - one officer and three knights cross holders(all increased HPs) with artillery ability.
You will start with Phase two. You cannot make this particual squad if killed.
The map has one medium fuel point for the allies and one low fuel for the axis. This was done to limit
the tanks, but they will come. There is only two ramps off the beach, you decide how to pass the
obsticles at the shingles. There are 88's and AA's, both have increased ranges and damage
Any problems just post in the thread.
I have used Halftracks officer portrait with his perrmission.
Big thanks to BuckyBoy, Lethal Dosage, Q77, lucklegs, henry 666, nobody and anyone else I have
not mentioned and hugh thanks to cozmoisme for all the help with the Scar, there is more Scar to
come , if I can get it to work.
Also the Relic for a great game and the wonderful modstudio by corsix.
Please do not change this mod without my perrmission.
There of course may be errors or changes to be made since it is beta1.
I hope you enjoy the map, I enjoyed making and playing it.
lilmat1
Releasing an .sgb for the moment.
With BuckyBoy's help, you can now get an .sga version as well.
This map is more of a mod so I have released it in .sgb
EDIT:Updated 27/04/2009
EDIT: Added actions markers(smoke, flames, sound). Added Beach Artillery
Scripted flyovers(more changes later).
Removed Motorpool and Armory from Allies and Axis.
Limited Allies to Infantry Doctrine. Off Map Combat Group is now 2x M8 Greyhounds.
More needs to be done with the Axis Doctrines.
Cpt. McKay squad cannot be built(keep him alive) Added Smoke Barrage and large Artillery
Barrage to him(some work needed).
Will add some light PE Vehicles to Axis.
As the title says...
This takes place on Omaha Beach at Exit D1, western most part of Omaha.
1 to 4 players
Play --Annilation
Position--Fixed
To be played with US and Axis coh vanilla sides.
May be able to add the axis elite if wanted.
Extract to the main coh folder
.sgb release. All files are in the Taking Omaha folder. If playing solo, I believe you will need to
move the map files to your mp folder inside the WW2 folder. and have the modual file in the main directory.
Check out Lethal Dosage's guide for dummies(like me) for the different ways of installing maps amd mods.
My version of Omaha is situated at exit D1. I have tried to make this map fairly historically accurate.
Though I have changed parts for gameplay. I have tried to make the beach and beach obsticles up
to the shingles as accurate as I could.
When playing as allies, the biggest changes you will see is the higgins boats. The 4 boats for each
allies player is now where you make your units. These will be the forward boats with the ammo cases
inside, for visuals. To activate the boats, look in the suppy yard. The spawning of the different units
from the boats is not perfect . Will work better if you use the spawn flags. The boats have alot of hitpoints.
All the boats are made from the different buildings but having the blueprint changed to the higgins boats,
as well as the names.
As such, the boats are not classed as critical buildings. So I have also increased the HPs of the normal
barracks and suppy yard to adjust for this.
---I will try to add some more scar if possible---
I am no good with codding objectives, will try to add beach artillery.
There is not too many changes to the units for each side---
Allies---
Engineers squad - 6 members with m1 rifles, 2 flamethrowers(increased range) and explosives that
can be placed anythere. They can only make a normal barracks, suppy yard and healing station.
Rifleman squads - two types, one normal, one bazzoka squad.
Officer squad - 1 Officer, 3 rangers all with increased HPs with a modified air ability.
The strafing run icon has two planes,
1 performing a bombing run and the other a strafing run shortly after. Also has a modified artillery ability.
Keep the officer safe, you cannot make this squad if killed.
Some of the units now have medical kits added.
Also added healing aura to the barracks.
Axis---
Officer squad - one officer and three knights cross holders(all increased HPs) with artillery ability.
You will start with Phase two. You cannot make this particual squad if killed.
The map has one medium fuel point for the allies and one low fuel for the axis. This was done to limit
the tanks, but they will come. There is only two ramps off the beach, you decide how to pass the
obsticles at the shingles. There are 88's and AA's, both have increased ranges and damage
Any problems just post in the thread.
I have used Halftracks officer portrait with his perrmission.
Big thanks to BuckyBoy, Lethal Dosage, Q77, lucklegs, henry 666, nobody and anyone else I have
not mentioned and hugh thanks to cozmoisme for all the help with the Scar, there is more Scar to
come , if I can get it to work.
Also the Relic for a great game and the wonderful modstudio by corsix.
Please do not change this mod without my perrmission.
There of course may be errors or changes to be made since it is beta1.
I hope you enjoy the map, I enjoyed making and playing it.
lilmat1