Easy Red 2

Easy Red 2

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St. Quentin - 1918 [Mission]
   
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Custom Maps and Missions: MissionEditor
Tags: EasyRed2
Content Descriptors: General Mature Content, Frequent Violence or Gore
File Size
Posted
Updated
2.121 MB
28 Aug @ 4:56pm
1 Sep @ 12:02pm
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St. Quentin - 1918 [Mission]

In 2 collections by BerenOneHand
Beren's Bloodbath
15 items
Beren's Krieg, 1914-1918
5 items
Description
'St. Quentin - 1918', For the great @Jaybee. & DLC FREE FINALLY!!!!! WW1 FOR ALL!!! It's sorta like a match of Verdun... No, actually it's BIGGER than a match of Verdun! This is a near max AI slaughterhouse that features use of a full simulated front line!

In the early dawn of the 21st of March 1918, a German artillery barrage would begin that would last 5 hours and exhaust over 3 and a half million shells. This was the beginning of Operation Michael. With the coordination of assault groups & creeping barrages, the Germans made quick work in the sector of the British Fifth Army where defenses were ill prepared.
During many of the coming days, the weather would permit a heavy fog to engulf the battlefield periodically and lead to unforeseen maneuvers and general chaotic violence.

{Objective}
Advance as the German 'Das Wurttembergische' & retake your previously held trenches before pushing the Britishers back over no-mans land into their lines or hold back against the violent onslaught as the British 30th & Scottish 51st. Even with the default max allotted tickets the fight can get very tight in the end and it may take an attempt before you settle with a comfortable victory (Unless you play strictly armor, then IDK because I only like playing inf).

{Toys}
The Germans are given a multitude of late war goodies, some of which have been seen previously in 'Argonne' though now there are some new flavors of fun...

Armor:Both sides are given armor, though it is lopsided more towards the German favor as they are the attackers in the scenario. The Germans receive AI and Player spawns for both A7Vs and Captured Mark IV tanks which did historically play a role in the overall battle for St. Quentin. The British receive AI and Player tank spawns during the second phase of the mission when the ball returns to their court.

Small arms: Germans are split largely between rifle & assault squads: one being rifle dominant and the other including an MP18 & Artillery Luger combo for maximum firepower. Separate from these two squads will be the specialist teams;Maschinengewehr, Scharfschützen, & Wex.

The British & Scottish are armed largely in similar fashions except for the 51st officer being armed with a rifle. Entente support includes separate Lewis gunner teams, marksman teams, vickers guns, & even field artillery.

{Info}
This is a unique experience amongst my small roster of WW1 missions. This is the first that truly captures the dream I had of immersive WW1 combat within ER2. The entirety of the front line is locked in desperate action, at every step there is certain doom!

The only script included within this mission is @Jaybee's own Artillery script which is the only piece of scripting that I am satisfied with!I have included battlefield sound effects to add ambiance & there is no music so that you are forced to listen to the horrifying sounds of war. In it's current state I am not entirely finished with prop placement because I am running out of ideas (& largely I want people to play this beautiful map, it does not need much doctoring!).

To many, it would seem that I am breaking the rules of ER2 by making a massive front line out of objectives. To this I say, "it just works.". The map is very small, so in some stroke of luck it is possible to have the entire front manned! Every single time I play I see something entirely different. I have seen the attack go smoothly, but I have also had it drain every single bit of manpower over seriously amateurish ground. Please comment below with any issues you encounter, & thanks for enjoying! Humongous thanks to Ivan for all of his various mods here that are in use (uniforms, weapons, tanks, cannons, props! The man is the heart and soul of ER2 WW1!) & another humongous thanks to Fallvine for their immense work on this beautiful map!

*Slightly more detail is to come to certain areas, it is hard to say how much until I am sick. It'll really be small things like more dead trees and possibly some attention to the British trenches. *If you really want to get immersed into WW1, I honestly recommend reading the entirety of the Lord of the Rings by Tolkien & Storm of Steel by Junger. My influences for this mission are largely the battle of Minas Tirith and actions in the later stages of Junger's actions when he is on the advance. Those who know will remember Junger's experience with shooting a young British soldier and then coming upon his corpse later on and seeing an boy within the death and destruction.

(Jaybee's Missions!!!)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3239076929 & https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3251065470

(Nutella's WW1 Collection!!!)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3500595156
10 Comments
AzDesertRat 15 hours ago 
Just a phenomenal experience overall, thank you!!
HexagramCheng 31 Aug @ 10:34pm 
Admittedly, this is the best WW1 themed workshop mission in Easy Red II. So well done, this map has some great atmosphere and the battle lines alongside the slower pacing of the AI in recent updates makes this feel like a real battle and not just AI running around capping objectives. Well done!
BerenOneHand  [author] 29 Aug @ 3:23pm 
@rodeo This may intrigue you, but I am one the minority that largely is still skeptical with scripting as it pertains to AI. I do not have any extensive knowledge of Lua itself, but i know the general mechanics of the AI and they are surprisingly limited. I have discussed Melee scripts with a few authors though it is extremely difficult to make AI scripts that work without having some huge drawback. It'll either cost 30 fps or cause general inconsistency within the behavior of the AI squad in question. Man, this game is so completely different when you spend 99% of the time within the editor or camera mode when testing. The AI acts like they are playing a game of musical chairs and sometimes they see something that they can shoot at before they reach their 'chair'. It may sound abstract, but it'll make sense after making a few missions.:hindsight:
rodeo 29 Aug @ 3:11pm 
@BerenOneHand makes sense man, I have no idea about scripting or how any of that works as I am just a peasant who critiques everyone's missions. Maybe one day if I figure out how to script I'll try my hand at it. But I appreciate the response, thank you. Also @BerenOneHand, @Jaybee, @Bcarreon93 (shout out to @Sentry87 and @Nutella the Hun as well), your guys workshop stuff all kicks ass, it's one of the main reasons why I come back to ER2 so thanks and keep it up!
jaybee 29 Aug @ 1:40pm 
The whistles he could do, when I'm back home I'll send you the small line of code I used for 3d audio whistles, and the whistle audio file.
BerenOneHand  [author] 29 Aug @ 12:20pm 
@jaybee & @Bcarreon93 thank you legends immensely! There is honestly influence from both of y'all's works within this mission (phase layouts and proper storytelling)! @rodeo, Man it would be amazing if I could somehow get it to feel more structured. The AI strangely seems to have almost no idea what a trench is and it is random chance that an attacker AI will chose to walk in it. I have a ton of spawns that do occur within the trenches, though they almost immediately will exit into the open ground. I have wanted to add more details like barbed wire traps and blockages within the trenchline- but since the AI uses the trenches so little I backtracked the idea. :thestar:
rodeo 29 Aug @ 10:33am 
Speaking strictly from the German side, I think an initial artillery bombardment for the advance would be really cool. Also, Idk if there is a way to have everyone start in a trench to simulate going "over the top" with guys blowing whistles but that would be cool. Going over the top with whistles blaring, artillery barrage, and NPC's charging would be a really great start to this.
Bcarreon93 29 Aug @ 9:50am 
He's done it again <3
jaybee 29 Aug @ 3:41am 
I love you
BerenOneHand  [author] 28 Aug @ 5:27pm 
+Note for all who play. This mission is a great experiment in ER2 AI behavior- you may witness AI that prioritizes craters rather than the giant expansive trench network laying right beside them... The artillery+automatic fire does well to mow down anything that isn't hunkered though so it all balances in the end.:thestar: