Game modes tied up to maps

some time ago i realized that gamemodes are actually tied up to maps, i found it really bizarre, it leads to repetetive games f.ex. stalingrad communist street confrontation, it’s like the only confrontation map in this campaign and it becomes boring after a while.

Why is it like this? and is that bizarre design staying with us?

well, not quite.

gamemodes are tied to a thing called blk files.

which it’s essentially a mission with settings.
where they have properties, gray area setted up, objectives and what not.

those are not entirely tied to map.

because from my understanding, they make maps based on historical settings ( and non ) trys to balance it for gun play and then create mission on top of the map.

the reason why it leads to repetitive games, it’s because there aren’t really many missions for stalingrad in general.

there are something like, 6 missions ( maybe more or less ) across the 2 maps ( Stalingrad it self, and the tractor factory ).

they tried to tackle the issue by having directional chained objective.

which means, the mission is one, but the objectives are interchangeable.

meaning that, for one sector, there are two points. and when the matches started, within the logic it will one time select A over B, and the next time, viceversa.

so, essentially in confrontation mode, there are 10 objectives divided in 5 sectors. each sector has 2 objective of it’s own. where the game will either select A or B. then, once sector 1 has been captured by team a or b, it will switch to the other sector properties and those two objectives.

long story short, unfortunately, it will get boring after a while because the objective will always be the same despite different compositions.

because that’s how the game engine works.

a bit… complex to explain, but making mods allows you to understand a bit.

and it’s not necessarely a bad way of making things, it’s just that we don’t have alot of missions. ( devs didn’t created more missions )

hence, the repetition.
( beside, SG has always kinda have been the unwanted child of the campaigns unfortunately )

1 Like

Nope, the game count different gamemode and variation as a different map, the reason why they are so ripetitive is because mostly of different gamemode are played in the same piece of map shared with other gamemode EX:

  • stalingrad train invasion
  • stalingrad train conquest
  • stalingrad train destruction
    (Always the same piece of map)
1 Like

Thank you for the effort, now i have better look at this.

but it’s not just missions though, let’s say devs want to change f.ex. rally point distance, or gray-zone, or whatever, they don’t have an universal properties for them, they have to change for each own blk setting, am i correct? 2021 in the fall they announced they’re working in terms of changing rally point distances and yet we haven’t seen any news and now i ain’t sure if they’ve just dumped the whole idea or if is it just so much work because of all this design.

they do, and don’t at the same time.

they have templates of where they use stuff.

for example, as far as i know, the rally distance is an universal template.
same for the gray area.

except, the gray are you have to manually insert it for each mission.

not sure about that.

but yeah, some stuff are realtively easy to tweak, and others are time consuming

ain’t sure, one time i had this situation when i couldn’t build rally point 60m away from obj, which is usually quite far i’d say, given that sometimes 50 or even below is fine, so idk.

either way its complex i see.

wouldn’t want to be gajin gamedev for sure tho that’s clear

oh yeah.

because of entities now that i think about it.

so, they have universal templates.

but if needed, they apply different settings through the entity mission, which works alongside the blks.

as some missions requires " surgical " tweaking.

( thus, making the overall process abit more complex and slow because not all maps are equal and so on. )

1 Like

this makes sense, thanks, and also, since we’re here on this topic i was also wondering about custom blk’s, as far as i know you can’t make these on your own yet, so is this the reason why all of custom games are so… simple? i have played multiple user created maps and all of them had no gray-zone, basic conquest-like objective, basically there was no sections as it is in official matches.

If so i do hope they’d implement it soon, community makes really good maps and ambiences and it’d be awesome if not for those limitations

glad to “help” to share knowledge as far as i know and can :slight_smile:

yes.

players would theorically be able to do many things through the entities.blks ( custom settings ).
where @tommyZZM managed to make new artillery calls ( Il2s gun run that will shoot rockets and bombs, created better smoke calls where there are going to be more smokes than the normal, or be able to make a similar HE call but instead of frags, smokes. to cover a wider area instead of a line ), custom vehicles ( such as opel blitzes with tents, logistical vehicles that gives players resourches/ medkits / ammunitions ), new logics ( where for example, once an objective has been destroyed, he applied effects to the object in question to apply some flames and smokes after the objective has been blown up to actually affect the map both in terms of gameplays and visually changing the battlefield. like it does matter. or other instances where you can change the type of the bomb and not being forced to use radios for demolition. )

or, for example, create gun carriers:


essentially, i managed to do a working halftrack based on the panzerwarfer 42, except, it does not have rockets, it can refill ammo, and if you need, you can grab panzerfausts from the chassy. which players can use against tanks and what not. ( ps, looks ugly because i still have to figure out how to apply a tent like tommy did with his opel blitz )

then, you can do minor things such as changing texture of clothings, creating new loadouts such as:

allowing to make some sort of new from scratch clothing,

then you are also able to change hp, speed and what not.

eventually, people could create profiles like the events one:



and those entities can be used the normal scene.blk ( the base mission )

but, unfortunately, entities only work in singleplayer. ( lunching missins with only one player. )

and not on server.

because there’s a string of code that they didn’t include.

thus, making entities not working.

and yes. making mods really simple.

beside the entities, the other issues on why mods are simpler, it’s because of custom games lack of proper settings and above all, the portal of mods being misleading.

where it says you can upload mission up to 10 mbs, but the portal it self will not allow you to upload further than 4/5.

even worse, missions above 3 mbs will not play correctly creating issues or in several occasions, wiping half of the code.

and making the overhal experience negative.

1 Like

I think gajin is never going to introduce multiplayer custom.blk

why? the answer is very simple…

They’re afraid of Tommy’s & community capabilities. Given how clumsy gajin is the community would make better game themselves and put gajin out of buisness :smiley:

2 Likes

i’d say they should.

so it would open alot of possibilities for hiring people and make the game better overall better and enjoyable for alot of people.

but on a more… concrete and real note which i have to be critical about, one of the reason why mods are kinda limited,( if i have to guess ) it’s because they let you use and experience stuff without actuallying having to grind.

for example, custom loadouts allow you to use any vehicle and any weapon even premium stuff.

that, i can see it would creates issues.

but that’s speculation.
they might genually have forgotten about.

1 Like

i was obviously joking

and this (knowing gajin) might be a valid argument you have right here
although i’m sure they will come up with some kind of compromise

1 Like

My mods are designed on the premise of respecting the commercial interests of the development team, which is one of the reasons why I have always insisted that players should use their own account’s squad profile in custom squads.

We bought premium squads like Flame Tanks from Stalingrad, I bought Yak 9K, Churchill, BM-8-24, and many, many advanced squads.

Then the player has to fix the issues with these weapons by their own fucking hands. Only then you can play in a map you made where you can’t get any grinding XP?

And they also prohibit players from fixing their own game content paid by players themself?

That’s “amazing”!

Considering that each of their premium squads and vehicles command an extremely high price of premium, more than the price of many good AAA games, and costs more than its other non-free WWII competitors.

Have to say that Enlisted is a good programming game and I really learned a lot from it, especially about their unique ECS model, and daScript.

I have seen several players buy the Stalingrad campaign package for playing the big map mod, because the 4x experience of Stalingrad allows them to get the necessary weapons faster, and also some of them buy premium vehicles for big map.

Players are consumers without imcome, they are not investors, they just want to play the game they want to play.

And the hateful development team holds a lot of resources and technical advantages, and is unwilling to provide players with appropriate gameplay. They can even simply copy other successful WW2 FPS competitors on the market. With their technical advantages, the results will definitely be better than Much better now.

The thing that makes me especially angry is that the devs put so much heart and energy into their biological son CRSED, CRSED has so many new things, and we in Enlisted like unpopular adopted children have never been able to have these Interesting things.

There are too many things they could have done better, but they didn’t. The biggest problem is that they could do it, but they didn’t.

Such as large maps, soul scores, steering wheel animations, weather changes

Even the large map of the Normandy campaign, why it has not appeared in Enlisted, the reason behind this is only known by the developers themselves.


My mod is just an experiment, it simply proves that huge maps and 20vs20 or even 25vs25 battles are absolutely feasible with the existing game program.

He is not some players claiming that the server cannot support without any practice, in fact everything is supported.

The developers just didn’t do it!

This mod is even a player complaint against the developer.

What most players want, why doesn’t the developer provide it?

And the result is their game is not very popular. I recently calculated the number of online players in this game. He is basically at the same level as HLL, with a little more people, but Enlisted is a F2P. The number of active players and streams is even far less than HLL.

I do like their squad mode as a feature, bringing some RTS element potential to this game, but still just potential.

It’s a pity that the graphics technology of EasyRed2 is much worse than that of Enlisted, otherwise I really want to make mods for ER2.

Another thing he still attracts me is that gaijin has a lot of vehicle resources, such as crocodile churchill, sdkfz251, sdkfz222, etc. are all things they already have.

Why not in Enlisted? Only a genius game designer of DF can answer this question.

But I think they provide an editor, to a certain extent, I hope players can help answer some things, and I have made my answer sheet with my mod.

3 Likes

yes, I remember playing 50vs50 lonefighters and having minor server stutters, 20vs20 in squads would’ve been perfectly fine. The only hope is that they’re actually preparing something like this, and if they don’t… well. People will eventually burn out quicker.

2 Likes