Wild Bill -> (4/9/2000 10:24:00 PM)
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Well, I see Klink and Schultz are alive and well (LOL)! Thanks!
There are differences. That is for sure. Its hard to say in detail, Colonel, because I don't have access to what is being done currently to SPWW2.
That has now become the sole project of the SP-Camo Workshop.
I can say a little, however, about the improvements and new features in SPWAW. I am sure my colleagues here at Matrix will add to what I have to say and that is as it should be.
I'll approach it from a scenario design point of view since that is where my primary interest lies.
1. There are now 1,000 slots for scenarios, instead of the old 200 that cramped our style and made us constantly switch scenarios back and forth. This in itself is a great tool. I think SPWW2 has this also.
2. The map editor for the first time is very user friendly and easy to understand. New terrain, already in place includes -
-Over 60 new buildings, stone, wood and multihex. Give a great variety to the map.
-hedges, bocage (hedgerows), gullies (which make great anti-tank obstacles with some dragon teeth added), orchards, vineyards which are really a third type of farmland), a much improved rice paddy that no longer glares at you, walls, a greater variety of trees, mud (a much needed feature), trails, and more.
-The ability to change sides on the map if you don't like where the game places one naationality.
-Saving maps and scenarios without having to type in the names each time you do so.
-Different levels of water, from shallow to deep (infantry and vehicles can now traverse shallow water, with the appropriate penalties. Now you can do a scenario on Tarawa and the walk in from the reef. Oh, and reefs too are included.
-five different bases on which to place your buildings from transparent to sandstone.
3. The units are very detailed and quite accurate. They include much improved OOBs, more accurate than before. The graphics are stunning. They include infantry with bayonets fixed on some weapons, a prone LMG soldier (if the squad has one)various size guns and howitzers instead of one standard icon for all artillery. The tanks and AFVs are modelled to perfection. You'll love these. There are a number of vehicles you've not seen before. And then you'll find probably the widest assortment of aircraft and armaments for them in any SP game.
The tank values have been modified according to strict historical guidelines. Paul V can speak more to this than I.
The AI has undergone some changes but our programmer, Michael Wood can say more about this in detail.
Of course, there is new music, new pictures (lbms) and you'll just have to hear the sounds to believe them. They include the working of the bolt on a bolt action rifle, the ching of an empty clip being ejected on the M1 rifle, great MG sounds that properly correspond to the weaponry. Scott Grasse has been working on that.
And one of the key features that makes this game so durable is the fact that it is a Windows game. No more dealing with DOS, or the fear that the removal of DOS will mean the end of Steel Panthers. Not with this game!
We'll cover the period initially from 1930-1949. All of the major and most of the minor participants are included.
And there is so much more. I'll be writing a book here before long. Oh, and a new manual that is done by a professional writer. And it shows!
Look for new screenshots and a new update on the game on the SPWAW page here at Matrix soon.
Wild Bill
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Wild Bill Wilder
Coordinator, Scenario Design
Matrix Games
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