Since december 2012 Battlestations: Midway is supported by GameSpy no longer. The only one possibility for Midway players is GameRanger. Please visit www.gameranger.com, download Gameranger client and make new account. You can find other Midway players in the Gameranger rooms. BS:M patch 1.1.1 is required to play online battles. Iowa Mission Pack and Midway Modders Mappacks 1 and 2 are recommended.

Rise of the Divine Wind

Rise of the Divine Wind

Well, with the Kamikaze almost availible to Midway, it is only fitting that a Kamikaze map be created.  That's where TBMD comes in.  I hereby present 3 concepts for a Kamikaze map.  Since this will be the 1st map to have kamikazes if one of the concepts is accepted, it will appropriately be titled "Rise of the Divine Wind," because this will be the 1st map to have kamikazes.

CONCEPT #1: Historical Take.

Ok, it is April 1945.  An American fleet is moving in to aid in the Battle of Okinawa.  Japan, now a Ghost of its former military Glory, is now reduced to suicide tactics.  Put simply, a fleet of American ships consisting of 4 Yorktown CVs (Enterprise, Franklin, Ticonderoga and Boxer) 2 New York BBs (New York and Texas), 2 Northampton CAs (Chester and Louisville), 2 Cleveland CLs (Manchester and Vicksburg) and 10 Fletcher DDs (Hudson, Pringle, Sigsbee, Foote, Abner Read, Stephen Potter, Tingey, David W. Taylor, John D. Henley, Claxton) are steaming from South to North.  Remember Vengence at luzon, where you had no control over Lexington other than the flight deck?  Well, here you can have control over all weapons and movement, but not damage control (If you had it, then the japs would never win).  Each Jap player gets 2 airfields for Kamikazes and other types of planes.  The American Objective is to get At least one key unit (The fleet) to the other side of the map, while the Japanese have to sink the fleet. In addition to airfields, the Japanese will also have control over the remnants of the Imperial Japanese Navy.  No some of you think that I am going to add Yamato... well unfortunatley for the Japanese this map takes place on April 14, 1945; a full week after Yamato was sunk and at least 1/2 a year after Musashi was sunk.  By this time, the Imperial Japanese Navy has been reduced too... (NOTE: this is, of course, based on just units that we have availible)

MINEKAZE CLASS DESTROYERS: Sawakaze, Shiokaze, Yukaze and Namikaze
FUBUKI CLASS DESTROYERS: Ushio and Hibiki
KUMA CLASS LIGHT CRUISERS: Kitakami
TAKAO CLASS HEAVY CRUISERS: Takao (NOTE: By this time in the war, she was actually a float AA battery near Singapore, but in addition to historical accuracy, liberties are also being taken to ensure some fairness)
TONE CLASS HEAVY CRUISERS: Tone
KONGO CLASS BATTLECRUISER: Haruna
SUBMARINES: I-36, I-44, I-47, I-53, I-58,

EACH AMERICAN CARRIER HAS:
30 F4Fs
30 SBDs
30 TBFs

PLAYER SLOTS:

US PLAYERS:

P 1: CV, BB, CL, DD, DD
P 2: CV, BB, CL, DD, DD
P 3: CV, CA, DD, DD, DD
P 4: CV, CA, DD, DD, DD

JAPANESE AIRFIEILDS HAVE:

Airfields 1, 3, 5, 7:

45 Kamikazes
30 G4Ms
30 D3As
30 G3Ms

Airfields 2, 4, 6, 8:

45 Kamikazies
30 A6Ms
30 G4Ms
30 B5Ns

JAPANESE PLAYERS:

P 1: AF AF
P 2: AF AF
P 3: AF AF
P 4: AF AF

(TO BE DISTRIBUTED: 4 Minekaze DDs, 2 Fubuki DDs, 1 Kuma CL, 1 Takao CA, 1 Tone CA, 1 Kongo BB, 5 Subs)

CONCEPT #2:  Merchant fleet type 1

A Merchant fleet of 25 Ships (10 Cargo ships, 7 Fleet Oilers, 3 Troop Transports and 5 LSTs), escorted by 8 US Destroyers (All Fletcher class; Hudson, Pringle, Sigsbee, Foote, Abner Read, Stephen Potter, Tingey, David W. Taylor) each player getting 2 DDs.  Japan has 4 airfields, each spawning 4 squads and 12 planes.  The fleet starts North, goes south, and Japan needs to sink the whole thing.  US must ensure survival of at least one ship.

US PLAYERS:

P 1: DD DD
P 2: DD DD
P 3: DD DD
P 4: DD DD

JAPANESE PLAYERS:

P 1: AF
P 2: AF
P 3: AF
P 4: AF

AIRFIELDS: (Each has a unique content to give each player a unique expierience)

AF 1:

30 Kamikazes
30 B5Ns
30 G4Ms

AF 2:

30 Kamikazes
30 D3As
30 G4Ms

AF 3:

30 Kamikazes
30 D4Ys
30 G3Ms

AF 4:

30 Kamikazes
30 B5Ns
30 G3Ms

CONCEPT #3: Merchant fleet type 2

Same as previous, but instead of DD escort, fighter escort; with Each American player getting 2 squads F4F wildcats to defend fleet instead of destroyers

EDIT: Ok, here are the maps:

Here's concept #1: the Historical take (NOTE: nothing is to scale, and improvements are welcome)

http://battlestations.eu/components/com_agora/img/members/165/scan0001.jpg

Here is the map for concepts 2 and 3.  As with the previous one, it is not entirely to scale and there is room for improvement.

http://battlestations.eu/components/com_agora/img/members/165/scan0002.jpg

Edited By: Triviaman
26-Jan-10 02:31:48

Triviaman
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Re: Rise of the Divine Wind

i like the one i proposed only one thing.... i said that japan had 7 AFs with Kamikazes and that U.S had 5... the Japs had 7 AFs 3 Shipyards, 4 CAs, and 6 DDs

USA had 5 CVs, 2 BBs, 10 DDs, 3 CLs (cleveland)

and since both sides have 20 units... put japan's objective in simpler terms u say 85% of USA ships must be sunk... well if there is 85% outta 20 that means its 15 ships right?? then just put 15

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Re: Rise of the Divine Wind

Well, the maps I came up with are only prototypes.  They will be toyed around with, if approved

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Re: Rise of the Divine Wind

ok but are my statistics on how many ships japan must sink right?

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Re: Rise of the Divine Wind

Close, 85% of 20 is 17 units

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Re: Rise of the Divine Wind

Guys I suggest you concentrate more on Idea #1 and its variations. Perhaps a little improvement there and there could make it work but about 2 and 3, they are going to be too much BSP escort repetition=not fun.

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Re: Rise of the Divine Wind

I say again, these concepts are mere prototypes.  If accepted, of course they will be tweaked.

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Re: Rise of the Divine Wind

Im not sure but concept 2 and 3 seemed fun but I think if you could control the LSTs and AKs that would make it a lot funner 2 DDs is kinda boring.

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Re: Rise of the Divine Wind

I say yet again, THEY ARE PROTOTYPES!

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Re: Rise of the Divine Wind

hmm i agree with katarya trivia.... on 1, 2 , and 3  the escort idea limits you to a few ideas.... so here are my thoughts on #1

objectives:

USA

destroy the jap airfeilds, shipyards and CAs

Japan:

sink 17 of the 20 ships

and instead of taking away the AA and repair privelages (which would actually give japan a major advantage since the AI is reatarded and 3 torp hits from a CA would sink a ship) i say let ppl use both but if possible make the AA weaker on USA ships

Trivia plz calm down… they are making suggestions not ordering we change the map ideas\

p.s how do i change the font color?

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Re: Rise of the Divine Wind

No, you Have AA, its the movement and DR that are not there.  Look, they are prototypes, so of course they will be toyed around with.  I'm just giving the initial idea, after that its anyone's guess how the map will turn out. I'lll just post these idea right now as they are, then if anyone accepts them, they are free to do whatever they want to make it better

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Re: Rise of the Divine Wind

no i mean give the USA players control over that.... the afs will not just launch Kamikazes... i say 15 maybe 20 each with kates and oscars i say....

p.s trivia i believe people are not reading what the first one actually was that i proposed... if u could plz fix that (just unit part that i listed in my first or second response) it would not cause as much confusion

and with escort ideas... the second two seem good but in the first one it should not be as it does not fit in with it IMO... but they dont need to sail anywhere just fight

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Re: Rise of the Divine Wind

Your idea was 2 BBs (Class undetermined) 5 CVs (Yorktown), 3 CLs (Cleveland) and 10 DDs (Fletcher)

My idea was 4 CVs, 2 BBs (New York), 2 CAs (Northampton), 2 CLs (Cleveland) and 10 DDs (Fletcher)

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Re: Rise of the Divine Wind

i thought u were posting the idea i had about okinawa

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Re: Rise of the Divine Wind

Oh, I thought you were just referring to the fleet consistancy, not the whole map.

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  • Legendary Da : Hi everyone, I have one (or two) quick question about BS:M modding. I try to figure out sp mapmaking, and my first act on it was to convert a MP map to SP. However I can only play as Allies in those maps. What parameter do I have to change to play those maps as Japanese in the respective map .mpak (And where is the parameter I have to change?)?
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  • The Dictator : Makeo67 i've explained how to find the unused slots in the topic and the mmod2txm it's a program that has been shared. However there aren't so many ships with unused platforms and sme of them are in wrong positions and for move them you need to know how to change the mmod file. But if you know how to do it you can make new platfors as you want. I've shared the south dakota disposition and this one is the most intersting in my opinion
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