Ed gives a good overview of the scenario development process. Let me add a few comments from my own H2H scenario creation experience.
My goal in creating H2H scenarios is for them to be "fun." I want players to enjoy the time they spend playing my scenarios. So I try to model my scenarios after what I find to be enjoyable in other JTCS scenarios that I have played.
Mike's "Bits & Tips" in Scenario Design
* Battles need to be mobile with a good mix of AFVs, infantry, and artillery. Meeting engagements are my favorite battles to recreate.
* Forces need to be balanced. I know that "balance" is a relative term, in regards to OOBs, terrain and objectives. But I believe that the scenario designer should strive towards reaching some balance so both sides have a good chance of winning.
* Understand your units' capabilities (combat, movement, defense, etc.) and then select battalion-sized forces from the appropriate OOBs (historical date). Also, select forces that you find "fun" to utilize. For example, if you like Panthers (and who doesn't? :smoke: ), then look for battles in which these units participated and build your scenario around that historical engagement.
* Semi-historical or fictional battles. This allows me to assemble "approximate" forces that may have participated in the battle, again keeping a close eye on "balance."
* Use stock maps. There are literally hundreds of excellent maps you can find in the EF2, WF, and RS folders that may be used for scenario creation. In fact, both of my H2H scenarios -
"A Deadly Meet" and
"Plug a Hole! use stock maps with some modifications to them. Using existing maps can save weeks of scenario development time!
* Try to test out your new scenario creations with a few trusted players to iron out some of the more obvious "kinks" and "blemishes" before submitting it to the H2H Productions area. This will help minimize the "Dang, why didn't I see that obvious error?" syndrome when you have already uploaded your "baby" into the H2H area and 8 test players point out that "obvious error" during their play testing rounds! :rolleyes:
* Only make incremential changes when playing testing your scenario design. For example, if players feel the victory conditions are not "realistic" or "balanced," then make a few changes in the victory condition levels and then play test it again. Don't make whole sale changes, or you may mistakenly change another perimeter in your scenario that may throw something else out of wack.
* Also, try to not take constructive criticism personally. Yes, it is your "baby" - blemishes and all, but in the end the play tester feedback is invaluable to improving your scenario design. My
"A Deadly Meet" went through at least 4 rounds of play testing and each round players found ways to improve on the design before it was declared "H2H Worthy."
* Finally, have fun with scenario design!
Scenario designing has its own rewards. Getting to see other folks play and enjoy your creation is very satisfying.
Regards, Mike / "A good plan violently executed now is better than a perfect plan executed next week." - George S. Patton /