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CM Duel

Chris Davies

Chief PESsimist
Staff
 
Joined
14 May 2003
Location
UK
Team
Tranmere Rovers
So this is interesting...

cmduel.com



Really like that each season uses subsequent Championship Manager databases so that you get real players (not regens or newgens) added each season.

Not sure about the match engine - it looks a bit too hands-off for my taste - but interesting regardless.

You can sign up now and play a demo, or register for the beta, using the link above.
 
Could be very interesting but the problem with the older CM games is the massively exploited match engines.
It will be fine playing with friends and could be fun, however if your playing randoms then no doubt they will play the cheat tactics.
 
Could be very interesting but the problem with the older CM games is the massively exploited match engines.
It will be fine playing with friends and could be fun, however if your playing randoms then no doubt they will play the cheat tactics.
Don't think it's the original match engine - he would have to have the source code. Also, with it being multiplayer in a web browser, I don't think you can make on-the-fly changes.

There's a clip of the match engine in the tweet I've posted - could be good, might be bad, don't know. I tried the demo but didn't manage to buy enough players to put a team together so it reset!
 
Hi guys, thanks for finding this, I've been working on it for a while now and currently running some public beta tests if you're interested in being involved in those? The general idea for it is what if I could play CM0102 on my phone, PvP, with squads built through competitive auctions and each user able to play their fixtures in their own time without delaying others or being delayed themselves.

The match engine is a rewrite of CM0102's match engine but I've excluded all the match exploitation tactics etc. To avoid this there are preset formations so you have to select a real formation, rather than some 2 at the back cheat code. I ran parallel testing against CM0102 for what felt like forever to get results as close as possible. The major difference is there are no scripted results in my rewritten engine and I've removed a % of the highlights from each game so they complete quicker. The idea is for this to be a casual game so I felt games completing in under 60 seconds was best for that.

I've still to add formation changes mid-game but substitutions and team instructions mid-game are there now.

Any other feedback from you guys is much appreciated as I'm adding features and improving elements pretty consistently.
 
Oh and each following season uses the next CM database for the player pool and youth intake process. Getting a 16 year-old Fredy Guarin in your youth intake is quite something.
 
Thanks for registering here @CM_Duel - and thanks for building this game, it's a great achievement and an exciting prospect!

I've restarted the demo to give it another go.

Feedback so far (largely from playing on the laptop rather than mobile phone):

It'd be handy if, on the tactics screen, when selecting a position in order to put a player there, already selected players were excluded from the list;

It'd be good if clicking on the player names on the tactics screen took you to the pop-up of their attributes (so I can quickly check things like preferred foot / crossing attribute for someone I'm going to play as a winger, for example);

On the training screen, it would be handy to have a column showing each players' position so I can select an appropriate regime more quickly;

In matches, having substitutions is great but I can't see any stats about form/fatigue (so I don't know if I need to make any);

Not having to select a substitutes bench (it seems all players are available?) is a bit sucky;

It'd be good to know what league I'm going to be placed in before joining (which may differ in the "proper" game anyway) - I was placed in Serie A, but had called my team Tranmere Rovers. Had I known it was an Italian league I was being placed in, I would have preferred to create a semi-Italian-sounding team at least. :D
 
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I am a tad confused. How is this at all tied to CM01/02? Other than looks?
 
Thanks for registering here @CM_Duel - and thanks for building this game, it's a great achievement and an exciting prospect!

I've restarted the demo to give it another go.

Feedback so far (largely from playing on the laptop rather than mobile phone):

It'd be handy if, on the tactics screen, when selecting a position in order to put a player there, already selected players were excluded from the list;

It'd be good if clicking on the player names on the tactics screen took you to the pop-up of their attributes (so I can quickly check things like preferred foot / crossing attribute for someone I'm going to play as a winger, for example);

On the training screen, it would be handy to have a column showing each players' position so I can select an appropriate regime more quickly;

In matches, having substitutions is great but I can't see any stats about form/fatigue (so I don't know if I need to make any);

Not having to select a substitutes bench (it seems all players are available?) is a bit sucky;

It'd be good to know what league I'm going to be placed in before joining (which may differ in the "proper" game anyway) - I was placed in Serie A, but had called my team Tranmere Rovers. Had I known it was an Italian league I was being placed in, I would have preferred to create a semi-Italian-sounding team at least. :D
Great feedback Chris.

I've released some changes to the Tactics screen, the selection dropdown now excludes players already selected and if you click on the player name it will bring up their attributes, while the position circle still brings up the selection dropdown.

I've added the player's position to the training screen and the screen auto-scrolls down to the save button if there are unsaved changes and you attempt to navigate away to another screen.

In matches, the current player rating and condition is now visible to inform substitution plans. I deliberately chose not to bother with a bench, always found it a wind-up being limited in bench options, I might add this later though.

For the team name, the game works as having a single overall team name which then enters multiple different games and game modes. This is to keep some consistency with other human teams encountered. The demo is Serie A but there's a range of options I've set up covering the top 5 leagues, Euro Super League, Copa Libertadores etc.

Also, currently working on an asynchronous draft mode so users can jump into games immediately rather than waiting for scheduled auctions.

You'll need to refresh your screen to get the changes but let me know if they're in line with what you were thinking, thanks!
 
I am a tad confused. How is this at all tied to CM01/02? Other than looks?
Haha pointed question, love it, spicy.

It is tied to CM 01/02 in that:
- I have reverse engineered the CM data file so all team/player data is from that game
- I have created a match engine as close to the unscripted match results engine of CM as I can
- I have attempted to recreate the CM 01/02 game mechanics
- I have attempted to recreate the CM 01/02 design

It is not CM 01/02 in that:
- Each following season uses the subsequent CM version database and I'm also working backwards so adding databases for earlier seasons to start games in 98/99 etc.
- The goal was to create a casual, web-based, multiplayer version of CM, so game mechanics have been added like selecting youth academy locations, retiring players recommending players to sign etc.
- I have not attempted to create a replica of CM 01/02, it's a web-based, multiplayer homage to it, and development work is still ongoing
 
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