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Re: MAPS!
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Re: MAPS! Map 843 Kent City
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Based partly on a town near where I lived in Michigan, USA, and some artistic license with things.
Good for a meeting engagement or a delayed fight. |
Re: MAPS! Map939 Mountain Farms and Lakes
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This map is a tough one, the roads are the key. Watch the elevations and use the roads.
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Re: MAPS!
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Here is a new map on the "Abstract Map Series". The map might be changed in time, but this is the first version.
Enjoy. |
Re: MAPS! Beach Attempt
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Okay, I am trying my hand at a beach/coast map. Feel like something is needed, but not sure what. So ideas and suggestions very much welcome.
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Re: MAPS!
I do not know. I always like forest and forest paths.
Maybe there could be a landing spot with forest and if you could conquer that you could sneak up in the flank through forest as unnoticed. I always like forests in steel panthers. There could also be a little island somehwere on the map where you could unload troops behind a hill, and then travel to that hill (possible with rough/forest/grass to hide on) to support your landing with either machine guns, anti tank guidance missiles or such. |
Re: MAPS! Map779 Penzo Valley
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Penzo Valley. Not a lot of cover but the terrain does offer some interesting movement patterns.
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Map 783 this one seemed to confuse the AI. Which did lend itself to some funny moments. Overall a fun map and one that has you thinking about how to get to the VP flags that always end up in the castle.
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Re: MAPS! Map 796 Hilllock
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This one has a ton of ambush spots, along with terrain that so far has driven the AI a bit crazy. Looking forward to seeing how it works for others.
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Re: MAPS!
I'm not sure whether this feature can be implemented; but in places with a shoreline, such as Betio Island, Tarawa when using Venhola, we get this:
https://i.imgur.com/78bNapc.png Is it possible to have a "sink map by one level" feature? i.e. height 20 becomes height 10 height 10 becomes height 0 height 0 becomes open water hexes? Just throwing this idea out there. |
Re: MAPS!
It would be easier to just do the adjustment by hand or adjust the height between levels in Venhola
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Re: MAPS!
I'm a complete moron.
" CD owners Only. You can now flood fill areas of zero elevation with deep water using the " key in the map editors. This was primarily added to be used with the Venhola map generator but it can be used for hand made maps as well. For shoreline maps it saves a great deal of time but be aware that sometimes beach areas are recorded by Venhola as the same level as the water so those areas and any areas of shallow water you may want troops to wade through need to be added manually Once that's done, you can load up Google Maps/Google Earth Pro and fly to the location in question along with (https://elevationmap.net/) to see just how steep those hillsides are in question and whether or not that land is justified as being a flat level 0 beach; which is about 150m (3 hexes) of sand in the most ideal condition (Ocean City MD) |
Re: MAPS!
And knowing is half the battle...along with of red and blue lasers.
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Re: MAPS!
Tips for map designing in heavily rural/remote areas:
Set Urbanisation to 0 and Road Code to 0 In Map Gen And then once you have a pleasing map design, add in the road and house(s) along that road. #################### Another tip is that once you find a map design you like for it's contours; hit the KEEP CONTOURS button in MAPGEN....... Wait, I'm such a freaking moron.... 1.) Load VENHOLA map. 2.) go into MAP GEN. 3.) KEEP CONTOURS 4.) Have the game place nice, randomly generated detail onto your nice Venhola map. 5.) PROFIT. |
Re: MAPS!
Just a note KEEP CONTOURS is only available when using MAP GEN in the Extended Map Editor.
On the same theme if you want to do a quick map by hand doing a couple of passes first with the FILL TOOL set to scatter can quickly make the map look quite nice. Experiment a bit with scatter percentage & press undo if need to. Example Initial fill another terrain colour, repeat for anything else you want over most of the map - fill area large Follow up fills to place things like trees, rough, orchard, buildings etc - fill area as required. When doing things like trees rather than trying to fill the whole area you want can set smaller & place several times instead. This lets you adjust the scatter each time if desired say from fairly dense to light. Once at this stage you can see how things should sort of flow & finish by hand. far faster than doing from scratch & you only need a rough idea of what you want at the start what appears will motivate you. |
Re: MAPS!
Small feature request:
Is it possible to have KEEP CONTOURS also respect water hexes? As it is, if you strip a map, then use " to place water at level 0, then try to use KEEP CONTOURS, it overwrites the water hexes and you lose your nice coastlines. |
Re: MAPS! Map 852 Baylorwoods
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This map is good for meeting engagements or delays. Has a river to cross, limited to one stone bridge.
Limited LOS due to farms and woods, but opens up plenty of changes for sharp engagements are mid-ranges for most of the weapons. |
Re: MAPS! Map 853 Spartansburg
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This one is based on a description from "What if" novel about fighting in US the at some point after 1940.
Has plenty of terrain features to keep things interesting and a mix of farms with small towns and a mid-sized city. The railroad is there as a possible objective. Hills will keep things from becoming a ranged fight. Good for ambushes and skirmish battles. |
Re: MAPS! Map 863 Hill Country
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A simple map for a meeting engagement/delay or defend.
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Re: MAPS!
Guys......... The map editor in the game and the extended editor both allow the use of TXT files to offer information about the map and who created it.
PLEASE START TAKING ADVANTAGE OF THIS FEATURE I have started going through the maps to see what could be included with the upgrade and I know YOU will know if it's yours but nobody else will. Some info about the map would be helpful as would who made it. Of all the maps submitted only one map maker on three maps submitted text. If you need guidance on how a txt file for the game should be created just open any scenario TXT file and use it as a guide * is used to end paragraphs and make spaces and DO NOT use Umlauts or their equivalent. Thanks |
Re: MAPS!
OR ( better still ) use the Txt file associated with the first map in SPMBT or the first map in SPWW2 as a template then simply rename it to the slot you are using for your map when done.
Use a text editor or Notepad or similar |
Re: MAPS!
Making note to do this going forward
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Is it my machine or did I miss an update that took out the map replacement functions in generated battles? Now all I get is an arrow choice. I can't modify victory points or locations either. Thanks
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Re: MAPS!
Never mind. It seems to have cured itself.
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Re: MAPS!
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Map 894
Zangaro My attempt to make the city/area from the novel and movie DOGS OF WAR. Will try a scenario using it here soon. Comments welcome. |
Re: MAPS! Map 571
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Here is my attempt at a generic Eastern France to Middle European map. Perfect for those wanting an area to battle over.
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Re: MAPS!
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This is the Revision for MBT map 416-- Goldap, Poland 2022
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Re: MAPS!
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Re: MAPS!
My MBT map folder is a mess, so is my memory...
I don't remember if I ever uploaded any of the Danish maps used in that older model Centurions against the Warsaw Pact campaign (like Humlebaek or Fredensborg)? Did I ever send Axtorna, Sweden or Falkenberg, Sweden? (both fall maps)? I have sat on them for a while but don't think they were ever included... Wildendürnbach, Austria? Also, I seem to have overwritten some Negev desert maps that were made with the Venhola program, but I still have the scenarios they were used in - is there any way of removing unit flags and entrenchments from the map? I guess I could try and stack everything into one hex in some corner and that would leave only one unit flag and one entrenchment on the map... |
Re: MAPS!
I assume ( maybe ) you have a "virgin" copy of the game ?
Click on the maps folder and do a search for the names you remember ( I know I have no idea ) the search will read the CMT's NONE of the names you listed show up....... don't use umlauts etc becasue they won't be in the CMT |
Re: MAPS! Two Maps from Karagin
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Attached are two maps.
I used the number slots 512 and 514 Each has a brief text file about the maps. Map 512 is a fictional city/harbor that could be found anywhere. Map514 is a fictional valley region based on a tabletop map board my Battletech group made many years ago. Fun times on it, so I tried to recreate it in the scale of SPMBT. |
Re: MAPS!
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A Hostomel, 2022 map created by Dan Combs ("Carp")
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Re: MAPS!
Map question: Can buildings be placed in swamp hexes or does that change the hex to dry land?
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Re: MAPS!
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HOWEVER There are ways to do it...... https://i.imgur.com/gQpkDXk.png if you place a clear hex into the swamp first Try various combinations. Sometimes the hex you change and place the building will report swamp as shown here and sometimes it will report clear Bottom line.... Experiment |
Re: MAPS!
Thanks, I am working on a map and had some ideas; I thought I would ask, so now it's off to work on it and see what I can do with things. Thanks again.
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