.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Campaigns, Scenarios & Maps (http://forum.shrapnelgames.com/forumdisplay.php?f=106)
-   -   MAPS! (http://forum.shrapnelgames.com/showthread.php?t=24609)

Roman November 3rd, 2020 09:36 AM

Re: MAPS!
 
Quote:

Originally Posted by troopie (Post 848893)
I used 7zFm to extract them. It worked just fine.

troopie

:up:

Karagin November 8th, 2020 10:46 PM

Re: MAPS! Map 843 Kent City
 
1 Attachment(s)
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.

Karagin November 21st, 2020 03:52 PM

Re: MAPS! Map939 Mountain Farms and Lakes
 
1 Attachment(s)
This map is a tough one, the roads are the key. Watch the elevations and use the roads.

Isto November 22nd, 2020 11:50 PM

Re: MAPS!
 
1 Attachment(s)
Here is a new map on the "Abstract Map Series". The map might be changed in time, but this is the first version.

Enjoy.

Karagin November 23rd, 2020 01:14 AM

Re: MAPS! Beach Attempt
 
1 Attachment(s)
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.

Isto November 23rd, 2020 02:20 AM

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.

Karagin November 28th, 2020 06:48 PM

Re: MAPS! Map779 Penzo Valley
 
1 Attachment(s)
Penzo Valley. Not a lot of cover but the terrain does offer some interesting movement patterns.

Karagin December 18th, 2020 05:57 PM

Re: MAPS!
 
1 Attachment(s)
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.

Karagin January 6th, 2021 03:19 PM

Re: MAPS! Map 796 Hilllock
 
1 Attachment(s)
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.

MarkSheppard February 15th, 2021 09:46 AM

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.

DRG February 15th, 2021 11:40 AM

Re: MAPS!
 
It would be easier to just do the adjustment by hand or adjust the height between levels in Venhola

MarkSheppard February 15th, 2021 01:23 PM

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)

Karagin February 15th, 2021 02:27 PM

Re: MAPS!
 
And knowing is half the battle...along with of red and blue lasers.

MarkSheppard February 22nd, 2021 10:43 PM

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.

Imp February 23rd, 2021 05:49 AM

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.

MarkSheppard February 23rd, 2021 09:48 PM

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.

Karagin March 14th, 2021 12:35 AM

Re: MAPS! Map 852 Baylorwoods
 
1 Attachment(s)
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.

Karagin March 14th, 2021 12:39 AM

Re: MAPS! Map 853 Spartansburg
 
1 Attachment(s)
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.

Karagin March 25th, 2021 11:02 PM

Re: MAPS! Map 863 Hill Country
 
1 Attachment(s)
A simple map for a meeting engagement/delay or defend.

DRG March 26th, 2021 07:56 AM

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

DRG March 26th, 2021 12:35 PM

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

Karagin March 26th, 2021 01:08 PM

Re: MAPS!
 
Making note to do this going forward

carp April 19th, 2021 09:23 PM

Re: MAPS!
 
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

carp April 19th, 2021 10:36 PM

Re: MAPS!
 
Never mind. It seems to have cured itself.

Karagin April 25th, 2021 05:47 PM

Re: MAPS!
 
1 Attachment(s)
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.

Karagin June 6th, 2021 09:27 PM

Re: MAPS! Map 571
 
1 Attachment(s)
Here is my attempt at a generic Eastern France to Middle European map. Perfect for those wanting an area to battle over.

DRG February 25th, 2022 06:36 PM

Re: MAPS!
 
1 Attachment(s)
This is the Revision for MBT map 416-- Goldap, Poland 2022

DRG February 26th, 2022 03:44 PM

Re: MAPS!
 
1 Attachment(s)
This is an 80x75 section of the town if the full map is too much

https://i.imgur.com/HIs8G99.png

wulfir March 1st, 2022 07:34 PM

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...

DRG March 1st, 2022 07:46 PM

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

Karagin March 13th, 2022 02:08 AM

Re: MAPS! Two Maps from Karagin
 
2 Attachment(s)
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.

DRG March 13th, 2022 05:33 PM

Re: MAPS!
 
1 Attachment(s)
A Hostomel, 2022 map created by Dan Combs ("Carp")

Quote:

The map is a hard one to play, few places to hide. The two battles, or one big one were assaults by both sides separated by 24 hours. The battle narratives are on wiki an several other sites with a query for Antonov Airport or Hostomel Airport.

The giant Antonov aircraft was destroyed here as well as several Il-76 on the ground.

Karagin September 6th, 2023 09:44 PM

Re: MAPS!
 
Map question: Can buildings be placed in swamp hexes or does that change the hex to dry land?

DRG September 7th, 2023 08:47 AM

Re: MAPS!
 
Quote:

Originally Posted by Karagin (Post 855324)
Map question: Can buildings be placed in swamp hexes or does that change the hex to dry land?

Buildings cannot be placed in swamp

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

Karagin September 7th, 2023 09:41 AM

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.


All times are GMT -4. The time now is 11:56 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.