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-   -   Map Archive Started (http://forum.shrapnelgames.com/showthread.php?t=36842)

MarkSheppard November 15th, 2007 04:30 AM

Map Archive Started
 
Over here

First map; a cheap one I knocked together using WW2Map and Google Earth of Shadow Valley east of the NTC; second map; Marec Tucan's Bratislava - Petrzalka Map.

MarkSheppard November 20th, 2007 04:01 AM

Re: Map Archive Started
 
Updated with several maps by Marek Tucan...

DRG November 20th, 2007 11:48 AM

Re: Map Archive Started
 
Mark, these are very interesting maps.

A question, a suggestion and two other questions

Was Lodherov (Summer) made with WW2Map and Google Earth ?

When saving maps you MUST remember to turn off "ID" tags" or you'll end up with the situation you have in hex 40,35 and 42,29 on the Lodherov map . You can fix this by clicking on those hexes with ID tags with any terrain that reduces elevation ( if it's base level then base level will work ). The Hohenau map has this problem as well along the "east" edge and at hex 36,89

-Is there a specific reason for using the orchard trees in the streams?

-Why break up the secondary roads? It really does look odd in the game. It might be better to use either whole roads or whole "trails" as you have done in other parts of that map

Don

Marek_Tucan November 20th, 2007 04:44 PM

Re: Map Archive Started
 
Quote:

DRG said:
Was Lodherov (Summer) made with WW2Map and Google Earth ?


Nope, actually that map is quite old, I have posted it already back then on Yahoo geoup http://forum.shrapnelgames.com/images/smilies/happy.gif Now just somewhat modified it (more rough in forests, forest earth, new short grass effect etc.). Have several more old maps ready for refurbishment. As for method of creation, 1/50,000 topographic maps, millimeter grid and lots of patience http://forum.shrapnelgames.com/images/smilies/happy.gif

Quote:


When saving maps you MUST remember to turn off "ID" tags" or you'll end up with the situation you have in hex 40,35 and 42,29 on the Lodherov map . You can fix this by clicking on those hexes with ID tags with any terrain that reduces elevation ( if it's base level then base level will work ). The Hohenau map has this problem as well along the "east" edge and at hex 36,89


Here I'd appreciate more details about the problem as I cannot spot any in given hexes - that of course doesn't mean there isn't any, just that I'm maybe too blind http://forum.shrapnelgames.com/images/smilies/happy.gif

Quote:


-Is there a specific reason for using the orchard trees in the streams?


Tried to emulate thick and relatively high vegetation incl. trees along the streams - and thought that making the strees on neighboring hexes would take too much space.

Quote:


-Why break up the secondary roads? It really does look odd in the game. It might be better to use either whole roads or whole "trails" as you have done in other parts of that map


I know it looks odd, however these communications are both better than regular "bare earth" field tracks (ie with atleast some though shaky pavement or gravel layer thick enough to sustain some traffic) and worse than the road class I consider worthy of "Secondary road" status. Back then was thinking of other ways how to do this like using cratered ces. road, but decided back then to make it this way. Prolly liked more interrupted roads than cratered ones, or wanted even those roads to degrade with bombardment, dunno.

Anyway, you got me thinking (not an easy feat http://forum.shrapnelgames.com/images/smilies/wink.gif) and doing some tests - dirt road, interrupted dirt road-bare earth, cratered dirt road and bare earth, using Truck, Stock, Medium from Israeli OOB (speed 18, mov. class 2 Wheel) and PT-76/75 (speed 18, mov. class 4 track).

Dirt road was same for both - 6 hexes did cost 6 movement points
Interrupted dirt road - truck: 12 MP; tank - 9 MP
Cratered dirt road - truck: 12 MP; tank - 12 MP
bare earth - truck: 18 MP; tank - 12 MP.
The cratered dirt road would be better emulation speed-wise, but it won't be downgraded by further bombardment. Then there's also possibility to make a road with interrupted cratering - every second hex or so - to get a bit higher speed.

EDIT: opinions seeking moved to an independent thread.

DRG November 23rd, 2007 02:06 PM

Re: Map Archive Started
 
1 Attachment(s)
Quote:

DRG said:

When saving maps you MUST remember to turn off "ID" tags" or you'll end up with the situation you have in hex 40,35 and 42,29 on the Lodherov map . You can fix this by clicking on those hexes with ID tags with any terrain that reduces elevation ( if it's base level then base level will work ). The Hohenau map has this problem as well along the "east" edge and at hex 36,89

Quote:

Marek_Tucan said:
Here I'd appreciate more details about the problem as I cannot spot any in given hexes - that of course doesn't mean there isn't any, just that I'm maybe too blind http://forum.shrapnelgames.com/images/smilies/happy.gif



First off, did you have ID tags ON when checking this?

Here's what I see every time I load map 302 and map 305 ( in part, there are others as well ). I'm not quite sure how you could miss these

http://www.shrapnelcommunity.com/thr...2and%20305.png
Don

Marek_Tucan November 23rd, 2007 02:39 PM

Re: Map Archive Started
 
Thanks, I didn't get what you were meaning, I thought the prob lies with the terrain, now I see it.

Most likely it is a problem inherited from the old version (with Lodherov map, dunno how it appeared in Hohenau map as I don't recall ever having ID flags on in WinSPMBT), will immediately check rest of the old maps for it, repair it on these two and send to archive when it's ready.

EDIT: Hohenau and Lodherov maps repaired.

wulfir November 25th, 2007 03:15 PM

Re: Map Archive Started
 
The map will sometimes "remember" deleted units, so if you add units, then delete them and save the map, the unit ID tags (small flags) will be visable on map if you switch the ID tags on - and you will find them in the last hex the deleted unit occupied.

The best thing is to save the map before adding units, but say you have 14 ID tags scattered around the map - if you make a scenario and buy 14 or more units those ID tags will be "transferred" to the new units, if you buy 13 for example you'll have one ID tag left on map..., ummm..., you can also buy units and place them in one hex and then delete them - you'll have one ID tag on map then...


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