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Old November 20th, 2007, 04:44 PM

Marek_Tucan Marek_Tucan is offline
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Default 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 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

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

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 ) 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.
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