Okay silly me
I am guessing could have put this in last post also this is the download
A few observations thoughts for newbie's to this, hope you are the patient type & much respect for having a bash.
1) If make base level of map level 1 this allows you to make depressions. Use fill tool set to 50 or so.
Note paved hexes only work at level 0 if you place on a hill deforms
Streams also reduce level so it becomes a cutting / deep gully
2) Building scale in MBT a 1hex building (50m) represents a group of residential houses multi hex buildings sometimes a bit large but for playability gives targets etc. Having said that things like warehouses Airport terminals can be 40 hexes long. Residential should be tightly spaced unless posh at this scale commercial (big) will have a tendency for paved for parking or delivery. Office ,warehouse supermarket hospital etc say 1/2 or same size as building.
3) Tall grass or rough can be used to represent clutter break up line of site, represent small individual buildings hedges with probably. Also there effect on vision tends to vary a bit depending on global vision setting so can change LOS for map.
4) If the patient type can use asterix (star) key to change level of hex manually. Use wisely & only to adjust by less than a level but good for creating small rises depressions or smoothing out winding road up a hill. Best used sparingly on long roads to give undulations. Just increase height of road by 2 in a couple of places & you wont be able to see for 2 miles down it or stick some tall grass there.
Be aware hex will look no different unless you placed dirt or something there. Don't try creating tall buildings with wasting your time.
5) If delete hill hexes make sure to check height of hexes surrounding as can leave invisible slopes also there are 2 delete buttons one clears to level 0 & one keeps terrain contours.
6) Go for playability over looks checking things like road crossing rail road works & you will have to fudge things a bit especially in towns.
7) Placing things like fields pavement that have a border hex half filled with but are actually clear terrain. Either use fill & trim or pay attention when placing if large as can have hexes in middle that look like but you have missed.
8) Few things have noticed
Airports - runways tend to be about 80 hexes long some commercial 100 or bit more
Air bases - may have shorter like 55-60 hex auxiliary runway but tend to have one big one for transport planes.
Military bases - tend to vary in size but probably 20-25 hexes across a good start point
Military/ Air bases tend to have barrack attached so building composition urban for barracks with odd parade ground etc, majority of buildings. Military buildings likely including admin & stuff 2-6 hexes spaced 1-2 hexes apart paved for high vehicle traffic in time of war. Also vehicle parks generally paved. Do get bigger buildings generalising here.
Also if do this type of map if build peace time (unfortified) then add fortifications get 2 maps for little extra work.
Low walls I tend to represent with rough get extra protection slows move risk bog if use bocage that is a high heavy duty wall with a good chance of stopping a vehicle . The other option is asterix key raise a bank around. no additional protection move but units can move behind for cover as need higher level for LOS.
Hope this helps someone, go create.
Last edited by Imp; August 12th, 2008 at 01:11 AM..
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