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March 2nd, 2017, 05:12 AM
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Second Lieutenant
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Join Date: Jun 2005
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Re: 2017 release Map work
Sorry Don I meant only game generated maps, not pre-made maps. I understand if game generate let's say only 5-6 hex straight road but more than 10> is too much IMHO.
Warhero
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March 2nd, 2017, 07:46 AM
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Shrapnel Fanatic
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Re: 2017 release Map work
Yes, I understand you meant game generated maps. My comments applied to game generated maps. Anyone has the ability to alter the map they are offered when starting a game if they don't like it and as I said the road generation codes already have variables so roads aren't 100% east -west but the variables are required to be subtle otherwise crazy things happen and for that reason WYSIWYG
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March 2nd, 2017, 09:46 AM
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Second Lieutenant
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Re: 2017 release Map work
Yeah I can accept that. It's more frustrating to see for example sand roads and asphalt roads somehow "combined" into each other about 10 or more hexes  ...
Warhero
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March 2nd, 2017, 10:00 AM
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Shrapnel Fanatic
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Re: 2017 release Map work
Quote:
Originally Posted by Warhero
Yeah I can accept that. It's more frustrating to see for example sand roads and asphalt roads somehow "combined" into each other about 10 or more hexes  ...
Warhero
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Yes, I know. I don't like it either but that's the roll of the dice you get sometimes...but it's still a rare occurrence and that is why we added the edit feature so if you get a map you like but it has something weird like that you can fix it.
Keep in mind we are getting the map generator to do things far more creative than it never did as SP2
Last edited by DRG; March 2nd, 2017 at 05:44 PM..
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March 4th, 2017, 07:47 PM
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General
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Re: 2017 release Map work
Maps look great you should add them to the patch, this looks like a big step forward.
Warhero with regards to roads edit them if they are to straight for your liking, occasionaly I will change the path bit more common is clear a bit place some high grass or similar then redo the road to block LOS due to minor elevation changes hinderance effects.
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John
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March 4th, 2017, 08:56 PM
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Re: 2017 release Map work
Ha just realised patch is out sorry
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John
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March 6th, 2017, 04:28 PM
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Shrapnel Fanatic
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Re: 2017 release Map work
The completed Goldap, East Prussia Nov 1944 map..... just a reminder it will only work properly in a winSPww2V10 or winSPMBTv11 and up game. Extract this to your games Maps folder
Last edited by DRG; March 7th, 2017 at 04:49 PM..
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March 8th, 2017, 07:10 AM
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Re: 2017 release Map work
Thanks for the map 
The changes you have made to the terrain tiles are very good, things seem a lot easier to define especially when zoomed out.
Regarding the random fill tool its good for adding a bit of "colour" to the map but also very effective for modifying generated maps.
Good for placing groups of trees or gaps in dense forests.
Very handy for generating an objective like a little town.
I do a pass of dirt or some such then buildings, sometimes not quite what I want but just hit undo & do again.
Takes minutes to produce something acceptable.
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John
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March 15th, 2017, 09:05 AM
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Shrapnel Fanatic
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Re: 2017 release Map work
Quote:
Originally Posted by Imp
[]
I do a pass of dirt or some such then buildings, sometimes not quite what I want but just hit undo & do again.
Takes minutes to produce something acceptable.
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John
Do you find you use the undo/redo feature of the extended map editor much while making maps?
Don
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March 16th, 2017, 06:53 PM
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Re: 2017 release Map work
Not a great deal its very useful when you need it, works well in conjunction with the new fill feature. Also handy if you mess something up, especialy if you have placed a feature like a hill incorrectly. Cut & paste to new position often takes me a couple of tries as I am out by a hex or so on the paste.
Anything involving multiple hexes really.
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John
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