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  #1  
Old November 15th, 2007, 04:30 AM
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MarkSheppard MarkSheppard is offline
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Default 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.
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  #2  
Old November 20th, 2007, 04:01 AM
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Default Re: Map Archive Started

Updated with several maps by Marek Tucan...
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  #3  
Old November 20th, 2007, 11:48 AM
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Default 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
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  #4  
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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Old November 23rd, 2007, 02:06 PM
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Default Re: Map Archive Started

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


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


Don
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File Type: png 566456-map302and 305.png (97.9 KB, 207 views)
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  #6  
Old November 23rd, 2007, 02:39 PM

Marek_Tucan Marek_Tucan is offline
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Default 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.
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  #7  
Old November 25th, 2007, 03:15 PM
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Default 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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