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-   -   2017 release Map work (http://forum.shrapnelgames.com/showthread.php?t=51523)

DRG February 28th, 2017 02:21 PM

2017 release Map work
3 Attachment(s)
I'm starting this thread for anyone who wants to discuss the new map terrain and editing tools once the patch is released and I'll start it off with a map I've been working on but not included with the patch. I will post it once the patch is released but it uses many of the new terrain and all of the new terrain application tools.

Unfortunately, at this time this is the best I can do to illustrate it so it's more teaser than informative but there is a RAR attached with it zoomed out as far as possible for the game for any map maker who might be interested in seeing what's been done

but that is a 200x160 map so represents and area 10km x 8 km so 80 sq km


Something about the map had been nagging me so I rechecked a copy of an original paper map from the era and realised I had placed the town a bit too far "east"..there was a critical hill that should have been due south of the town that ended up being more south-west...... but with the custom editor what used to be impossible without a redo was simply a matter of cutting a section out, moving the entire town "west" then reconnecting the roads and streams then tidy up the edges



mkr8683 February 28th, 2017 07:26 PM

Re: 2017 release Map work
Don.. this is fantastic! It looks like real terrain, rather than the cookie-cutter SP maps of the past decades.

DRG February 28th, 2017 08:15 PM

Re: 2017 release Map work
1 Attachment(s)
Wait till you see it in the game....:D

This does show the water colour change and some of the new terrain. That medium-brown field is the new " harvested field" the dark green trees are the coniferous only set but the big change really has to be used to be appreciated fully..... the splatter code that allows you to pick the size of the area you want to right click to fill then how much....it's very much like using a spray gun and it allows terrain to be blended in ways it was not practical before. I personally like around 15 in size and a splatter % around 10...( on a larger map......smaller maps require more subtle touch. **I'm** still learning what this can do ) it builds but allows control of the build and I'll post and example next........hand made map will benefit from this greatly but the I aimed this at working with the Venhola map program .... this Goldap map started out that way

DRG February 28th, 2017 08:33 PM

Re: 2017 release Map work
1 Attachment(s)
Sorry but the quality of image that I am constrained to use just does not do this justice at all but this is a build up of three kinds of trees and it took about 1 minute

DRG February 28th, 2017 08:47 PM

Re: 2017 release Map work
3 Attachment(s)
This one is about 80% the map generator and 20% my work adding details. The image constraints are very frustrating but the RAR helps a bit



Dion February 28th, 2017 09:17 PM

Re: 2017 release Map work
Looks good! Looking forward to the new patch.

DRG February 28th, 2017 11:31 PM

Re: 2017 release Map work
If all continues to go well that will happen in a couple of days.

Warhero March 1st, 2017 09:57 AM

Re: 2017 release Map work
Very nice maps Don:).

Btw, only thing which have disturbed my eyes long time is those "straight as arrow" type roads. I think they are bit too unrealistic (especially if you see them as vertical located in 200x80 hex maps). Any hope that changing road code could be possible in future patches?

Thanks about redoing terrain icons anyway. They looks fantastic!


DRG March 1st, 2017 10:27 AM

Re: 2017 release Map work
The straight roads run straight or deviate slightly from randoms in code and the randomness is subtle otherwise crazy things happen......also IDK where you live ( actually, I do. somewhere north of Helsinki.. Riihimäki ?) but around here it's not the least bit uncommon to see grids of dead straight roadways so if you don't like them change them.....that's why we added the view map / edit map button

DRG March 1st, 2017 04:57 PM

Re: 2017 release Map work

Originally Posted by mkr8683 (Post 837493)
Don.. this is fantastic! It looks like real terrain, rather than the cookie-cutter SP maps of the past decades.

I have worked hard at creating terrain in colours that stay true to nature AND "play nice" with the other terrains the game uses so map makers can blend one into another and the new right-click splatter feature really helps with that


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