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  #161  
Old February 15th, 2021, 11:40 AM
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Default Re: MAPS!

It would be easier to just do the adjustment by hand or adjust the height between levels in Venhola
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If you find you are constantly reacting to your enemy's tactics instead forcing the enemy to react to yours, you are losing the battle....
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  #162  
Old February 15th, 2021, 01:23 PM
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Default Re: MAPS!

I'm a complete moron.

"

CD owners Only. You can now flood fill areas of zero elevation with deep water using the " key in the map editors. This was primarily added to be used with the Venhola map generator but it can be used for hand made maps as well. For shoreline maps it saves a great deal of time but be aware that sometimes beach areas are recorded by Venhola as the same level as the water so those areas and any areas of shallow water you may want troops to wade through need to be added manually

Once that's done, you can load up Google Maps/Google Earth Pro and fly to the location in question along with (https://elevationmap.net/) to see just how steep those hillsides are in question and whether or not that land is justified as being a flat level 0 beach; which is about 150m (3 hexes) of sand in the most ideal condition (Ocean City MD)
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  #163  
Old February 15th, 2021, 02:27 PM

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Default Re: MAPS!

And knowing is half the battle...along with of red and blue lasers.
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  #164  
Old February 22nd, 2021, 10:43 PM
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Default Re: MAPS!

Tips for map designing in heavily rural/remote areas:

Set

Urbanisation to 0
and
Road Code to 0

In Map Gen

And then once you have a pleasing map design, add in the road and house(s) along that road.

####################

Another tip is that once you find a map design you like for it's contours; hit the KEEP CONTOURS button in MAPGEN.......

Wait, I'm such a freaking moron....

1.) Load VENHOLA map.

2.) go into MAP GEN.

3.) KEEP CONTOURS

4.) Have the game place nice, randomly generated detail onto your nice Venhola map.

5.) PROFIT.
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  #165  
Old February 23rd, 2021, 05:49 AM
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Default Re: MAPS!

Just a note KEEP CONTOURS is only available when using MAP GEN in the Extended Map Editor.

On the same theme if you want to do a quick map by hand doing a couple of passes first with the FILL TOOL set to scatter can quickly make the map look quite nice. Experiment a bit with scatter percentage & press undo if need to.
Example
Initial fill another terrain colour, repeat for anything else you want over most of the map - fill area large
Follow up fills to place things like trees, rough, orchard, buildings etc - fill area as required.

When doing things like trees rather than trying to fill the whole area you want can set smaller & place several times instead. This lets you adjust the scatter each time if desired say from fairly dense to light.

Once at this stage you can see how things should sort of flow & finish by hand. far faster than doing from scratch & you only need a rough idea of what you want at the start what appears will motivate you.
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  #166  
Old February 23rd, 2021, 09:48 PM
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Default Re: MAPS!

Small feature request:

Is it possible to have KEEP CONTOURS also respect water hexes? As it is, if you strip a map, then use " to place water at level 0, then try to use KEEP CONTOURS, it overwrites the water hexes and you lose your nice coastlines.
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  #167  
Old March 14th, 2021, 12:35 AM

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Default Re: MAPS! Map 852 Baylorwoods

This map is good for meeting engagements or delays. Has a river to cross, limited to one stone bridge.

Limited LOS due to farms and woods, but opens up plenty of changes for sharp engagements are mid-ranges for most of the weapons.
Attached Files
File Type: 7z Map 852 Baylorwoods.7z (52.3 KB, 157 views)
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  #168  
Old March 14th, 2021, 12:39 AM

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Default Re: MAPS! Map 853 Spartansburg

This one is based on a description from "What if" novel about fighting in US the at some point after 1940.

Has plenty of terrain features to keep things interesting and a mix of farms with small towns and a mid-sized city. The railroad is there as a possible objective. Hills will keep things from becoming a ranged fight. Good for ambushes and skirmish battles.
Attached Files
File Type: 7z Map 853 Spartanburg.7z (87.2 KB, 164 views)
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  #169  
Old March 25th, 2021, 11:02 PM

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Default Re: MAPS! Map 863 Hill Country

A simple map for a meeting engagement/delay or defend.
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File Type: 7z Map 863 Hill Country 1.7z (60.5 KB, 126 views)
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  #170  
Old March 26th, 2021, 07:56 AM
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Exclamation Re: MAPS!

Guys......... The map editor in the game and the extended editor both allow the use of TXT files to offer information about the map and who created it.

PLEASE START TAKING ADVANTAGE OF THIS FEATURE


I have started going through the maps to see what could be included with the upgrade and I know YOU will know if it's yours but nobody else will. Some info about the map would be helpful as would who made it. Of all the maps submitted only one map maker on three maps submitted text.

If you need guidance on how a txt file for the game should be created just open any scenario TXT file and use it as a guide

* is used to end paragraphs and make spaces and DO NOT use Umlauts or their equivalent.

Thanks
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If you find you are constantly reacting to your enemy's tactics instead forcing the enemy to react to yours, you are losing the battle....

Last edited by DRG; March 26th, 2021 at 08:35 AM..
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