Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: New map for WITE

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East Series >> Scenario Design and Modding >> RE: New map for WITE Page: <<   < prev  1 [2] 3 4 5   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: New map for WITE - 5/19/2013 12:58:14 AM   
M60A3TTS


Posts: 4014
Joined: 5/13/2011
Status: offline
Do the existing weather graphics work with this map?

(in reply to Uxbridge)
Post #: 31
RE: New map for WITE - 5/19/2013 1:03:38 AM   
mllange

 

Posts: 527
Joined: 2/5/2005
Status: offline
Lovely work, Jison. If you do commission work for Matrix and Slitherine I hope you don't give up your work on the Tiller/HPS games!

_____________________________

There's a simple answer to every complex question - and it's wrong.
-Umberto Eco

(in reply to M60A3TTS)
Post #: 32
RE: New map for WITE - 5/19/2013 4:46:34 AM   
bcgames


Posts: 2527
Joined: 6/2/2010
From: Bramble Rose Farm, KS
Status: offline
Very nice. Thanks!

_____________________________


(in reply to mllange)
Post #: 33
RE: New map for WITE - 5/19/2013 10:15:22 AM   
Vorsteher


Posts: 251
Joined: 4/1/2000
Status: offline
Exzellente Arbeit ! Wirklich gut.

_____________________________


(in reply to bcgames)
Post #: 34
RE: New map for WITE - 5/19/2013 1:19:44 PM   
Flaviusx


Posts: 7750
Joined: 9/9/2009
From: Southern California
Status: offline

quote:

ORIGINAL: M60A3TTS

Do the existing weather graphics work with this map?


Y'know, I bet Jison here could improve on those, they are one of the weaker spots of the game. Especially mud.

_____________________________

WitE Alpha Tester

(in reply to M60A3TTS)
Post #: 35
RE: New map for WITE - 5/19/2013 4:16:54 PM   
jazman

 

Posts: 369
Joined: 1/20/2007
From: Crush Depth
Status: offline

quote:

ORIGINAL: M60A3TTS

Do the existing weather graphics work with this map?


Yes, and they still look bad.

_____________________________

BS, MS, PhD, WitP:AE, WitE, WitW

(in reply to M60A3TTS)
Post #: 36
RE: New map for WITE - 5/19/2013 4:25:50 PM   
M60A3TTS


Posts: 4014
Joined: 5/13/2011
Status: offline
hmmm. they don't work for me.

(in reply to jazman)
Post #: 37
RE: New map for WITE - 5/19/2013 8:20:18 PM   
GBS

 

Posts: 903
Joined: 7/3/2002
From: Southeastern USA
Status: offline
which file do I need to back up in case I want to go back?

(in reply to M60A3TTS)
Post #: 38
RE: New map for WITE - 5/19/2013 10:35:31 PM   
JamesM

 

Posts: 1017
Joined: 8/28/2000
From: QLD, Australia
Status: offline
The map is very well done, however, I went back to a different map after finding some personal issues with it.

The main reasons are:
• that I found the "greenness" of map made it difficult for me to see the unit counters, i.e. the contrast between the map and the counters particularly the yellow and green counters; and
• I found it too bright for my eyes.

This is just my comments on the map, allot of other people would fine it suits them well and use it all the time. Please do not take this as a criticism, because I certainly do not have the skill or the eye to do something this good.


< Message edited by jamesm -- 5/20/2013 4:01:03 AM >

(in reply to GBS)
Post #: 39
RE: New map for WITE - 5/19/2013 11:03:20 PM   
goranw

 

Posts: 1551
Joined: 10/23/2001
From: Uppsala,Sweden
Status: offline
Hi!

Very vitalizing with a new map.As said before; a great work.
The map looks real because it doesnt look so "tile-upbuilt".
A small thing is that the green colours perhaps could be a bit
less prominent.
Here is a start impression from the Barbarossa scenario,

Goran




Attachment (1)

(in reply to JamesM)
Post #: 40
RE: New map for WITE - 5/19/2013 11:56:42 PM   
Michael T


Posts: 4443
Joined: 10/22/2006
From: Queensland, Australia.
Status: offline
A little too much green for my own tastes. But very nice work all the same.

_____________________________


(in reply to goranw)
Post #: 41
RE: New map for WITE - 5/20/2013 12:57:29 AM   
Jison

 

Posts: 66
Joined: 7/1/2009
Status: offline
I dont know if anybody have noticed, but the different areas of the map are actually colored based on height above sea level, and the colors used for it are those most commonly used on geographical maps.

It's perfectly okay to dislike the colors anyway ofcourse - I just thought I should mention that fact.

Jison

_____________________________




(in reply to Michael T)
Post #: 42
RE: New map for WITE - 5/20/2013 1:29:19 AM   
Michael T


Posts: 4443
Joined: 10/22/2006
From: Queensland, Australia.
Status: offline
I am a GIS professional. And while its true beauty is in the eye of the beholder my biggest request from clients is don't make maps to busy with too many colors/shades that don't convey any further information. So while a PzC map needs different colors to convey different heights a map like WITE only needs to convey what is clear/rough/mountain in respect to height. While sublte variation within each of the 3 terrain types is appreciated I find the variation in clear terrain here just a little to overbearing for my senses. A reduction in your deeper greens for the clear terrain pallete would be preferable for myself. But again a very nice variation and the best I have seen to date.

_____________________________


(in reply to Jison)
Post #: 43
RE: New map for WITE - 5/20/2013 8:35:44 AM   
DBeves

 

Posts: 403
Joined: 7/29/2002
Status: offline

quote:

ORIGINAL: Michael T

I am a GIS professional. And while its true beauty is in the eye of the beholder my biggest request from clients is don't make maps to busy with too many colors/shades that don't convey any further information. So while a PzC map needs different colors to convey different heights a map like WITE only needs to convey what is clear/rough/mountain in respect to height. While sublte variation within each of the 3 terrain types is appreciated I find the variation in clear terrain here just a little to overbearing for my senses. A reduction in your deeper greens for the clear terrain pallete would be preferable for myself. But again a very nice variation and the best I have seen to date.


Couldnt disagree more. The map now looks like the real world. Bland maps are dull as ditchwater. Excellent work.

(in reply to Michael T)
Post #: 44
RE: New map for WITE - 5/20/2013 9:09:42 AM   
morvael


Posts: 11762
Joined: 9/8/2006
From: Poland
Status: offline
For those with more sensitive eyes I propose to use a graphic program (IrfanView will do) and adjust the saturation to your liking:




Attachment (1)

(in reply to DBeves)
Post #: 45
RE: New map for WITE - 5/20/2013 9:45:03 AM   
goranw

 

Posts: 1551
Joined: 10/23/2001
From: Uppsala,Sweden
Status: offline

quote:

ORIGINAL: Michael T

I am a GIS professional. And while its true beauty is in the eye of the beholder my biggest request from clients is don't make maps to busy with too many colors/shades that don't convey any further information. So while a PzC map needs different colors to convey different heights a map like WITE only needs to convey what is clear/rough/mountain in respect to height. While sublte variation within each of the 3 terrain types is appreciated I find the variation in clear terrain here just a little to overbearing for my senses. A reduction in your deeper greens for the clear terrain pallete would be preferable for myself. But again a very nice variation and the best I have seen to date.



I have nothing against information in the map that is not used by the game engine. It contributes to the game atmosphere all the same.
The goal in my opinion is to resemble the strategic military low-scale maps that were most used.
Of course with necessary adjustments to be playable.
The new map is in some ways a step in this direction. As also the original WitE map is.
For the Germans 1:2,5M, 1:1M, 1:0,5M and 1:300k and for the Soviets 1:2,5M, 1:1M, 1:0,5M and 1:200k.
Perhaps gaming will in the future take place directly on these maps and that the game will not only have maps suited for it but also
have an engine suited to the map. See post 185 in the planning map file for an example ( although quite bad)
GoranW

(in reply to Michael T)
Post #: 46
RE: New map for WITE - 5/20/2013 10:03:33 AM   
gradenko2k

 

Posts: 935
Joined: 12/27/2010
Status: offline
If I could make a request, could the download be split into smaller parts, say 50 MB each? It's a bear trying to download the whole 275 MB in one go.

(in reply to goranw)
Post #: 47
RE: New map for WITE - 5/20/2013 10:08:43 AM   
Jison

 

Posts: 66
Joined: 7/1/2009
Status: offline
Here are some screenshots including unit counters. They are 'work in progress' though, so they may change completely before I am done with them.






Jison

_____________________________




(in reply to gradenko2k)
Post #: 48
RE: New map for WITE - 5/20/2013 10:15:27 AM   
morvael


Posts: 11762
Joined: 9/8/2006
From: Poland
Status: offline
Lovely. The buttons on the top bar, they would also benefit from a graphic overhaul...

(in reply to Jison)
Post #: 49
RE: New map for WITE - 5/20/2013 11:32:29 AM   
Jison

 

Posts: 66
Joined: 7/1/2009
Status: offline

quote:

ORIGINAL: gradenko_2000

If I could make a request, could the download be split into smaller parts, say 50 MB each? It's a bear trying to download the whole 275 MB in one go.


When all bits and pieces are in place and the mod is completed, I can split the download in parts for you.

Jison

_____________________________




(in reply to gradenko2k)
Post #: 50
RE: New map for WITE - 5/20/2013 1:32:28 PM   
laska2k8


Posts: 556
Joined: 11/18/2005
From: Italy
Status: offline
thanks
I like the counters too, but I can't download the whole pack in a while, I'll wait for smaller parts

(in reply to Jison)
Post #: 51
RE: New map for WITE - 5/20/2013 3:30:17 PM   
Flaviusx


Posts: 7750
Joined: 9/9/2009
From: Southern California
Status: offline
Really like the new counter work.

_____________________________

WitE Alpha Tester

(in reply to laska2k8)
Post #: 52
RE: New map for WITE - 5/20/2013 3:46:30 PM   
morvael


Posts: 11762
Joined: 9/8/2006
From: Poland
Status: offline
I like the counters too, but the symbols are a bit to small (for example it's hard to differentiate dark red mountain division among the other dark red counters).

(in reply to Flaviusx)
Post #: 53
RE: New map for WITE - 5/20/2013 5:47:11 PM   
TomBombadil711


Posts: 342
Joined: 10/25/2005
From: Germany
Status: offline
Map downloaded and installed. Great work! A big thank you for sharing this.

Does anyone know where to download the unit counters to be seen in Goran's post?

(in reply to M60A3TTS)
Post #: 54
RE: New map for WITE - 5/20/2013 6:48:51 PM   
DBeves

 

Posts: 403
Joined: 7/29/2002
Status: offline
Those counters look excellent. To be honest I had fallien out of love with this game after my early attempts. You mod has given me a desire to have another go ...

I am currently loading the game just to have a look at that map...

< Message edited by DBeves -- 5/20/2013 6:49:35 PM >

(in reply to Jison)
Post #: 55
RE: New map for WITE - 5/21/2013 3:53:33 AM   
bcgames


Posts: 2527
Joined: 6/2/2010
From: Bramble Rose Farm, KS
Status: offline

quote:

ORIGINAL: Jison

Here are some screenshots including unit counters. They are 'work in progress' though, so they may change completely before I am done with them.



Jison

Another compelling twist. Keep at it. I like how you are exploring this line.


_____________________________


(in reply to Jison)
Post #: 56
RE: New map for WITE - 5/21/2013 8:01:13 AM   
Remmes


Posts: 285
Joined: 2/11/2011
From: NL
Status: offline
Beautiful work. Thanks for sharing this.

(in reply to bcgames)
Post #: 57
RE: New map for WITE - 5/24/2013 7:19:52 AM   
laska2k8


Posts: 556
Joined: 11/18/2005
From: Italy
Status: offline
could you please put smaller bits for your download ?
Also if still in beta phase..

thanks

(in reply to Remmes)
Post #: 58
RE: New map for WITE - 5/24/2013 2:24:21 PM   
Flaviusx


Posts: 7750
Joined: 9/9/2009
From: Southern California
Status: offline
Any updates on this? Want to use the mod but am holding off until counter work is complete.

_____________________________

WitE Alpha Tester

(in reply to laska2k8)
Post #: 59
RE: New map for WITE - 5/25/2013 10:05:57 AM   
Jison

 

Posts: 66
Joined: 7/1/2009
Status: offline

quote:

ORIGINAL: Flaviusx

Any updates on this? Want to use the mod but am holding off until counter work is complete.


I really can't say when this mod will be finished - it's a side project I like to fiddle with on the side of other things.

Jison


_____________________________




(in reply to Flaviusx)
Post #: 60
Page:   <<   < prev  1 [2] 3 4 5   next >   >>
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East Series >> Scenario Design and Modding >> RE: New map for WITE Page: <<   < prev  1 [2] 3 4 5   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.969