Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

All 27 Red Storm maps re-done, in summer and winter colors

 
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] >> Flashpoint Campaigns Series >> Mods and Scenarios >> All 27 Red Storm maps re-done, in summer and winter colors Page: [1] 2 3 4 5   next >   >>
Login
Message << Older Topic   Newer Topic >>
All 27 Red Storm maps re-done, in summer and winter colors - 12/31/2013 9:46:00 AM   
WildCatNL


Posts: 513
Joined: 3/27/2009
From: Eindhoven, the Netherlands
Status: offline
(July 10, 2014 - last update)
I've redone _all_ 27 Red Storm maps _again_, with a whole bunch of improvements, and a web page providing samples and more detail. Download them here.

Sample of a full map (Red Storm 9 aka Hameln, used in the Pied Piper Scenario, 'Summer' theme):


Zoom-in on a map (Red Storm 1, 'Summer inverted' theme):


Available for download here are:
- summer maps (27 maps), lighter-is-higher elevation colors
- summer 'inverted' maps (27 maps), darker-is-higher elevation colors
- winter maps (27 maps)
- printer-friendly black & white .jpgs of all 27 maps, for note taking / sketching your own plans and enemy CoAs



Features
- 1km grid lines, to make judging distances easier (as in Flashpoint: Germany 1985)
- clear elevation differences, with contour lines, clear steps between hexes, relief shading, field and forest colors being different for each elevation level, and simple dark to light elevation color coding*: higher-is-brighter
- road names (in addition to town names), to match the briefing and to make it easier to formulate and memorize your plans
- three types of roads are drawn on the map: highways (A##), major roads (N##) and minor roads (L/K/St), with larger roads being wider. Highways have their name on blue shields, major roads on yellow shields.
- so-called "clear" terrain is drawn to feature some brushes and trees, making it more obvious that this type of terrain it is harder to move through and to see through than the "fields" terrain. (The FC:RS manual says: "[t]hese tiles are not really "clear" but they have a small amount of rolling hills, some trees, field and buildings".)
- consistent styling for all maps.
*: Except for the 'Summer inverted' theme, which features light-to-dark elevation colors, as requested by the community.

Change log:
2014 07 08: Labeled virtually all streams on all 27 maps, since these play a key role in battles and AARs. Updated printer-friendly maps with the urban 'perimeter blocks'.
2014 06 26: Render a 20 pixel margin around the map, with hex grid coordinates, for a paper map "look".
2014 06 10: Represent towns and cities as a mesh of urban 'perimeter blocks', with irregular town shapes. Reduce blurring.
2014 04 05: Changed representation of "mixed" aka "clear" terrain to tree clumps (if no road nearby) and tree lined roads (if nearby road). Added subtle large soft shading behind hills. Toned down elevation color blending of forests since hill shades made elevation more clear.
2014 03 24: Introduced 'Summer inverted' theme with darker-is-higher elevation coding. Tweaked elevation colors for Summer themes so all colors derive from green. Render trees with more highlights and shades. Draw (metric) map scale in bottom left corner.
2014-03-17: Updated to match 2.03a. Smoothened sides of rivers (not streams), hills, and roads using splines. More accurate roads.
2014-02-20: Updated to match 2.03. Fix bug in hex outline, and added some pertubation to the hex outline for a more organic, less "hexy" look. Improve map borders (notably streams running along border).
2014-02-08: Blend forests and fields with elevation base color so elevation is more prominent. Improved road network (by scanning the original .png file). Change road coloring to Google maps style orange/yellow/white. Use satellite image backdrop for fields. Smaller font size for labels, since maps are being used zoomed-in. Gray urban houses to contrast with red rural houses. Reduced number of road lables. Change file format to 8bit/channel for smaller file sizes. Smoothen/blur most of map to show fewer jaggies when zoomed-in. Printer-friendly maps added.
2013 12 31: Initial version

William

< Message edited by W1ll14m -- 7/22/2014 7:45:16 PM >


_____________________________

William
On Target Simulations LLC
Post #: 1
RE: All 27 Red Storm maps re-done, in summer and winter... - 12/31/2013 9:48:31 AM   
WildCatNL


Posts: 513
Joined: 3/27/2009
From: Eindhoven, the Netherlands
Status: offline
And this is what winter looks like:





Attachment (1)

(in reply to WildCatNL)
Post #: 2
RE: All 27 Red Storm maps re-done, in summer and winter... - 12/31/2013 10:00:57 AM   
DoubleDeuce


Posts: 1247
Joined: 6/23/2000
From: Crossville, TN
Status: offline
Sweet. Are they generated from the existing map data? You mentioned Desert terrain. Are you planning to do more and if so would you need existing FC:RS maps to use to "convert"?

_____________________________


(in reply to WildCatNL)
Post #: 3
RE: All 27 Red Storm maps re-done, in summer and winter... - 12/31/2013 10:26:53 AM   
WildCatNL


Posts: 513
Joined: 3/27/2009
From: Eindhoven, the Netherlands
Status: offline
These maps are generated from a .fp9 map data file and a hand-made data file describing the road network and map borders. The pain-in-the-behind is the road network, and there I need to improve.

If the desert maps you're thinking of don not contain dense road networks, it shouldn't be a problem for me to render these, provided you give me a .fp9 file and some real map data for reference.
I've been thinking about doing a 1973 Yom-Kippur (Sinai) map from scratch, but haven't found the time yet. This game would be great to model that theater.


(in reply to DoubleDeuce)
Post #: 4
RE: All 27 Red Storm maps re-done, in summer and winter... - 12/31/2013 11:17:06 AM   
CapnDarwin


Posts: 8467
Joined: 2/12/2005
From: Newark, OH
Status: offline
Very nice!

_____________________________

OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC

(in reply to WildCatNL)
Post #: 5
RE: All 27 Red Storm maps re-done, in summer and winter... - 12/31/2013 12:41:47 PM   
DoubleDeuce


Posts: 1247
Joined: 6/23/2000
From: Crossville, TN
Status: offline

quote:

ORIGINAL: W1ll14m

These maps are generated from a .fp9 map data file and a hand-made data file describing the road network and map borders. The pain-in-the-behind is the road network, and there I need to improve.

If the desert maps you're thinking of don not contain dense road networks, it shouldn't be a problem for me to render these, provided you give me a .fp9 file and some real map data for reference.
I've been thinking about doing a 1973 Yom-Kippur (Sinai) map from scratch, but haven't found the time yet. This game would be great to model that theater.



Unfortunately, I don't have anything yet I just noticed you mentioned desert terrain and then wondered how the new maps were generated to get an idea of what was going to be needed.


_____________________________


(in reply to WildCatNL)
Post #: 6
RE: All 27 Red Storm maps re-done, in summer and winter... - 12/31/2013 12:45:08 PM   
DoubleDeuce


Posts: 1247
Joined: 6/23/2000
From: Crossville, TN
Status: offline
For anyone interested, I went ahead and edited the direct file links for the OP's 1st post below;

- summer maps (260 MB download, 27 .png files): http://www.cgf-ai.com/binaries/flashpoint_redstorm_map_graphics_summer.zip
- winter maps (260 MB download, 27 .png files): http://www.cgf-ai.com/binaries/flashpoint_redstorm_map_graphics_winter.zip


_____________________________


(in reply to DoubleDeuce)
Post #: 7
RE: All 27 Red Storm maps re-done, in summer and winter... - 12/31/2013 1:26:23 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Very nice. Interesting look with the map grid overlay instead of the hexes.

The game will accept an almost endless variety of map graphics. I'm sure we've just begun to see the graphics that can be applied to the game.

I look forward to seeing what the desert maps would look like.

Good Hunting.

MR

_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

(in reply to DoubleDeuce)
Post #: 8
RE: All 27 Red Storm maps re-done, in summer and winter... - 12/31/2013 7:46:56 PM   
22sec

 

Posts: 976
Joined: 12/11/2004
From: Jackson, MS
Status: offline
Any plan on making your render tool available to the rest of us?

_____________________________

Mapping Specialist

(in reply to Mad Russian)
Post #: 9
RE: All 27 Red Storm maps re-done, in summer and winter... - 1/1/2014 5:57:27 PM   
ETF


Posts: 1748
Joined: 9/16/2004
From: Vancouver, Canada
Status: offline
Second for a desert map......Iran, Syria, Iraq all kinds of great scenarios to re-create.

_____________________________

My Top Matrix Games 1) CMO MP?? 2) WITP/AE 3) SOW 4) Combat Mission 5) Armor Brigade

Twitter
https://twitter.com/TacticWargamer

(in reply to 22sec)
Post #: 10
RE: All 27 Red Storm maps re-done, in summer and winter... - 1/1/2014 5:58:05 PM   
ETF


Posts: 1748
Joined: 9/16/2004
From: Vancouver, Canada
Status: offline

quote:

ORIGINAL: Double Deuce

For anyone interested, I went ahead and edited the direct file links for the OP's 1st post below;

- summer maps (260 MB download, 27 .png files): http://www.cgf-ai.com/binaries/flashpoint_redstorm_map_graphics_summer.zip
- winter maps (260 MB download, 27 .png files): http://www.cgf-ai.com/binaries/flashpoint_redstorm_map_graphics_winter.zip



Hard to install just copy over the files?

_____________________________

My Top Matrix Games 1) CMO MP?? 2) WITP/AE 3) SOW 4) Combat Mission 5) Armor Brigade

Twitter
https://twitter.com/TacticWargamer

(in reply to DoubleDeuce)
Post #: 11
RE: All 27 Red Storm maps re-done, in summer and winter... - 1/1/2014 6:12:29 PM   
DoubleDeuce


Posts: 1247
Joined: 6/23/2000
From: Crossville, TN
Status: offline

quote:

ORIGINAL: ETF

quote:

ORIGINAL: Double Deuce

For anyone interested, I went ahead and edited the direct file links for the OP's 1st post below;

- summer maps (260 MB download, 27 .png files): http://www.cgf-ai.com/binaries/flashpoint_redstorm_map_graphics_summer.zip
- winter maps (260 MB download, 27 .png files): http://www.cgf-ai.com/binaries/flashpoint_redstorm_map_graphics_winter.zip



Hard to install just copy over the files?

No sure how he has them set up, I just converted the links W1ll14m posted in the beginning of the thread so people could have easier access.


_____________________________


(in reply to ETF)
Post #: 12
RE: All 27 Red Storm maps re-done, in summer and winter... - 1/1/2014 10:11:30 PM   
CapnDarwin


Posts: 8467
Joined: 2/12/2005
From: Newark, OH
Status: offline
You would need to only use one "set" at a time in the Maps folder. I would place maps in sub-folders and copy over the ones I want to use. I would also copy/more the originals into a sub folder if you want them later.

_____________________________

OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC

(in reply to DoubleDeuce)
Post #: 13
RE: All 27 Red Storm maps re-done, in summer and winter... - 1/2/2014 10:38:04 AM   
WildCatNL


Posts: 513
Joined: 3/27/2009
From: Eindhoven, the Netherlands
Status: offline

quote:

ORIGINAL: Capn Darwin

You would need to only use one "set" at a time in the Maps folder. I would place maps in sub-folders and copy over the ones I want to use. I would also copy/more the originals into a sub folder if you want them later.


It would be nice if the game could enable to the user to load an alternative map bitmap file upon scenario selection. Preferably with a file dialog using the original file name as mask. This would allow multiple sets of map graphics to be installed in (mod) folders.
Today, the problem is that the relation between scenario briefing and map file isn't obvious (I still haven't figured out which scenario is using the FPC Interactive Map.png), so you'd have to copy all png files, just to be sure you see summer / winter / whatever map.

IIRC, the game already supports loading custom unit graphics this way.

(in reply to CapnDarwin)
Post #: 14
RE: All 27 Red Storm maps re-done, in summer and winter... - 1/2/2014 12:36:58 PM   
pzgndr

 

Posts: 3170
Joined: 3/18/2004
From: Maryland
Status: offline

quote:

ORIGINAL: Mad Russian
Interesting look with the map grid overlay instead of the hexes.


I agree. Personally I have a difficult time wrapping my mind around the 500m hexes. Grid squares like TacOps, fine. 250m hexes like PB/PL/AIW, fine. But the 500m hexes? Meh. It works, but maybe a simple toggle for hex grid vs 1000m grid square overlay could be considered as a furture game feature??

(in reply to Mad Russian)
Post #: 15
RE: All 27 Red Storm maps re-done, in summer and winter... - 1/2/2014 1:48:39 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
I'm not sure how much work a hex grid vs square grid would be to make happen. When we discussed just toggling labels I was told that was a big deal. I'll put that on the Wish List though and we'll see.

Good Hunting.

MR

_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

(in reply to pzgndr)
Post #: 16
RE: All 27 Red Storm maps re-done, in summer and winter... - 1/2/2014 3:47:36 PM   
CapnDarwin


Posts: 8467
Joined: 2/12/2005
From: Newark, OH
Status: offline
I'll just say the 2.X game engine is hex based. It would be a whole new deal to go squares again. That doesn't mean you can't make maps with squares on them, you just have to know movements are still in hex style as are locations for objects on map.

_____________________________

OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC

(in reply to Mad Russian)
Post #: 17
RE: All 27 Red Storm maps re-done, in summer and winter... - 1/5/2014 4:46:48 PM   
WildCatNL


Posts: 513
Joined: 3/27/2009
From: Eindhoven, the Netherlands
Status: offline
@Double Deuce:
Thanks for creating proper links.

A desert map currently looks like this. The fields can easily become more transparent, and the trees / brushes can be rendered in less vibrant green, to make the map look more arid.

William




Attachment (1)

(in reply to CapnDarwin)
Post #: 18
RE: All 27 Red Storm maps re-done, in summer and winter... - 1/5/2014 7:27:10 PM   
DoubleDeuce


Posts: 1247
Joined: 6/23/2000
From: Crossville, TN
Status: offline
Nice! I think the green looks ok since an arid map would likely have less trees overall when the base map is created and you wouldn't get large patches all together like you rendering the current maps.

_____________________________


(in reply to WildCatNL)
Post #: 19
RE: All 27 Red Storm maps re-done, in summer and winter... - 1/23/2014 7:33:40 PM   
Paulus Pak

 

Posts: 109
Joined: 1/23/2001
From: Warsaw, Poland
Status: offline
Did You by any chance changed the destroyed units crosses? It is a screenshot from my ongoing pbem game (that's why some vital info boxes are whited out ;-) ), crosses in the eastern part of Emsburen are all blue, but for 100% they were not my units but soviet - so they should be red. Looks like the change occured during the game, after I copied Your map files, because there is one red cross (northernmost square row, second from the left square) indicating soviet unit destroyed early in the game. All later soviet victims appear in the blue.




Attachment (1)

_____________________________

Pawel
A wargamer from Poland

(in reply to DoubleDeuce)
Post #: 20
RE: All 27 Red Storm maps re-done, in summer and winter... - 1/23/2014 7:56:19 PM   
WildCatNL


Posts: 513
Joined: 3/27/2009
From: Eindhoven, the Netherlands
Status: offline

quote:

ORIGINAL: Paulus

Did You by any chance changed the destroyed units crosses? It is a screenshot from my ongoing pbem game (that's why some vital info boxes are whited out ;-) ), crosses in the eastern part of Emsburen are all blue, but for 100% they were not my units but soviet - so they should be red. Looks like the change occured during the game, after I copied Your map files, because there is one red cross (northernmost square row, second from the left square) indicating soviet unit destroyed early in the game. All later soviet victims appear in the blue.


Hi Paulus,

the updated maps you downloaded have nothing to do with the map icons such as the crosses, mines and bridges. The maps (bitmaps) go in totally different folders than the map icons.
You can verify the presence of the (Kill_B.png, Kill_R.png) crosses by looking into the following folder:
Flashpoint Campaigns Red Storm\Assets\Map Markers
Terrain map bitmaps go into
Flashpoint Campaigns Red Storm\Modules\FPRS\Maps

Please check with your PBEM opponent if he/she sees the same problem, and submit a bug if so.

Good luck with your game!

William

(in reply to Paulus Pak)
Post #: 21
RE: All 27 Red Storm maps re-done, in summer and winter... - 1/27/2014 11:28:45 PM   
WildCatNL


Posts: 513
Joined: 3/27/2009
From: Eindhoven, the Netherlands
Status: offline
Sitrep:

I've been polishing the maps (and map renderer), improving the road network to better match the game's roads, and tweaking the map style.
After seeing Plodder's work in this forum, using colored roads (yellow, orange and grey roads as in Google maps), I experimented with that as well, and it looks better.
In response to discussions about Vietnam maps and 9 elevation levels of jungle canopy, I tried blending the tree color with the underlying elevation base color, and it works reasonably well.
You'll see these improvements a couple of days after the next game update arrives, as I intend to cover the new maps as well.

Finally, I've been toying with something I've been wanting from a war game for a long time: (b/w) printer-friendly variants of the maps, so I can make/use notes while planning/playing using 1980's technology.
(CS Red Storm 1 shown, with road numbers, bridges, town names, etc.).



Let me know what you think...

William



< Message edited by W1ll14m -- 1/28/2014 12:32:14 AM >

(in reply to WildCatNL)
Post #: 22
RE: All 27 Red Storm maps re-done, in summer and winter... - 1/28/2014 2:11:17 AM   
MikeAP

 

Posts: 266
Joined: 3/7/2008
Status: offline
I think that's cool.

A thin sheet of laminate and some markers would do you wonders

(in reply to WildCatNL)
Post #: 23
RE: All 27 Red Storm maps re-done, in summer and winter... - 1/28/2014 11:17:29 AM   
rooivalk


Posts: 22
Joined: 5/6/2007
Status: offline
Brilliant idea

_____________________________

At Fiddler’s Green, where seamen true, when here they’ve done their duty, The bowl of grog shall still renew and pledge to love and beauty

(in reply to MikeAP)
Post #: 24
RE: All 27 Red Storm maps re-done, in summer and winter... - 1/28/2014 12:39:16 PM   
pzgndr

 

Posts: 3170
Joined: 3/18/2004
From: Maryland
Status: offline

quote:

ORIGINAL: Capn Darwin
I'll just say the 2.X game engine is hex based. It would be a whole new deal to go squares again. That doesn't mean you can't make maps with squares on them, you just have to know movements are still in hex style as are locations for objects on map.


What I was suggesting was a simple toggle for an optional 1000m grid square overlay over the existing maps, not a change from the underlying 500m hexes in the game engine. Just a cosmetic thing.

(in reply to CapnDarwin)
Post #: 25
RE: All 27 Red Storm maps re-done, in summer and winter... - 2/8/2014 10:18:22 AM   
WildCatNL


Posts: 513
Joined: 3/27/2009
From: Eindhoven, the Netherlands
Status: offline
I just updated the first post with examples of the maps re-done again (with many improvements), and a web page offering downloads, examples and instructions.

Feedback is welcome.

I'm looking forward re-making the new maps coming with patch 2.03.

William

(in reply to pzgndr)
Post #: 26
RE: All 27 Red Storm maps re-done, in summer and winter... - 2/8/2014 1:22:54 PM   
CapnDarwin


Posts: 8467
Joined: 2/12/2005
From: Newark, OH
Status: offline
William,

Very cool work. The maps are important tool for planning. James Sterrett runs off these table top size ones when we do Staff exercises at Origins.

How are you placing bridges? Are you adding them after the fact or as a routing from processing?

_____________________________

OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC

(in reply to WildCatNL)
Post #: 27
RE: All 27 Red Storm maps re-done, in summer and winter... - 2/8/2014 1:48:40 PM   
JohnO


Posts: 268
Joined: 6/8/2005
From: Colorado Springs, CO
Status: offline
Great job on the maps? I like what you did for the naming of the main roads.

_____________________________

Go tell the Spartans, stranger passing by, that here, obedient to their laws, we lie.

(in reply to CapnDarwin)
Post #: 28
RE: All 27 Red Storm maps re-done, in summer and winter... - 2/8/2014 2:27:15 PM   
Enigma6584

 

Posts: 306
Joined: 9/23/2010
Status: offline
Really superb work.

(in reply to JohnO)
Post #: 29
RE: All 27 Red Storm maps re-done, in summer and winter... - 2/8/2014 2:33:13 PM   
MikeAP

 

Posts: 266
Joined: 3/7/2008
Status: offline
Very Impressive.

I love the theme. It's colorful and clean.

(in reply to Enigma6584)
Post #: 30
Page:   [1] 2 3 4 5   next >   >>
All Forums >> [New Releases from Matrix Games] >> Flashpoint Campaigns Series >> Mods and Scenarios >> All 27 Red Storm maps re-done, in summer and winter colors Page: [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

0.891