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RE: WitP-AE Topo Map Project

 
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RE: WitP-AE Topo Map Project - 5/1/2014 1:25:50 PM   
Lecivius


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Good grief, this looks awesome. I can't wait.

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RE: WitP-AE Topo Map Project - 5/1/2014 2:03:53 PM   
derhexer


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What a fantastic map!! Great job. Thanks for putting in the effort and love. I can't wait to ins

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Post #: 32
RE: WitP-AE Topo Map Project - 5/2/2014 12:02:50 AM   
Symon


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I too think it looks great. Can't wait to see the outcome. J

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Post #: 33
WitP-AE Topo Map Project - 5/4/2014 6:09:03 PM   
Lasarian


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Holding off starting a new RA campaign till I can install this. Exact sort of mod I want to see. Thanks in advance :)

< Message edited by Lasarian -- 5/4/2014 7:09:21 PM >

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Post #: 34
RE: WitP-AE Topo Map Project - 5/4/2014 8:11:30 PM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:14:31 AM >

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RE: WitP-AE Topo Map Project - 5/4/2014 8:14:28 PM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:14:21 AM >

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RE: WitP-AE Topo Map Project - 5/4/2014 8:25:48 PM   
btd64


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Oh how cool. Adds a lot of realism.
Only thing I would say is the red RR kind of get lost in the terrain. But how cool. GP

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RE: WitP-AE Topo Map Project - 5/4/2014 9:02:39 PM   
Peever


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This is looking great. I would agree that the RR, the dotted one in particular, gets lost in the terrain. I think black,grey, or yellow would be better for roads than green. Don't forget that using green and red together will be a problem for those who are color blind.

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RE: WitP-AE Topo Map Project - 5/5/2014 2:11:30 AM   
PaxMondo


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quote:

ORIGINAL: Peever

Don't forget that using green and red together will be a problem for those who are color blind.

~22% of males ... including me. There ain't no dang red lines there no where as far as I can see ... where are those durn' RR's at anyway?

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RE: WitP-AE Topo Map Project - 5/5/2014 7:40:12 AM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:14:09 AM >

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RE: WitP-AE Topo Map Project - 5/5/2014 1:57:30 PM   
PaxMondo


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CAn't wait to see the next iteration. The map looks fantastic! Great job ...

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Post #: 41
RE: WitP-AE Topo Map Project - 5/5/2014 3:57:12 PM   
Shark7


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I have not commented here in a long time, but felt compelled to because of your map project.

It is nice, and something I'm looking forward to using.

However, as with PaxMondo, I can't even see the red lines on the map. I'm one of those ~22% that don't do so well with red and greens (plus a case of aging eyes to add to it). Unfortunately, the best bet is using colors that are highly contrasted against the background image. The yellows and blacks you used in the Sumatra map are good, I can easily distinguish those from the background.

Also, I notice that you've used some very faint diagonal black lines to differentiate the deep water from the shallows. This looks very good IMO and should work out fine.

Overall, I'm liking the look of this and will be utilizing is once you release it.

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RE: WitP-AE Topo Map Project - 5/5/2014 4:27:29 PM   
GreyJoy


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A:M:A:Z:I:N:G!!!!!

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RE: WitP-AE Topo Map Project - 5/5/2014 8:49:15 PM   
John 3rd


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Put me in COACH!

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Post #: 44
RE: WitP-AE Topo Map Project - 5/6/2014 12:17:29 AM   
GaryChildress

 

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Coming along good. Looking great! Can't wait for the finished product! 

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Post #: 45
RE: WitP-AE Topo Map Project - 5/7/2014 5:01:11 PM   
Lasarian


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Have folks/chemkid settled on the best rd/rr combo yet? 1px dark grey for trails and 2px dark grey for roads seems better to me than a bright yellow trail & different colour for roads. The only colour difference you use imo should be between road and rail, else it starts to spoil that nice realistic map ;) Anyhow, I guess we can edit it ourselves to get the prefered combo once it's out. Will we be able to use the generic mod enabler to swap out the map from an existing campaign and replace it with this? I'm thinking of the 'Babes extended map art and data with SL' mod I use with R.A. 6.6.

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Post #: 46
RE: WitP-AE Topo Map Project - 5/8/2014 12:11:12 PM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:13:58 AM >

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RE: WitP-AE Topo Map Project - 5/8/2014 2:14:52 PM   
LoBaron


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Looks amazing! Can´t wait to try this out!

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RE: WitP-AE Topo Map Project - 5/8/2014 3:01:54 PM   
Shark7


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This is much better for me, as I can easily make out the roads and rails now.

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RE: WitP-AE Topo Map Project - 5/8/2014 3:07:18 PM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:13:48 AM >

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RE: WitP-AE Topo Map Project - 5/8/2014 3:38:58 PM   
oldman45


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I have to add a "just amazing" to this thread. I too am looking forward to using this map. Thank you very much for sharing your talent with us.

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RE: WitP-AE Topo Map Project - 5/8/2014 4:03:38 PM   
richlove


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OK, that idea for the top-right is brilliant. If you managed to squeeze off-map distances or load / unload rates (or rearm sizes) somewhere, I would plotz.

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Post #: 52
RE: WitP-AE Topo Map Project - 5/8/2014 11:28:16 PM   
btd64


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quote:

ORIGINAL: chemkid

thank you for your feedback and your kind words!
here's one more version for the R&R with mixed line strengh (1px - 2px):

major railway = 2px black
minor railway = 1px black

main road = 2px yellow
secondary road = 1px yellow

rastered hexes are OD (ocean deep) hexes.

quote:

Will we be able to use the generic mod enabler to swap out the map from an existing campaign and replace it with this?
yes, of course. that's what i'm doing all the time.

quote:

Also, I notice that you've used some very faint diagonal black lines to differentiate the deep water from the shallows.
later, i'll give the WIF-style map (ocean dots and land hexes) a try but for now it's ok i guess...





Even for my tired eyes this looks much better. I remember watching Happy Days when it first came out. Pretty cool. GP


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RE: WitP-AE Topo Map Project - 5/8/2014 11:43:59 PM   
mikkey


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Amazing map chemkid. I look forward for WIF-style map.

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Post #: 54
RE: WitP-AE Topo Map Project - 5/9/2014 1:04:30 AM   
Lasarian


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Looking good - just the ocean dots/land hexes to go and it'll be great.

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Post #: 55
RE: WitP-AE Topo Map Project - 5/9/2014 2:54:40 AM   
derhexer


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Black for RRs and yellow for roads is definitely much better.
Great job. I can hardly wait for the final version.

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Post #: 56
RE: WitP-AE Topo Map Project - 5/10/2014 1:46:04 PM   
Rising-Sun


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Very good works you did there, yeah the map doesnt align with compass well. Tricky to do.

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RE: WitP-AE Topo Map Project - 5/11/2014 10:42:29 AM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:13:35 AM >

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RE: WitP-AE Topo Map Project - 5/11/2014 2:15:22 PM   
drw61


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Thanks for doing this chemkid, I'll give it a try.

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RE: WitP-AE Topo Map Project - 5/11/2014 3:14:21 PM   
GaryChildress

 

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Wow! Just did a quick install to test it and it looks AMAZING! You did an incredible job with the roads and rails chemkid! Your map actually looks better with them than without I think.

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All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> RE: WitP-AE Topo Map Project Page: <<   < prev  1 [2] 3 4 5   next >   >>
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