Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

YamatoDamashii_v2 RainyDay - extended Map

 
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] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> YamatoDamashii_v2 RainyDay - extended Map Page: [1] 2 3 4 5   next >   >>
Login
Message << Older Topic   Newer Topic >>
YamatoDamashii_v2 RainyDay - extended Map - 9/14/2014 7:58:21 AM   
chemkid

 

Posts: 1238
Joined: 12/15/2012
Status: offline
quote:

ORIGINAL: Admiral Dadman

I've found a link to a ChemKid Map:

[YamatoDamashii_v2 RainyDay - extended Map with hex/nohex, also lots of GUI changes... different music, too]

download link:

http://www.mediafire.com/file/xpqocajfllt3v2u/YamatoDamashii+v2-20200730T103506Z-001.zip/file





< Message edited by Admiral DadMan -- 9/1/2020 10:12:30 PM >
Post #: 1
RE: Just Another Topo Map Project - 9/14/2014 9:12:42 AM   
JocMeister

 

Posts: 8262
Joined: 7/29/2009
From: Sweden
Status: offline
I love it!

Some personal thoughts:
-Some OD hexes are very close in appearance to OS hexes. Perhaps darken the brightest OD hexes just a tad?

-In OZ there is no distinction between CLR and DES hexes. There are other places on the map which suffer the same issues. Just by a quick glance some CLR hexes in China looks like RGH or WR hexes. A lot of JR hexes in Sumatra looks like MT. There are other examples. I don´t know if this is intentional to make the map look better? If not it may need addressing.

-Some places look a bit "flat" and uniform. Western Borneo for example.

-Perhaps make the jungles a little darker and the mountains a little less desert like?

Perhaps making everything a tiny bit darker. Its fine when I look at the map in daylight but when I turn then blinds the map is very bright IMO.

Thank you for you tremendous work!

(in reply to chemkid)
Post #: 2
RE: Just Another Topo Map Project - 9/14/2014 9:17:56 AM   
chemkid

 

Posts: 1238
Joined: 12/15/2012
Status: offline
.

< Message edited by chemkid -- 4/25/2018 11:23:07 AM >

(in reply to JocMeister)
Post #: 3
RE: Just Another Topo Map Project - 9/14/2014 10:04:20 AM   
chemkid

 

Posts: 1238
Joined: 12/15/2012
Status: offline
.

< Message edited by chemkid -- 4/25/2018 11:23:00 AM >

(in reply to JocMeister)
Post #: 4
RE: Just Another Topo Map Project - 9/14/2014 1:10:44 PM   
nadia911


Posts: 51
Joined: 3/24/2009
Status: offline
Wonderful Map, thanks Chemkid

(in reply to chemkid)
Post #: 5
RE: Just Another Topo Map Project - 9/14/2014 4:08:08 PM   
Jace11

 

Posts: 87
Joined: 8/23/2012
Status: offline
Simply Superb!

needs a weather map though.

< Message edited by Jace11 -- 9/14/2014 5:08:34 PM >

(in reply to nadia911)
Post #: 6
RE: Just Another Topo Map Project - 9/14/2014 4:25:00 PM   
chemkid

 

Posts: 1238
Joined: 12/15/2012
Status: offline
.

< Message edited by chemkid -- 4/25/2018 11:22:51 AM >

(in reply to Jace11)
Post #: 7
RE: Just Another Topo Map Project - 9/14/2014 8:33:55 PM   
Rising-Sun


Posts: 2082
Joined: 11/5/2009
From: Clifton Park, NY
Status: offline
Looking good, keep doing the good work.

_____________________________


(in reply to chemkid)
Post #: 8
RE: Just Another Topo Map Project - 9/15/2014 4:33:18 PM   
Symon


Posts: 1928
Joined: 11/24/2012
From: De Eye-lands, Mon
Status: offline
Hi, Chemkid.

As always, your images are wonderful. Butt ... why this particular difference? Don't understand how this is functionally different from your fabulous first pass. Looks good but just doesn't float my boat visually/conceptually, if ya know what I mean. Unless there is some purpose ... function. Am a fan of your art and use it. Just looking for some touch.

Ciao. JWE

_____________________________

Nous n'avons pas peur! Vive la liberté! Moi aussi je suis Charlie!
Yippy Ki Yay.

(in reply to chemkid)
Post #: 9
RE: Just Another Topo Map Project - 9/16/2014 1:56:31 AM   
Jace11

 

Posts: 87
Joined: 8/23/2012
Status: offline
Having spent a bit of time looking at the new map I going to try and give a bit more feedback:

Being pretty anal about in game graphics I've listed the kind of things I'd maybe change - most are very minor. Don't get me wrong, I still love the map and am already using it. I think it's fantastic and can't imagine the amount of work you put into it (particularly tracing the paths for the new road / rail network which must have been painful and laborious). I hope people appreciate how much effort goes into something like this and what you're trying to do here.



Colours: I think they are generally nice, less harsh and busy in appearance than the original topo map. It's easier on the eye but less detailed / colorful - which is fine I think, and also important as people who play the game spend a long time staring at the map so lower saturation makes things more gentle.
The green / orange can appear strong in areas but I expect this is a result of your source map. However, they do fit well with the shallow and deep sea colours.
The map border is a nice colour choice. All together, it's achieving a similar effect to the War in the East style map, which I was impressed with.

Oceans: Shallow ocean hexes are all pretty clear in this map. In your previous topo map, it was a bit hit and miss. Some ocean shading effects around islands and land masses made it difficult to spot some, while others were misrepresented. Rectifying that was an important functional addition to your new map.

The new ocean topography effects I think are unnecessary though, or should perhaps be toned down. I would consider this irrelevant information, but I understand you might be concerned that the vast open spaces of ocean might appear bland without it. Your diagonal shading of oceans will offset this somewhat. I think in some areas the ocean topography is nice, these are areas were it has an acceptably minor effect, but in others it is very strong and looks out of place. The best example would be the ridge or trench NE from New Zealand past Raoul Island. In this case, when I look at it, it appears like the Tonga Island are more elevated than Raoul. It's just a bit awkward. Shallow and Deep ocean is already presented accurately by your map, this extra topology isn't needed by the player and can in places look weird. Having quoted that example though, I have to admit areas like those around Malaya, Borneo, New Guinea and the DEI look pretty nice with minor shading - so I don't know. I'm in two minds I guess. Maybe just tone down that New Zealand ridge.. hmmm, I honestly don't know without seeing what the map would like without it.

Ocean dots: Fine, I personally prefer hexes but these dots work well, I will probably warm to them. Whether you want to remove ocean dots from some of the inland lakes is up to you. There a few cases where dots in lakes actually signify a legitimate OS hex, but I spotted a few which are present in lakes where they could be removed with no loss of information. Minor issue I guess.

Text: I think black and white is fine. I miss colored names of nations / island groups etc, but I'm sure you've experimented with different combinations and found black with a highlight around it to work best with your terrain colours.

However, there are a number of location names that are overlapping the new road / rail network (also black and white). eg Edmonton, Vancouver (Canada), these map labels could perhaps do with a nudge.
Others that overlap road/rail and could be nudged slightly I found include: Launceston (Tasmania), Delhi, Hyderabad (Southern one), Cawnpore, Armadabad, Bangalore, Palembang.
There are others too, several in China etc.

The obvious solution is to just nudge the labels around into clear space so they dont touch the roads etc but as close to the hex as possible and also without confusing them with any other nearby dot hexes etc. If that's not possible with all of them, not sure.

I wouldn't worry about ship covering map labels too much - ships move, are often disbanded in port etc. Icon bitmaps obscuring stuff is perfectly acceptable imo.

New rail / road network: Awesome! So like the ones from I remember seeing on maps from that era. - Interaction with map labels etc.

New urban center markings: Nice, subtle. Centered to each hex? The base flags in game must be slightly higher, because the two together look very slightly off center - very minor issue I think. The offmap Liverpool hex is Urban Heavy I think too - again very minor omission.

Er I think that's it...

for now...

Tagula Island typo - you have it as Taluga (near milne bay)

For your off map area at the top right, just fill it in with green hexes I reckon, leaving ocean there conflicts with the game data and would look odd with LCUs moving across.
e.g




Attachment (1)

< Message edited by Jace11 -- 9/16/2014 4:44:51 AM >

(in reply to Symon)
Post #: 10
RE: Just Another Topo Map Project - 9/16/2014 8:40:21 AM   
chemkid

 

Posts: 1238
Joined: 12/15/2012
Status: offline
.

< Message edited by chemkid -- 4/25/2018 11:22:46 AM >

(in reply to Jace11)
Post #: 11
RE: Just Another Topo Map Project - 9/24/2014 1:07:05 PM   
chemkid

 

Posts: 1238
Joined: 12/15/2012
Status: offline
.

< Message edited by chemkid -- 4/25/2018 11:22:40 AM >

(in reply to Jace11)
Post #: 12
RE: Just Another Topo Map Project - 9/25/2014 12:15:24 AM   
SuluSea


Posts: 2358
Joined: 11/17/2006
Status: offline
Superb looking map!!!! Looks like I'll be playing this until you come up with a final. Looking it over it's hard to come up with an idea of how much time went into the production..... Much thanks to you for helping make this game better.

(in reply to chemkid)
Post #: 13
RE: Just Another Topo Map Project - 9/26/2014 9:36:05 AM   
traskott


Posts: 1546
Joined: 6/23/2008
From: Valladolid, Spain
Status: offline


Now I have a dilema: The previous new art, or this one... Decisiones, decisiones..

(in reply to SuluSea)
Post #: 14
RE: Just Another Topo Map Project - 9/28/2014 11:40:19 AM   
Redmarkus5


Posts: 4456
Joined: 12/1/2007
From: 0.00
Status: offline
Awe inspiring piece of work. I'm using it now!

_____________________________

WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2

(in reply to traskott)
Post #: 15
RE: Just Another Topo Map Project - 10/4/2014 7:50:02 AM   
chemkid

 

Posts: 1238
Joined: 12/15/2012
Status: offline
.

< Message edited by chemkid -- 4/25/2018 11:22:18 AM >

(in reply to Redmarkus5)
Post #: 16
UPDATE: JATM-Project Preview 2 - 10/4/2014 4:08:01 PM   
chemkid

 

Posts: 1238
Joined: 12/15/2012
Status: offline
.

< Message edited by chemkid -- 4/25/2018 11:22:08 AM >

(in reply to chemkid)
Post #: 17
RE: UPDATE: JATM-Project Preview 3 - 10/30/2014 3:02:44 PM   
chemkid

 

Posts: 1238
Joined: 12/15/2012
Status: offline
.

< Message edited by chemkid -- 4/25/2018 11:21:12 AM >

(in reply to chemkid)
Post #: 18
RE: UPDATE: JATM-Project Preview 3 - 11/1/2014 3:24:43 AM   
GaryChildress

 

Posts: 6830
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline
Wow! Amazing AGAIN!!!  Great work.

I've actually incorporated this map AND your other Topo map in the game simultaneously by using one with Hexes on and one with Hexes off. Sort of the best of both worlds. All I need to do is flip the little toggle to change maps. :)

_____________________________


(in reply to chemkid)
Post #: 19
RE: UPDATE: JATM-Project Preview 3 - 11/2/2014 1:40:29 PM   
GaryChildress

 

Posts: 6830
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline
This really is an AMAZING map, even better than the fist Topo map project IMO.

If I may make a couple humble suggestions, I think this map would benefit enormously also from adding a list of hot keys next to the legend in the top right corner in the same manner your other Topo map does. Also since the "1" key is used to display terrain type, maybe a legend somewhere at the top to define what the different abbreviations for terrain types mean would be a good idea as well. That might make it more player friendly from a terrain perspective since visual cues for terrain are a bit more limited with these maps.  

In any case I think these maps set a new standard for WITP/AE map making. I don't think I could go back to the old maps anymore.


_____________________________


(in reply to GaryChildress)
Post #: 20
RE: UPDATE: JATM-Project Preview 3 - 11/2/2014 3:04:00 PM   
chemkid

 

Posts: 1238
Joined: 12/15/2012
Status: offline
.

< Message edited by chemkid -- 4/25/2018 11:20:51 AM >

(in reply to GaryChildress)
Post #: 21
JATM-Project - proofreading required. - 11/3/2014 4:08:00 PM   
chemkid

 

Posts: 1238
Joined: 12/15/2012
Status: offline
.

< Message edited by chemkid -- 4/25/2018 11:20:46 AM >

(in reply to chemkid)
Post #: 22
RE: JATM-Project - proofreading required. - 11/3/2014 9:46:54 PM   
GaryChildress

 

Posts: 6830
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline
Just a thought but why not simply use the existing credit screen in the new location instead of creating another? I took a look at the new one and it was a little hard on my eyes. It's not quite as easy to read as the original.

_____________________________


(in reply to chemkid)
Post #: 23
JATM-Project - 11/4/2014 8:20:42 AM   
chemkid

 

Posts: 1238
Joined: 12/15/2012
Status: offline
.

< Message edited by chemkid -- 4/25/2018 11:20:40 AM >

(in reply to GaryChildress)
Post #: 24
JATM Preview 4 is up! (Stock+Extended) - 11/23/2014 1:36:52 PM   
chemkid

 

Posts: 1238
Joined: 12/15/2012
Status: offline
.

< Message edited by chemkid -- 4/25/2018 11:28:36 AM >

(in reply to chemkid)
Post #: 25
RE: JATM Preview 4 is up! (Stock+Extended) - 11/30/2014 11:57:26 PM   
GaryChildress

 

Posts: 6830
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline
Absolutely AMAZING, Chemkid! I love this new map even more than your other! Absolute perfection! The new clouds are also perfect. This map is a wargamer's dream come true. I'll have to check it out some more as I go along. I haven't tested everything out yet but your maps keep bringing me back to this game. Thank you for your beautiful art.  

_____________________________


(in reply to chemkid)
Post #: 26
RE: JATM Preview 4 is up! (Stock+Extended) - 12/1/2014 12:22:48 AM   
GaryChildress

 

Posts: 6830
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline
BTW, Chemkid, I am so impressed with your work I had to post something about it in the main (General discussion) forums at top. I hope you don't mind..

http://www.matrixgames.com/forums/tm.asp?m=3750186&mpage=1&key=�

< Message edited by Gary Childress -- 12/1/2014 1:32:52 AM >


_____________________________


(in reply to GaryChildress)
Post #: 27
RE: JATM Preview 4 is up! (Stock+Extended) - 12/1/2014 3:38:21 PM   
TulliusDetritus


Posts: 5521
Joined: 4/1/2004
From: The Zone™
Status: offline
Hello

First of all, absolutely stunning map

I really want to use it but I don't know if it's going to work. I use the Da Big Babes mod (extended map). Will it work?


_____________________________

a nu cheeki breeki iv damke

(in reply to GaryChildress)
Post #: 28
RE: JATM Preview 4 is up! (Stock+Extended) - 12/1/2014 4:03:35 PM   
chemkid

 

Posts: 1238
Joined: 12/15/2012
Status: offline
.

< Message edited by chemkid -- 4/25/2018 11:28:07 AM >

(in reply to TulliusDetritus)
Post #: 29
RE: JATM Preview 4 is up! (Stock+Extended) - 12/1/2014 4:35:02 PM   
Symon


Posts: 1928
Joined: 11/24/2012
From: De Eye-lands, Mon
Status: offline
+1
The Babes CPX folks don't usually read these boards, but I sent a message to take a look. Darn near everybody said WOW and you are now our new map graphic standard.
Cannot begin to say how much you have added to the visual aspects of the game. My Haiku absolutely sucks, but I'll give it a shot.

The cherry blossoms
Are as white as snow
With a heart of red
And their scent
Takes me to my private place.

Ciao. JWE

_____________________________

Nous n'avons pas peur! Vive la liberté! Moi aussi je suis Charlie!
Yippy Ki Yay.

(in reply to chemkid)
Post #: 30
Page:   [1] 2 3 4 5   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> YamatoDamashii_v2 RainyDay - extended Map 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

1.686