decaf
Posts: 91
Joined: 8/1/2008 Status: offline
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Rotated Maps for Scenario Conversions **** This is a repost to help centralize maps, mods, scenarios *** *** The zip file has been updated to include the correct map # 19i *** *** Thanks, dundas61! *** *** The zip file has been updated to include the edited map # 3i *** *** Thanks, suul! *** Some old scenarios have multiple maps with 2 orientations: regular and inverted. Richie61 has kindly provided 44 ASL 'like' maps in a standard orientation. I'm attaching a zip file with 44 maps in the inverted orientation for scenario design. Install these maps just like the maps Richie61 provided. I've kept the same naming convention. I just tacked on the letter "i" at the end of each file name prefix. Peter F., thanks so much for making TOTH. I had to pound a few square pegs in round holes to do the map inversions. Sometime in the future, low priority..., perhaps you could extend the building palette to support inverted images of the weird shaped buildings. This would give more pleasing images for inverted maps. Enjoy! Inverted Map Notes: First, TOTH maps are not strictly geomorphic. One can examine the shape of the 10x33 hex grid and see it is different under a 180-degree rotation. But, TOTH maps are close to geomorphic. So, with some very mild assumptions one can build a tool to re-map a regular map's contents to an inverted form. Such a tool can also substitute the road symbols for their inverted analog. Usually. The current TOTH road palette does not cover all possible instances of road connectivity. For example, dirt road 42 does not have an inverted version. (I substitute with dirt road 52.) It is very easy to let the single-hex buildings re-map to their inverted location without doing any graphics substitution. Two-hex buildings can also be re-mapped without graphics substitution. Three-hex and larger buildings can sometimes be re-mapped without substitution if they have a linear or "regular" shape. In the tougher cases, one can, sometimes, substitute one building for another building that have the necessary shape for the inverted map. However, the TOTH building palette does not cover all possible building shapes (and some buildings cover up to 11 hexes). For these very tough cases I had to "build" a building from components. I always kept wood buildings as wood and stone as stone. Also, I really tried to keep the inverted building as large as the original (since building size matters in ASL). If you see some better choices that I missed, feel free to let me know. Let me know the map #, hex numbers, and your new, suggested palette entries for each hex. All the best. (And game on!!) *** The zip file has been updated to include the correct map # 19i *** *** The zip file has been updated to include the edited map # 3i ***
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< Message edited by javafiend -- 4/4/2016 6:22:28 PM >
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