BletchleyGeek
Posts: 4713
Joined: 11/26/2009 From: Living in the fair city of Melbourne, Australia Status: offline
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Hi bcgames, I tried to work out some maps (expanding your Tunisia effort and tried to do a map around Yartsevo - Vyazma). I found two challenges. One which is foundational, the other a problem with the user interface. First the user interface one. Maybe Command Ops (released in 2010) spoilt me, but when I need to draw a road network, rivers, streams or even forests, fields, I think in terms of shapes: lines and polygons. Calculating lines and polygons intersections with hexagons is not hard, is just algebra (and you can use off the shelf stuff like CGAL). From that you can actually ask the user to decide what to do with hexes for which the dominant terrain / features cannot be decided algorithmically. In 2019 I find little reason to force onto people to produce pure geomorphic maps: easy to implement but hard and time consuming to create content which approximates reality, unlike 99% of TOAW maps which are as realistic as Tolkien's Middle Earth maps. The second issue is that you guys could get away well with abstracting away altitude in a Desert game. On more hilly areas, like Central Russia, Korsun, Bulge etc to name a few "classics", or Italy, the effect of "hilly" terrain looks odd and the game effects are suspect. That I understand is a foundational issue which only is adressed, at the operational level, by Tiller and the Command Ops games, which get this totally right.
< Message edited by BletchleyGeek -- 8/5/2019 10:04:56 AM >
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