Shannon V. OKeets
Posts: 22095
Joined: 5/19/2005 From: Honolulu, Hawaii Status: offline
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Map(s) I Scale CWIF has a map that uses a single scale for the entire world. It measures 360 by 195 for a total of 70,200 hexes. It is a good copy of the WiF map for Europe but has changed the scale for the Pacific map. The off-map boxes have also been eliminated. From the forum dialogues I have seen 3 proposals for the scale: (1) CWiF, (2) WiF, and (3) spherical. By WiF I mean a perfect copy of the maps from WiF. For a description of the spherical map I refer you to the forum on that topic. I favor the CWiF map scale at present but have made no firm commitment. That is, I have written no code, beyond what already exists in CWiF, based on that assumption. My reasons for the CWiF map scale follows. (1) Compared to WiF, the single scale has a nicer feel to it as you scroll from western Europe through eastern Asia. It does not have the strange disruption that occurs when you reach an off-map box. (2) All land combat would be hex against hex, removing the need for different combat procedures (i.e., code) for units in hexes attacking enemies in off-map boxes (as in WiF). (3) Existing code can be used (though I will need to review it all thoroughly to check that it is bug free). (4) Keeping track of where units are is easy in CWiF. Each hex has an (x,y) position and that is that. Using WiF maps, special routines will be needed to determine the distance between units when they are on different maps. For example, some of the maps connect in the shape of a T, and what should be done about air units that want to fly over the gap between the two bars of the T? (5) Creating a spherical map would require just that: creating a map from scratch. The discussion in the forum mentioned a lot of possibilities but eventually one would have to be chosen and then implemented. This would require thoughtful examination of the alternatives and an evaluation of their pluses and minuses vis-a-vis MWiF. To justify that effort, I would need to see a substantial benefit. (6) Trying to make MWiF’s map perfectly match WiF’s leaves open the possibility that WiF comes out with a new add-on that has a new map and now MWiF no longer is a perfect match. Modifying such a fundamental aspect of the game as the map in order to keep MWiF in sync with WiF would be a lot of work. This is because the map underlies all the code for movement, combat, and supply. Change the map and they all have to be reexamined at the least, and rewritten at the worst. Reasons for matching WiF warrant serious consideration. (7) The rules as written and all the play that the game has received has been on WiF maps. Changing the maps risks changing the game’s balance. In particular, the land war between China and Japan is closely balanced and the number of units per hex (or hexes per unit?) is crucial for supply determination. (8) Some players would like to be able to take a WiF position and set it up in MWiF, and vice-a-versa. If CWiF’s map is used that would no longer be possible. So, what do you think about map scale? II Artistic Rendering The existing CWiF map is very close to the WiF map in that each hex has an underlying terrain type that is identical throughout the world. That is, a clear hex looks the same no matter where it appears. Rivers, lakes, country boundaries, and other hexside features match those in WiF as closely as possible. Each hex has a visible edge to it and the overall visual effect is the same as looking at a board wargame. Current thoughts are to have a second map made that is more artistically pleasing. It would still have an underlying hex grid, but clear hexes might vary in texture, woods and rivers wouldn’t always conform perfectly with a hexside and so on. The primary place you see this in the current rendering of WiF terrain is for coastlines, where the artist has taken some liberties and both land and sea appear in the same hex. In CWiF the coastline hexes are all virtually identical. From the programming point of view switching back and forth between two different renderings of the terrain is pretty easy. Someone else will have to do the art work (I was always poor with crayons). The software doesn’t really care; it never looks at the maps anyway. So what do you think about how the map(s) should be rendered on the screen?
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Steve Perfection is an elusive goal.
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